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Suggest a Sphere!

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Apprentice

Small- concuss: arcane volley gains 40% concussion rate, stunning enimies it hits

Medium- arcane shatter: arcane barriers break down more frequently, but deal small AOE magic when they do

Large- shall not pass: mana bomb uses all Blue AND green mana dealing significantly more damage, scaling with mana consumed

Hard as glass: earthshatter towers spikes linger on the battlefield, as additional slowing power, but only have one health point.

Sonic boom: tornado loses all damage, but has a 60% chance to confuse, stunning all enemies hit this way for 2.5 seconds

Uber- two-faced: frostbite towers now have two modes, its usual frost slow effect at range, and a medium range fire AOE with a long cooldown

Crunchy:earthshatter towers now summon three spikes, centered on the targeted enemy

Keep flamethrower

I will add the other heroes as I think of them.

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Sphere of Unending Patrons: Converts Squire's provoke into guzzle, which causes you to create four copies of yourself that attack enemies and perform spells as you do for ? seconds.

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2 Spheres for Monk Large slot, for Boost Aura.  
Sphere 1: Increases base Defense Power boost from 10% to 15% and reduces base damage reduction from 10% to 5%  
Sphere 2: Increases base damage reduction from 10% to 15% and reduces base Defense Power boost from 10% to 5%  
Boost Aura is kinda trying to make towers both tanky and do more damage... but it isnt leaning far enough in either direction.

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I think a lot of people might be interested in trying to beat higher difficulties with one or two classes instead of having to use a full hero deck. The friend I started playing DD2 with just recently after it went F2P quit already because he didn’t like the idea of having to create and gear multiple alts to do higher difficulty. Some people just want to focus on one hero. I also think it would be a fun challenge to try to beat higher difficulties with a single hero. Giving spheres that allow heroes to do more damage to the resist type they usually struggle with might help with that.

Examples (I didn’t do any math to justify the %s, they’re just examples):

Large Sphere: Thunderclap: Every other tick of Lightning or Lightning Strike aura triggers a thunderclap dealing 50% of the auras damage as physical to all enemies within the aura.

Large Sphere: Aftershock: Earthshatter tower now triggers an aftershock after every attack dealing 50% of its normal damage as physical to affected enemies.

Large Sphere: Exploding Balls (NNF?): Your Cannon Balls now explode upon hitting their target and deal 25% of their normal damage as fire damage to enemies in a small area. (This would work with the normal and uber sphere versions)

Also something like this might help:

Small Sphere: All your stats are increased by 1% per empty hero deck slot.

You would be able to buy 3 for a maximum of 9% with 3 spheres and 3 empty slots. This way if you wanted to bring only one hero into a game you could X out your other slots and maximize the power of that one hero.If you ended up implementing the idea of being able to flip cards over for bonuses, flipped over cards would count as empty slots.

Another issue currently is that having a builder out in the combat phase is a significant reduction in your potential damage/efficiency. I think you should add spheres to make a pure builder setup viable. This also sort of goes along with the reasoning above of being able to build a hero capable of soloing (without using the full hero deck).

Uber Sphere: Master Engineer: If this hero is active during the combat phase, the Defense Power, Crit Damage, Health, Speed and Rate of all objects created by this hero are increased by 10% and those objects are automatically repaired for 1% of their health once every 10 seconds (combat phase only).

If that’s too much for one sphere maybe split the idea into two but have the auto repair sphere tick more frequently.

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Whatever tier you guys think is best:

One (Or both) of these would be really fun and bring back the enjoyment of the Genie pet from Dungeon Defenders 1 in an easier to balance fashion.

- Hero deals no damage, instead the Hero gains green mana based off of their total tower stats.   (That way it's balanced in a way that benefits builders doing this)

- A % of Hero damage is converted to green mana instead of damaging the enemy.

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@ConcreteFish quote:

The ability to use say a Large sphere in the uber slot when you have no use of said uber slot

Wouldn't you rather just have Uber options you like that appeal to you instead? :D

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Apprentice UBER :

Focus target : If only 1 Target is marked your Arcane Volley Hits that Target with all five homing bolts (more if you have arcanist stacks higher?!)

Helpfull Frosty : your Frosty Power increases now HeroDamage on near Heroes for 20% of what it buffs Defenses with DefensePower.

Squire UBER :

Hit me hard: if the Squire gets 15k Damage in under 3seconds he shilds himself with 50% of HeroHealth for 10seconds

Monk UBER :

Let me hit you: Your AP increase by 1% for 10sec after you hit an enemy with your primary attack. stackable 15 times

Huntress UBER :

Elemental Arrows :  You do Magic Damage instead of Physical with your attacks

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@Siduakal quote:


@ConcreteFish quote:

The ability to use say a Large sphere in the uber slot when you have no use of said uber slot

Wouldn't you rather just have Uber options you like that appeal to you instead? :D

That would be nice indeed. I had my monk in mind when i wrote this, i would like to be able to use the 25% blockade health boost large sphere and the enlarged serenity aura at the same time as i dont have a uber for the monk and i think this would suit my builds more than say the lightning strike uber. It was just a thought, more ubers are most certainly welcome :)

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Huntress:

Whirpool (Uber): Changes your Geyser Trap into a whirpool that constantly spins and captures up to X SMALL creature for Y seconds before entering in cooldown, while spinning it assorbs all Green and Blue mana and gives it to the huntress. (It helps to separate big foes against little ignorable ones from the damage towers).

