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Suggest a Sphere!

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I propose a Monk sphere that causes Boost Aura to no longer offer damage reduction, but grants +X% increased damage (Maybe Def. Speed as well) to ranged defenses. The meta is stale right now because Frosty Power only works with Traps/Auras, we need a method of buffing back line defense to make other builds and towers viable in NM4 and going forward with higher difficulties to come.

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Pet Uber: Let's you have two pet abilities at once (able to activate seperately though) one from your main pet and one from another pet you own. (Only gives ability though, not stats)

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I don't know if this was thought of yet but:

Apprentice Large "Magical Charged Primary": Works same as Huntress Sphere of same name, but works with Apprentice. This would encourage spheres for DPS Apprentices.

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Monk needs more Support and less dead weight.
Lightning Aura (Ultimate) is changed into Snow/Blizzard/Icestorm Aura. 
You can make enemies be slowed when in the aura and even freeze if they stay in it too long at the cost of damage.
Goes real well with the Holiday theme too. xD

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Uber Slot:Huntress

(i dont know if its already there,havent built her)

Barrage (u name it something better)

-Commands nearby arrow turrets to shoot up an entire barrage targeted with a special arrow

--shoot arrow,turrets(yours) nearby shoot up and arrows fired land there,dealing damage equivalent to x% of x

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Squire Uber: Electro Net - Ballista will only target aerial monsters firing a charged net that stuns them and renders them unable to fly. (turns air mobs into ground ones).


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Uber Spheres.


· Horcrux - Once every 60 seconds, a fatal blow will instead only bring you to 1 hp, stunning any enemies close by for 1 second. Every kill by the player will reduce this timer by 1 second.

· Mechanic - While repairing or upgrading a defense, you will gain 25% damage reduction and 25% damage boost.

· Adrenaline - Every kill with a basic or secondary attack adds a stack of adrenaline, stacking upto 10 times. Each stack adds 5% extra damage to the next ability you use and removes all current stacks.

· Savant - Adds your Defense Power to your Hero Damage, Defense Health to your Hero Health and Defense Crit Damage to Hero Crit Damage.


3 of those are useful for dps heroes and a new one for defense based heroes. And while Savant may seem over powered, remember how little defense power actually totals up to compared to hero damage. It would be a small but effective boost meaning you can still be useful on a building character but not quite as good as a dedicated dps.

Horcrux would help alot for Melee dps and people who get caught by kobolds alot (me).

Mechanic would hopefully incentivise people to stand around less and actually repair defenses, and the defense boost means not being so scared about catching a stray attack while you do so. Again it may seem over powered, but the amount of time you actually spend repairing or upgrading is actually really small so the buff would only be active when it's most needed, such as ogre sieges.

Adrenaline is just... well it's useful without being overpowered, and adds well to all dps heroes.

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Squire Uber: 

Buck Shoot: Cannon ball tower now shoots many smaller projectiles that hit multiple enemies  dealing X% increased damage.

Exploding shot: Cannon Ball tower projectile now explodes on contact.

Exploding Bolt: Balista no longer pearices  but instead explodes dealing X% incressed damage.


I beleave the spheres should have no negitives to them.

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Monk Uber  :

Spirit Palm: Your monks chi blast now uses your wepons attack rate and 130% of its attack power But your melee attacks is reduced by 50% (or Cant melee)

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Sharpening Uber. Turns you Training Dummy to a Slice N Dice blockade increasing damage but takes more time to get the full effect.

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Monk large sphere:

Charged chi: Allows the player to charge monk secondary attacks by holding alt fire.

(Was thinking uber but that might be too op with dragon stance.)


Monk uber:

Weakening wave:

Heroic wave replaced with weakening wave, which curses enemies lowering their damage and resistances


Squire uber:

Mirror shield: Reflects 15X damage mitigated by shield back to the monster that dealt it.

