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A suggestion for Boost Aura and Buff Beam


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Boost Aura and Buff Beam have been underwhelming since Trials patch back at the end of February. My suggestion for these 2 defenses would be for Trendy to make a bunch of utility shards for them. Make it so that you use these defenses for the combination of utility shards that you put into them while always having a buff as a bonus.

Trendy may have even said this, but even if not it still seems obvious that these defenses have been left untouched because its very difficult to balance buffing defenses. Changing the DP/DC scaling, changing the DU or even changing the size can easily turn the defenses to being overpowered. While making changes like those may also be something for Trendy to do, I believe utility shards are the way to go. 

The one thing Boost Aura does right over Buff Beam is it's utility shards. It's slow shard and blockade HP buff make it somewhat usable over the shard-less Buff Beam. I'd like to see more of this for both defenses, giving them 5 or so shards to pick from and turning them into "Build your own Utility defenses". Doing this would make it OK for the buff part of the defense to be a little under powered, since it would just be a bonus on top of the utility you get from the shards.


Some Shard Ideas for the defenses I've come up with (ignore my horrible naming sense).


Boost Aura:

  • Wither Aura: Boost Aura Withers enemies inside it reducing the damage they deal by X%
  • Enrage Aura: X% Chance to Enrage a nearby enemy inside Boost Aura when an Enemy dies, causing them to attack nearby enemies.
  • Healing Aura: Heroes inside Boost Aura heal for X% of their max HP per second.
  • Decaying Aura: Enemies inside Boost Aura take X% more damage from all sources. (Or take X% more damage from all sources each second for Y seconds, caping at Z%)


Buff Beam:

  • Range Boost: Defenses affected by Buff Beam gain X% Range. (or X range units)
  • Overclocked: Defenses affected by Buff Beam gain X defense speed, and increases the speed cap. (An example would be 25% both buff and cap increase so a defense capped at 1/s would fire at 0.75/s)
  • Stun Trigger: Enemies are stunned for X seconds the first time they touch the buff beam.
  • Overload: Buff Beam has a small chance to super buff all affected defenses by X% for Y seconds when any affected defense takes damage.
  • Slow Beam: Enemies are slowed by X% while in contact with buff beam.
  • Critical Beam: Affected Defenses have their crit chance increased by 3%.
  • Double Shot: Affected Defenses have a X% chance to fire twice for full damage.


I tried to suggest shards that wouldn't be overpowered but would still be useful, purposefully using as few numbers as possible. On the other hand, a couple sneaked in that might be OP but were just fun thoughts I had to add.

I'd like to see a variety of shards for these defenses that you can pick and choose from to build Buff Beam and Boost Aura to handle different situations. The defenses would be useful even without factoring in the buffing aspect of them. In my mind this would make it OK for Trendy to keep the buff scaling on the side of a bit under powered while still making them useful.

I'd love to hear anyone else's thoughts on the idea as well as other shard ideas!

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@ZeonErudon quote:

Buff Beam:

  •  Strong beam: turns buff beam into a materialized wall. Emoji_GobHuntress.png
  • Fortified Beam: Turns Buff Beam into a Blockade and increases Defense Health by 34%

So you don't need to waste another slot on Fortification EVICon.png

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    Not long ago Trendy fixes some buff defenses bugs.You could stack buff beam , boost aura and initiate totem and get 20k dp bonus with %-2b damage protection.So its easier to balance boost defenses now.

    I suggest decrease boost aura's du cost to 20 but increase its range stat without changing actual range (means vicious strike will be less effective.)

    We don't use boosted blockade shard because you can get better boost with health pylon (10 less du cost and %10 more health)

   Rippling explosion and boosted grasp are pre-trail serenity aura passives and i think they don't fit boost aura.I think these two shards and SidewalkHero's new shard ideas should be moved a new aura (a crowd control aura) for Initiate. Initiate needs her own unique defense. 

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Would be nice for sure and a great way to make them defenses more helpful. I personally would like more utility shards in general for everything so you can build your defenses in a variety of ways with utility shards that may work well together to further personalize your builds even though a clear meta will always be found and used based on the ability to afk C7. 

With onslaught coming I think getting extra utility shards for everything would be nice but that also raises the obvious and well known concern of shards taking up so much space already. I think it goes without saying there should be some kind of way to store shards and I think ancient power could open up many potential sources of being able to do such a thing (assuming that isn't already implemented in the coming expansion in some form santa.png)

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@Blade3291 quote:

Would be nice for sure and a great way to make them defenses more helpful. I personally would like more utility shards in general for everything so you can build your defenses in a variety of ways with utility shards that may work well together to further personalize your builds even though a clear meta will always be found and used based on the ability to afk C7. 

