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Suggest a Sphere!

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Sky guards need more buffing spheres, and harpoons need a dmg uber like the cannon.


rapid shots - harpoons now have 50% faster attack rate but deal %20 less damage

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@Chillix quote:

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

This needs to be implemented now.

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For all:

Uber: The gambler - All gear that drops for you have -5 ipwr, A 4 sided die is rolled until it lands on 1, gain +1 ipwr for every roll not 1.

This gives us 23% chance for +/-0 ipwr, 5% chance for +5 ipwr, 1.33% chance for +10 ipwr, 0.31% chance for +15 ipwr, 0,075% chance for +20 ipwr and so on. Basically severely reducing the frequency one gains max ipwr loot, for the opportunity to gain slightly over the max ipwr loot. 

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@Prowner quote:

Pet recieves 50% more xp

@Sanzennin quote:

For all:

Uber: The gambler - All gear that drops for you have -5 ipwr, A 4 sided die is rolled until it lands on 1, gain +1 ipwr for every roll not 1.

This gives us 23% chance for +/-0 ipwr, 5% chance for +5 ipwr, 1.33% chance for +10 ipwr, 0.31% chance for +15 ipwr, 0,075% chance for +20 ipwr and so on. Basically severely reducing the frequency one gains max ipwr loot, for the opportunity to gain slightly over the max ipwr loot. 

@Prowner quote:

10/15 % chance for better loot

Please no to all... Loot should always be rewarded because of the map and difficulty you play... Not how many free loot spheres you equip... Also all these would become standard to everyone's build and just clog up the sphere sheet.

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@braydon180 quote:

Also all these would become standard to everyone's build and just clog up the sphere sheet.

Frist: Than why do we have this threat? Every good new sphere will clog up your sphere sheet. 
Second: It will give better loot "Chance". Never said that you will recieve free loot. It would still depends on the difficulty you play. 

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@Prowner quote:


@braydon180 quote:

Also all these would become standard to everyone's build and just clog up the sphere sheet.

Frist: Than why do we have this threat? Every good new sphere will clog up your sphere sheet. 
Second: It will give better loot "Chance". Never said that you will recieve free loot. It would still depends on the difficulty you play. 

Not taking the time to humor this with a response.

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@braydon180 quote:
@Sanzennin quote:

For all:

Uber: The gambler - All gear that drops for you have -5 ipwr, A 4 sided die is rolled until it lands on 1, gain +1 ipwr for every roll not 1.

This gives us 23% chance for +/-0 ipwr, 5% chance for +5 ipwr, 1.33% chance for +10 ipwr, 0.31% chance for +15 ipwr, 0,075% chance for +20 ipwr and so on. Basically severely reducing the frequency one gains max ipwr loot, for the opportunity to gain slightly over the max ipwr loot. 

Please no to all... Loot should always be rewarded because of the map and difficulty you play... Not how many free loot spheres you equip... Also all these would become standard to everyone's build and just clog up the sphere sheet.

The difference between iPwr limits of each map is pretty significant compared to the highly unlikely event that you'll get +5 ipwr on your gear. My suggestion wouldn't enable you to really farm nm4 gear in nm3, or even nm4 inc gear in nm4, it would simply give you a slight chance of getting above max ipwr loot... a very slim chance to be honest. I feel the tradeoff between getting good gear regularly and getting a chance of slightly above max ipwr gear is more than enough to deter this uber from becoming standard for everyone's build.

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@Sanzennin quote:


@braydon180 quote:
@Sanzennin quote:

For all:

Uber: The gambler - All gear that drops for you have -5 ipwr, A 4 sided die is rolled until it lands on 1, gain +1 ipwr for every roll not 1.

This gives us 23% chance for +/-0 ipwr, 5% chance for +5 ipwr, 1.33% chance for +10 ipwr, 0.31% chance for +15 ipwr, 0,075% chance for +20 ipwr and so on. Basically severely reducing the frequency one gains max ipwr loot, for the opportunity to gain slightly over the max ipwr loot. 

Please no to all... Loot should always be rewarded because of the map and difficulty you play... Not how many free loot spheres you equip... Also all these would become standard to everyone's build and just clog up the sphere sheet.

The difference between iPwr limits of each map is pretty significant compared to the highly unlikely event that you'll get +5 ipwr on your gear. My suggestion wouldn't enable you to really farm nm4 gear in nm3, or even nm4 inc gear in nm4, it would simply give you a slight chance of getting above max ipwr loot... a very slim chance to be honest. I feel the tradeoff between getting good gear regularly and getting a chance of slightly above max ipwr gear is more than enough to deter this uber from becoming standard for everyone's build.

It would for anyone at 700 ipwr gear, so they could get 705. And honestly it would just make it take 10 times as long to get the absolute max, because you have to play some stupid gamble sphere.