(Sounds like a lot, but monsters don't hit much, and the shield mitigates even less. Plus it synergizes with the existing shield block sphere, and thorns)


Mage uber:

Earthquake tower sphere: Replaces Earthshaker towers with Earthquake towers, that deal reduced damage to all enemies in a large circle around them.

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Apprentice Uber Sphere:

Mana Bomb no longer erupts around the Apprentice. Instead, it erupts around the nearest Arcane Barrier and stuns enemies.


Apprentice Uber Sphere:

Marked enemies that are chilled by your Frostbite Towers take 1% increased damage for every 50 Ability Power.


Apprentice Large Sphere:

Increases your Frostbite Tower's Defense Power by 25% of your Ability Power. Defense Power gained from items is reduced by 50%.


Squire Large Sphere:

Standing near a Training Dummy causes 15% of damage taken to be redirected to the Training Dummy.

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Monk Uber Sphere: Skyburst


Changes Skyguard towers. Instead of 3 dragon heads it only has 1. Firing arc changed from 360 degrees to 120 degrees.. When a Skyburst Tower fires, it launches a single projectile at the nearest flying enemy, which then explodes into a heavily damaging AoE firework explosion.


The thought behind this is simple. There are 2 sets of flying enemies that are a problem in this game. 1. Large mobs of fliers, 4+ enemies. 2. Flying Kobolds, which come singularly, or in pairs. The problem becomes that, in the late game, normal Skyguard towers cannot deal enough damage to the groups to cut them down before the fliers reach other defenses, and they can't consistently take down flying Kobolds before they reach half HP and launch themselves. This means that Skyguard towers, in later difficulties, simply can't do their jobs.  This Uber Sphere would help by massively increasing the damage the towers do, and allowing them to explode in an AoE, BUT would require more thoughtful placement, and it would be more important to keep an eye on enemies that might get out of its firing arc quickly. As it stands, Skyguard towers just aren't used in later parts of the game because a single Huntress can do the job better, hopefully this could change that.

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I feel the poison DoT mechanic could be much more fun with just a few system changes and tweaks to current assets. I propose adding a new uber sphere for the Huntress which converts Blaze Balloon into Toxic Balloon.  All Trendy needs to do is re-skin the current Balloon object and animation so it has a green/toxic theme and booyah.  Mechanic changes noted below...

  • Toxic Balloon (uber)
    • Releases toxic slime in an area that applies X stacks of poison per tick
    • Increases all poison damage done to affected mobs by X%
    • Mobs killed while affected by toxic slime explode, dealing no damage but applying X stacks of poison to nearby enemies

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We need some Ubers that are not class specific, currently getting ubers for all your characters is majorly time locked. The guard spheres you get from gran master are fine for wallers, but don't really help other classes or dps. You shouldn't have to wait months for all your characters to have an Uber.


So some ideas:

(U) Incite Vulnerability: Enemies hit by your hero attacks will become vulnerable, taking 120% damage from towers for 2 seconds.

(U) Chain Attack: If a tower strikes an enemy it has hit within 2 seconds, it will deal 5% increased damage, stacking up to 15% increased damage.


And while I'm posting, here are some more ideas for class spheres:

(U) Mark of Doom: Enemies marked for arcane volley take 115% damage.

(L) Mirror Mirror: Shield block reflects projectiles.

(L) Sickening Poison: Enemies affected by poison dart tower's poison will be unable to regenerate health or be healed.

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Not sure if someone have posted this yet, but i'll give it a try.


Class: Monk

Tower: Boost Aura

Sphere Slot: Uber

Name: Debuff Aura, Negative Boost

Effect: Enemies entering the aura deals decreased damage, and makes enemies more vulnerable

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Uber Spheres reminiscent of DD1 

DPS Squire: Blood Rage, Increases speed and damage dramatically (Replaces Provoke) Lasts 6 seconds, 30 decond cooldown.

Tower Squire: Spike blockades are replaced with 'bouncer blockades'  more damage at the loss of health, to save time and prevent making new meshes animations etc, make the spike blockade perform a slight amount of knock back, with a higher speed and damage and less hp. 