Poisoning Balloons (Large): Poison Dart Tower is not a defense anymore but it's a buff that can be applied on Blaze Balloon. It fills the ballon with poison that showers all the enemies on the area when it explodes, poisoning them all with the maximum stack of poison that the Poison Dart Tower can give.

Powder Line (Uber): Oil Flask ability now allows the Huntress to drop a line of explosive powder behind her for 10 seconds, the powder lasts until ignited. When the powder is ignited, it explodes dealing massive magic damage to everyone, stunning them for 1 second and igniting them as the Oil Flask - Phoenix combo.

Flurry (Large): Turns Piercing Shot into Flurry. Flurry locks the Huntress and the camera where she looks and shoots a flurry of 20 arrows in 3 seconds that damage the first enemy hit, each arrow deal 10% of Piercing Shot damage as physical damage. Each arrow can crit using the Hero Crit Damage as the damage standard, and each critical hit stuns the target hit by 0.5 seconds.

Squire:

Two hands (Uber): The Squire equip his sword with two hands (Shield stats still count), his attacks are 20% slower but he deals 150% damage in a wider area. He can parry only one attack every 2 seconds with a right click to reduce damage as blocked with a shield, when he do, his next attack within the next 2 seconds will be 50% faster.

Smart Dummies (Large): Target Dummy is not a defense anymore but it's a buff that can be applied on Spike Blockades. It gives Squire Helmet and a circular saw that spins horizontal damaging everyone in front of the blockade. The New Blockade retains its old HP but it gets the Target Dummy damage.


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the cloud because they cannot see correctly



@^Captain_Tibbles^ quote:

Duel wielding for the squire. Allows the squire to have a second weapon instead of a shield in his off hand, cannot block and looses all bonuses that the shield would otherwise give. Attack damage per swing is averaged between the two blades (X + X / 2) but increases attack speed by X% amount. The shield slam would also be unavailable maybe replaced with another ability of equal or lesser power, or the cool down and manna consumption of the sword strike ability decreased substantially to compensate for lack of AOE damage.    

the third ability could be switched to a rage mode to were the squire gains health ,attack speed ,and damage for like 5 seconds.


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Arcane Reflect-ade:

Arcane Barrier no longer halts enemy advance, but reflects enemy projectiles for a percent of damage based on defense power. 


Arcane Expulsion:

Arcane Barrier no longer blows up after 20% damage taken, but instead explodes after an enemy hit, doing less damage, but activates more frequently.


Seriously, that thing needs love.  It's so pointless right now.


Magic Missle Tower:

Flameburst changes into MM, dealing more damage per shot, and fires faster, but no longer causes AoE. 


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Squire: Castle wall. barricade loses attack and some hp but gets slightly wider and loses its curve

Scattershot: cannons hit multiple targets for reduced damage like a shotgun

Pin cushion: ballista hits a single target but pins it in place. causes flying mobs to fall

whirling dervish: once dummy reaches full speed it pushes mobs back and stops spinning. 


apprentice: hot n sticky: shoots a flaming ball that damages a single target for heavy damage over time.

Beam attack: instead of exploding the magic mirror does a beam attack that stuns enemies a short distance in a straight line in front of it.

cone of frost: ice beam takes a very long time to charge a cone of frost that slows enemies down and damages them. 

earthquake: a line of stone goes out from the tower and continues in a straight line damaging enemies as it passes


monk: storm cloud: lightning auras cause drenched status with only small chance of lighting for medium damage

buff enough: buff tower removes lane buffs from mobs while in vicinity

life or death: any mobs that die in the healing aura give a small amount of health to towers in the aoe.

fireworks: slower rate of fire for aa gun but also slows flying mobs with small chance to stun


huntress: rocket trap: explosive traps turn into a rocket engine that blasts heat for a short amount of time. 

fountain: water trap turns into a trap that pushes enemies away from it forcing them onto one side of the lane

sleeeeeep: poison darts cause enemies to fall asleep after a short time. take extra damage while sleeping

hot on the trail: magma balloon causes enemy to leave magma trail that damages enemies




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@Elandrian quote:

The Juke Nuke spec.  Big damage/speed.  Low health.

Seems fun but like it could be very hard to balance.

In my opinion I can only see this not being entirely OP if either it reduces your HP to 1 or you get 100 HP and lose 30 or so HP a second that you have to maintain through life leech damage.

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Monk Uber

Serenity Aura : When inside the aura. A shield which is equivalent to 15% of the current life of the hero is activated to absorb all incoming damage.