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@braydon180 quote:


@Sanzennin quote:


@braydon180 quote:
@Sanzennin quote:

For all:

Uber: The gambler - All gear that drops for you have -5 ipwr, A 4 sided die is rolled until it lands on 1, gain +1 ipwr for every roll not 1.

This gives us 23% chance for +/-0 ipwr, 5% chance for +5 ipwr, 1.33% chance for +10 ipwr, 0.31% chance for +15 ipwr, 0,075% chance for +20 ipwr and so on. Basically severely reducing the frequency one gains max ipwr loot, for the opportunity to gain slightly over the max ipwr loot. 

Please no to all... Loot should always be rewarded because of the map and difficulty you play... Not how many free loot spheres you equip... Also all these would become standard to everyone's build and just clog up the sphere sheet.

The difference between iPwr limits of each map is pretty significant compared to the highly unlikely event that you'll get +5 ipwr on your gear. My suggestion wouldn't enable you to really farm nm4 gear in nm3, or even nm4 inc gear in nm4, it would simply give you a slight chance of getting above max ipwr loot... a very slim chance to be honest. I feel the tradeoff between getting good gear regularly and getting a chance of slightly above max ipwr gear is more than enough to deter this uber from becoming standard for everyone's build.

It would for anyone at 700 ipwr gear, so they could get 705. And honestly it would just make it take 10 times as long to get the absolute max, because you have to play some stupid gamble sphere.

You seem to assume everyone had some form of OCD to force them to get the absolute max ipwr gear, well, firstly, that's quite a bit rarer than you think.  Secondly, this sphere would effectively remove any absolute maximum from gear ipwr.

And honestly it would just make it take 10 times as long to get the absolute max

So this part especially is largely inaccurate. I'm sure my idea isn't perfect, and there are probably some legitimate flaws to consider, but I would appreciate it if rather than just deciding "it's stupid" and basing your argument around that, you'd actually consider the suggested mechanism and it's effects, then identify the potential flaws, and give constructive feedback, whilst avoiding merely disagreeing for the joy of disagreeing, as well the usage of words such as "stupid".

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@Sanzennin quote:


And honestly it would just make it take 10 times as long to get the absolute max

So this part especially is utter nonsense. I would encourage you to consider the suggestions before commenting on them. I'm sure there are some legitimate flaws in my suggestion, you just didn't seem to bother identifying any of them.

  Heh... I read your garbage the first time I saw it, and I did not re-read it... For some reason I thought it was capped... Anyway I couldn't be bothered to read it again because it's not that god damn interesting, so I'm sorry I don't hang on your every word.

  So your idea is that there is a loot randomizer, that will probably give a few people 750 ipwr gear for no reason? Why not just let people hack? I mean you'd clearly wreck the progression anyway.

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@Sanzennin quote:


@braydon180 quote:

  So your idea is that there is a loot randomizer, that will probably give a few people 750 ipwr gear for no reason?

No. That's nowhere near the point.

It's the reality. An uncapped loot quality randomizer would give a handful of people 750+ Ipwr gear while others would never receive it.

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@braydon180 quote:


@Sanzennin quote:


@braydon180 quote:

  So your idea is that there is a loot randomizer, that will probably give a few people 750 ipwr gear for no reason?

No. That's nowhere near the point.

It's the reality. An uncapped loot quality randomizer would give a handful of people 750+ Ipwr gear while others would never receive it.

Please calculate the probability for anyone getting even a single piece of ipwr 750 gear once, ignoring the likely scenario that it won't have the stats they wanted. Then consider if this is even remotely plausible given the size of the player base.

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@Sanzennin quote:


@braydon180 quote:


@Sanzennin quote:


@braydon180 quote:

  So your idea is that there is a loot randomizer, that will probably give a few people 750 ipwr gear for no reason?

No. That's nowhere near the point.

It's the reality. An uncapped loot quality randomizer would give a handful of people 750+ Ipwr gear while others would never receive it.

Please calculate the probability for anyone getting even a single piece of ipwr 750 gear once, ignoring the likely scenario that it won't have the stats they wanted. Then consider if this is even remotely plausible given the size of the player base.

I can't calculate the chance, because I would have to know the number of drops that person sees... However I know there are enough drops in any given map for you to consistently see +5s with that sphere... I'd also guess some of the people who play all the time have see over 100,000 drops... So no I don't think it's unlikely people would get a few pieces of 750 ipwr gear.

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@braydon180 quote:

I can't calculate the chance, because I would have to know the number of drops that person sees... However I know there are enough drops in any given map for you to consistently see +5s with that sphere... I'd also guess some of the people who play all the time have see over 100,000 drops... So no I don't think it's unlikely people would get a few pieces of 750 ipwr gear.