Dps Huntress: Invisibility, slight increase to movement speed, move through and cant be hurt by enemies leaving an 'oily' trail behind you . attacking ends invisibility. drains Mana overtime.

Tower Huntress: Poison dart Towers are replaced with Poison Gas Traps, When activating, enemies are stunned and a DOT poison effect is added to them..... y'know.. like a 'Haze balloon'

Dps Monk: Defensive Wave, Replaces heroic wave, Self explanatory

Tower Monk: Strength Drain Aura, Replaces Boost Aura, Weakens enemies within the aura radius.

Dps Apprentice: Overcharge, replaces Mana Bomb, abilities have less cooldown, 15% chance all attacks are fuly charged,  last 8 seconds, 45 second cooldown

Tower Apprentice: FrostStrike Towers, replaces FrostBite Towers, has a much smaller radial cone, frostbite towers now shoot a 'shard of ice' inflicting magical damage with a chance to freeze enemies.



  

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Dear Trendy,

I would like to suggest a potential mechanic to help increase build diversity as well as create a smoother gearing experience. I think it would be beneficial to create a system where you can convert legendary weapon abilities into skill spheres. This would alleviate the issues where you were forced to use a subpar item because it had the correct legendary ability. In addition it would allow you to create some unique builds by combining multiple legendary item abilities together. You could either create a new slot for item spheres or have them occupy uber sphere slots.

In addition, for huntresses I would suggest a skill sphere that causes enemies poisoned by the poison dart tower, to take X% increased damage per stack.

Regards,

Glovebox

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@SundriedFetta quote:

Uber Spheres reminiscent of DD1 

DPS Squire: Blood Rage, Increases speed and damage dramatically (Replaces Provoke) Lasts 6 seconds, 30 decond cooldown.

Tower Squire: Spike blockades are replaced with 'bouncer blockades'  more damage at the loss of health, to save time and prevent making new meshes animations etc, make the spike blockade perform a slight amount of knock back, with a higher speed and damage and less hp. 

Dps Huntress: Invisibility, slight increase to movement speed, move through and cant be hurt by enemies leaving an 'oily' trail behind you . attacking ends invisibility. drains Mana overtime.

Tower Huntress: Poison dart Towers are replaced with Poison Gas Traps, When activating, enemies are stunned and a DOT poison effect is added to them..... y'know.. like a 'Haze balloon'

Dps Monk: Defensive Wave, Replaces heroic wave, Self explanatory

Tower Monk: Strength Drain Aura, Replaces Boost Aura, Weakens enemies within the aura radius.

Dps Apprentice: Overcharge, replaces Mana Bomb, abilities have less cooldown, 15% chance all attacks are fuly charged,  last 8 seconds, 45 second cooldown

Tower Apprentice: FrostStrike Towers, replaces FrostBite Towers, has a much smaller radial cone, frostbite towers now shoot a 'shard of ice' inflicting magical damage with a chance to freeze enemies.



  

poison trap would be awesome

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For all:

Uber to medium adapter - Use a third medium sphere instead of an uber sphere, multiply sphere effectiveness by 1.25

Uber to small bi-coupler - Use two extra small spheres instead of an uber sphere, if they don't share the same stat basetype, double the values

Large to small adapter - Use fourth small sphere instead of a large sphere, multiply sphere effectiveness by 1.1

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If it hasn't been suggested yet:


Large Spheres:

Blue Duality Sphere: Spending 10 blue mana gives you 1 green mana.

Green Duality Sphere: For every 10 green mana picked up, gain x blue mana.

Edit: Ah I see there were similar/same ones. I do support this sort of idea though.



Medium/Small:

Life Leech I +25

Life Leech II +50

Life Leech III +75-100

Might help out melees who want to play tanky.


Medium:

Pet Empathy: + X% Pet Damage and + Y% Pet Active Ability damage


Uber:

Master of Beasts: Pets Now Deal an Additional +X% of Hero Damage and + Y% of Defense Power on attacks.


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