Boost Aura: An aura is placed on the towers: This aura increases damage by 15%, when the tower takes some damage this aura is broken. Waiting time for the aura back = 3 minutes

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Oiling-Katapult: freeze-tower now throw oiling flasks, they stay for 5 seconds on the place, then he fires a new one (tower range increases the oiling place, tower speed the slow effect, item advantages like bigger slow will count on oiling spot) - large

update to the freezing uber: Oiling-Katapult´s oil place has a chance of 30% to knock down an enemy moving in oil

Fire meets oil: if flameburst attack hits an oiling spot, the spot will explode dealing 150% defense power, and will burn for 2 seconds, dealing 100% defense power to enemies walking through and ignite them for 3 seconds dealing 30% defense power - uber

Something went wrong...: freeze tower now attacks friendly heroes using a greatly wider range, enemies close to an afflicted hero will be slowed and can be frozen...but the hero aswell - large

Hell of shots!: Balista now fires 6 Arrows in front of it, but without piercing (enemy can be hitted more times by one shot, but decrease the damage of each arrow hitting him by 30%) - uber

Knocking on squires door: Blockade knocks enemies in front of it down - medium

Test-Dummie: Test dummies now dont need green mana, but therefor they cant be upgraded and still cost 20 defense points, also they have lowered hp and dps - small

Vampir Aura: Serenety Aura now drains life from enemys, to heal Characters (no wounded hero - no drain) - medium

Boost me to space: Boost aura now loads the dp-bonus for 5 seconds and increases a single attack by x%*5 -large

WTAttack speed?: Huntress has a chance of 10% to fire an additional normal shot with 60% damage (this can be affected by the sphere with a full loaded secondary shot) - medium

Remote-Controlled-Darts: Poison Darts are Remote Controlled now to make sure that the biggest guy is focused, increasing the attack range greatly, but slowing the attack speed - uber

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Apprentice Uber:

Magic Veil

Arcane Barrier is replaced by Magic Veil

Magic Veil does not work as a normal blockade, but creates a wall that absorbs enemy projectiles. Upon receiving 20 percent health as damage, it unleashes a pulse of energy that does more damage the further the pulse travels.


This would give the tower a use since Spike Blockade will outclass it as a blockade from now until Hearty stops being best in slot.

It would also give meta-building Apprentices something more fun for their Uber!

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Explosive cannonball: Cannonball deals AOE damage when it critical hits an enemy.


Very straight forward to making Cannonball relevant for NM4.

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@dwade123 quote:

Explosive cannonball: Cannonball deals AOE damage when it critical hits an enemy.


Very straight forward to making Cannonball relevant for NM4.

Rolling cannonball is aoe. It's just REALLY REALLLLLLLLY small. If they literally increase the aoe, it'd be usable along with the shock shell stun affecting the nearby units

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Forgot this existed lol 

https://dungeondefenders.com/2/topic/128753/what-if-the-apprentice-wall-was-indestructible


Had this idea to have a uber that changes the apprentice wall into something more magical and less solid

instead of making the apprentice wall physical we''l turn it into MAGIC ITSELF!! :D


Now the shield cannot destroyed for good, it can only be temporary destroyed by a EXPLOSION!!

But after some time it will recharge itself and come back to block enemies again

the only way to defeat the wall is if the heroes dont feed mana to the wall because then it will fade away 

in time

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Nano-Mechanics - Sphere regenerates Tower/Defense Health at a predetermined rate during waves. For obvious reasons a % health regeneration would result in ridiculous regeneration so a predetermined number would prevent ridiculously tanky blockades.

Flak-Cannon - Sphere allows for projectile towers to fire another and/or multiple projectiles. This effect would weaken the projectiles based on the number created if there were 3 projectiles each would damage at a 1/3 of the damage rate of the original dps.


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Boost Defense Attack Sphere I - (Large, Monk) Boost Aura increases nearby defenses' attack damage by 15%.

Lightning Gambit Sphere - (Large, Monk) Lightning Aura gets 50% more damage and 25% more range. Lightning Strikes Aura attack cool down is reduced by 33% and gains 25% more range. Both auras lose 50% of their maximum lifespan.

Slow Poison - (Large, Huntress) Enemies that are poisoned by Poison Dart Tower are slowed by 25% to 75% depending on how far along the poison has increased. (Side note: Poison Dart Towers really shouldn't be targeting the same thing repeatedly. The tower and this hypothetical sphere would shine with that simple change.)

Cold Lightning Tower - (Uber, Apprentice) Frostbite Tower becomes Cold Lightning Tower. Cold Lightning Tower has a slow attack rate for a heavy attack that lets out a freezing shock that bounces from target to target, dealing lightning damage but loses damage with each bounce. Enemies are slowed proportionately to the amount of damage that they would have taken (i.e. if an enemy takes reduced damage for reasons other than bounce reduction, it is chilled less).

Frozen Shard Tower - (Uber, Apprentice) Frostbite Tower becomes Frozen Shard Tower. Frozen Shard Tower has a moderate attack rate (1s cool down) for a light attack that fires icy projectiles that instantly freeze the target, dealing physical damage. Enemies that are dealt full damage are frozen, otherwise slowed, and enemies very close to the affected target are slowed. Targets are randomly selected with bias towards enemies more directly in front.

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