Fine, I'll just go ahead and do the calculation for you: To get +50 ipwr on a gear, for now ignoring the chance that the gear didn't roll ipwr 700 as base and it probably wouldn't have the stats you wanted, would be:

0.75^55 = 0.00000013.

So you can hope to see an item with +50 ipwr drop every

(1-0.75^55)^x = 0.5, x = 5 000 000 items. So every 5 000 000 items you'd have about 50/50 chance of getting one item with +50 ipwr. In all likely hood, that didn't roll base 700 ipwr anyways, so you'd get anywhere between 710 and 750 as the final ipwr.

With 10 000 000 dropped gear, you'd have a 75% chance of getting one.

If you wanted to be almost certain you'd get one, 22 000 000 items would give you a 95% chance. 

So seeing over 100 000 drops comes nowhere near. Even seeing 22 000 000 drops is somewhat unlikely to give you a ipwr 750. Especially if you wanted the correct stats on that. So that's simply not something you'd need to worry about.

However, the sphere will remove the concept of an absolute max ipwr, in a very balanced way. There will be people who will get ipwr 705 gear, some may even get lucky enough to get ipwr 710. And a couple of outrageously lucky guys might get ipwr 720 or something, but that doesn't exactly give them a huge advantage over everyone else. So what we would achieve here, is mainly that nobody would need to feel bad about upgrading a 699 ipwr gear anymore than upgrading 700 ipwr gear.

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Class: Monk

Tower: Boost Aura

Sphere Slot: Uber

Name: Hoarder Aura, Greed Aura

Effect: Automately picks up all blue mana and gold from enemies dying in it. The effect stays on the enemies for 2 seconds after they leave the aura. The cost could be 10, 15 or 20 green mana.

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Had a few recently with the proposed "4 skill sphere" system idea that Abyss Lord is using, along with making more use out of certain builder specs, seeing as if you have a wall squire, his job is "Put walls, never see the map again unless a wall goes down".

If you like the ideas, please do let me know. I had some for making a more "Active" builder traptress, turning traps into single-use abilities and such, as well as some ideas for monk and damage Huntress. Sadly I don't play enough Apprentice to have any ideas at the moment, but give me a bit and I'm sure I could come up with something besides "Frost Tower Jocky".

Squire Spheres
True Defender: Adds X% of Defense Health to Hero Health, and X% as damage returned to enemies when blocking. Lowers your melee attack damage by X%.

Overcome the Overwhelming: When 5 or more enemies are in range of you or your Barricades, add X% of your/your blockades Health as a damage shield for X seconds. If this shield is broken, deal twice that damage to all enemies nearby. This affect can only occur once every X seconds.

Withering Strikes: When you are within X range of a barricade, its attacks will wither all targets within range, Reducing their damage by X% for X seconds.

Barricade Blast: Replace your Sword Beam Ability with the Barricade Blast ability. This ability causes all blockades to instantly explode, dealing X% of Defense Health as damage in an area around them.

Waterlogged: Enemies that strike a blockade are Drenched, and take X% of Defense Health as damage. Slows your barricades attack rate by X.

Taunt: Provoke further increases your damage resistance by X%, and all enemies affected by the taunt will suffer X% More damage from all sources for the duration, but also gain increased movement speed when moving towards you, as well as deal X% more damage to you if not blocked.

Seismic Quakes: Causes the area where Seismic Slam was used to leave a damaging affect on the ground for X seconds, Dealing X% of Hero Health to enemies within the area each second.

Veteran Training Dummy: You can only place one Training Dummy down, and it is movable. This training dummy gains X% of addition Defense Health as health and damage, has an increased size, and a small taunt aura, drawing enemies attention to it above other defenses/heroes. Moving this dummy costs X Ability mana, and has a X second cooldown.


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Class: Abyss Lord

Sphere slot: Large

Sphere name: Flight-Off!, Abyssal Flight

Effect: Gives the Abyss Lord the ability to Levitate for 4 seconds, also gives him a +150 movement speed bonus.


It would be nice if the Abyss Lord got some kind of sphere which gives him more movement speed, but "only movement speed" felt kinda boring for being a Large Sphere so I slapped on the Levitate. Any thoughts?

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Class: Huntress

Tower: Geysir

Sphere Slot: Uber

Name: jump, boost-pad or sth. like that

Effect: a new uber-sphere for geysir which also works on players. It's just a little utility-thing to jump higher like the pads in Sky City

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Apprentice tower sphere.

Frost Tower - Icy Spikes - Frost tower now shoots ice spikes that deal damage and slow the target.

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Squire Blockade Sphere : Viagra Falls 

Seeing we all know people show their blockades as a sign of their manhood... 'Woo hoo (ping) look at my blockade get yours out' 


Increase length/width of the wall and strength by 10 percent.  

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