With onslaught coming I think getting extra utility shards for everything would be nice but that also raises the obvious and well known concern of shards taking up so much space already. I think it goes without saying there should be some kind of way to store shards and I think ancient power could open up many potential sources of being able to do such a thing (assuming that isn't already implemented in the coming expansion in some form santa.png)

I'm all about more shards in general. 

My original post and this comment should be taken in a perfect world where shard inventory isn't an issue, because that's a whole other bag of worms for another thread :')

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Papa [[166314,users]] said this post would be better with numbers so here goes.

Boost Aura:

  • Wither Aura: Boost Aura Withers enemies inside it reducing the damage they deal by 20%
  • Enrage Aura: 10% Chance to Enrage a nearby enemy inside Boost Aura when an Enemy dies, causing nearby enemies to attack them.
  • Healing Aura: Heroes inside Boost Aura heal for 7.5% of their max HP per second.
  • Decaying Aura: Enemies inside Boost Aura take 20% more damage from all sources. (Or take 5% more damage from all sources each second, caping at 25%)

Buff Beam:

  • Range Boost: Defenses affected by Buff Beam gain 20% Range. 
  • Overclocked: Defenses affected by Buff Beam gain 20% defense speed, and increases the speed cap by 20%. (An example would be 20% both buff and cap increase so a defense capped at 1/s would fire at 0.8/s)
  • Stun Trigger: Enemies are stunned for 2 seconds the first time they touch the buff beam, can only happen once per enemy.
  • Overload: Buff Beam has a 5% chance to buff the DP/DC of all affected defenses by 100% for 4 seconds when any affected defense takes damage.
  • Slow Beam: Enemies are slowed to 40% while in contact with buff beam.
  • Critical Beam: Affected Defenses have their crit chance increased by 3%.
  • Double Shot: Affected Defenses have a 20% chance to fire twice for full damage.

Most of these were picked based off existing shards. TBH most the shard ideas were based off existing ones too.


I didn't originally give numbers because the post isn't necessarily about these specific shards, but giving the defenses utility shards. That and leaving them blank makes it so they're judged on their effects, not scaling so they wouldn't be dismissed as OP or UP. 

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@SidewalkHero quote:
  • Overclocked: Defenses affected by Buff Beam gain 20% defense speed, and increases the speed cap by 20%. (An example would be 20% both buff and cap increase so a defense capped at 1/s would fire at 0.8/s)

I think it will be better defense speed gain based on its own relic.

"Buff beam passes %30 of its defense speed stat to defenses within the beam"


@SidewalkHero quote:
  • Slow Beam: Enemies are slowed to 40% while in contact with buff beam.

This will be unnecessary EV2 already have beam that slows enemies.

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What about instead of shards, you can change the type of tower premap. Like In Diablo where a Class has a bunch of skills but you can only bring only a certain amount at a time. For example: A Monk would have all those different types of Buff Beams but you can only bring one into the map. Not sure how this would work for DD2 but it would solve the too many shards or where would these shards drop issue. You could also do this with Hero skills. Maybe you don't want the Monk's Healing/Buff on his 3, so you switch to another DPS skill or w/e. It would add more Different types of hero builds.

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@Eodest quote:

What about instead of shards, you can change the type of tower premap. Like In Diablo where a Class has a bunch of skills but you can only bring only a certain amount at a time. For example: A Monk would have all those different types of Buff Beams but you can only bring one into the map. Not sure how this would work for DD2 but it would solve the too many shards or where would these shards drop issue. You could also do this with Hero skills. Maybe you don't want the Monk's Healing/Buff on his 3, so you switch to another DPS skill or w/e. It would add more Different types of hero builds.

Wouldn't that need the return of Skill Spheres?

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@LineDrill quote:
@SidewalkHero quote:
  • Slow Beam: Enemies are slowed to 40% while in contact with buff beam.

This will be unnecessary EV2 already have beam that slows enemies.

Saying its unnecessary is like saying using frosty tower with protons is unnecessary.

That being said, I understand that it overlaps quite a bit with protons, but its no worse than all the Fire AOE defenses we have. In the end though, I was just trying to populate bullet points since the main purpose of the post isn't the specific shards I mentioned but the idea that these 2 defenses need more utility shards :)

I'd love to hear more ideas for shards that could work with these defenses.

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@SidewalkHero quote:

Saying its unnecessary is like saying using frosty tower with protons is unnecessary.

That being said, I understand that it overlaps quite a bit with protons, but its no worse than all the Fire AOE defenses we have. In the end though, I was just trying to populate bullet points since the main purpose of the post isn't the specific shards I mentioned but the idea that these 2 defenses need more utility shards :)

I'd love to hear more ideas for shards that could work with these defenses.

   I say it is unnecessary because when Trendy changed monk defenses they changed lightning aura to flame aura because they don't want 2 defenses doing same thing in one single hero.I'm not saying it's a bad idea and you should feel bad about it.I'm sorry if i ruined this post purpose. Well i add some new shard ideas.

  •  Silence Aura : Enemies inside of boost aura can not use their spells for 5 seconds.Can only affect enemies once.(means malthius can not spawn enemies inside of the aura or emp orcs can not emp your defenses.
  • Flashy beam  :Any hero who touch buff beam gets a 600 increased move speed and jump height for 5 second ( 600 range unit )
  • Wave beam : Boost beam have 20% chance to drech enemies for 3 seconds while in contact with buff beam.
  • Control beam/boost: Any crowd control effect duration increased for %25 while in contact with buff beam/boost aura. Maximum 2 sec increase.
  • Spooky Beam: Enemies are %5 chance to flee to the spawn for 3 second.(Enemies have no collision while fleeing so they don't stuck with other enemies.
  • Endurance Aura: Heroes take %10 less damage inside of the boost aura.
  • Damage gambit beam: Affected Defenses deals between %15 less damage and %30 more damage.

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Here's an idea that would only work with EV2. What about a mechanic that increases the shards strength based on how many nodes are in the chain? Bring more choice in deciding how strong the utility should be.

@SidewalkHero quote:

Buff Beam:

  • Range Boost: Defenses affected by Buff Beam gain 20% Range. 

Using the above as an example.

  • Range Boost: Defenses affected by Buff Beam gain 20% Range. Gain 5% more for each node in the same chain.

So then Range Boost could potentially give up to a maximum of 45% extra range on defenses if you build the maximum amount of nodes in that particular chain. (If I remember correctly it's 5 nodes?)


You can now decide if it's worth going for a larger bonus with a higher DU cost or go for the smaller boost but potentially have 2 placed down in different locations. Something that'll change with each maps build.

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I'll add two things for boost aura;

  • Chill Aura: Reduces enemies attack speed by %33
  • Reworked Rippling explosions: No longer deal damage.Now has %25 chance to detonate and passes enemies status effects small area around the enemies. ( It means when enemies died while stunned it stuns nearby enemies or if enemies dies while ignited it ignites nearby enemies.)

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@Lawlta quote:

giphy.webp

Wow, the ultimate approval coming from the legend himself (Yes, Lawlta you are already a legend in here!). I bet you are/will make a great dad! squire_small.pngThat´s something my old man never said while I was growing up, and still hasn´t to this day. (I´m 40 now)Emoji_Skeleton.png

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@Lawlta quote:


@MaJean quote:


Wow, the ultimate approval coming from the legend himself

Congrats on Mastery III Top 10!

tenor.gif?itemid=5603549

He he this GIF will never be erased:)

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@LineDrill quote:


@SidewalkHero quote:

Saying its unnecessary is like saying using frosty tower with protons is unnecessary.

That being said, I understand that it overlaps quite a bit with protons, but its no worse than all the Fire AOE defenses we have. In the end though, I was just trying to populate bullet points since the main purpose of the post isn't the specific shards I mentioned but the idea that these 2 defenses need more utility shards :)

I'd love to hear more ideas for shards that could work with these defenses.

   I say it is unnecessary because when Trendy changed monk defenses they changed lightning aura to flame aura because they don't want 2 defenses doing same thing in one single hero.I'm not saying it's a bad idea and you should feel bad about it.I'm sorry if i ruined this post purpose. Well i add some new shard ideas.

  •  Silence Aura : Enemies inside of boost aura can not use their spells for 5 seconds.Can only affect enemies once.(means malthius can not spawn enemies inside of the aura or emp orcs can not emp your defenses.
  • Flashy beam  :Any hero who touch buff beam gets a 600 increased move speed and jump height for 5 second ( 600 range unit )
  • Wave beam : Boost beam have 20% chance to drech enemies for 3 seconds while in contact with buff beam.
  • Control beam/boost: Any crowd control effect duration increased for %25 while in contact with buff beam/boost aura. Maximum 2 sec increase.
  • Spooky Beam: Enemies are %5 chance to flee to the spawn for 3 second.(Enemies have no collision while fleeing so they don't stuck with other enemies.
  • Endurance Aura: Heroes take %10 less damage inside of the boost aura.
  • Damage gambit beam: Affected Defenses deals between %15 less damage and %30 more damage.

Oh no worries! I just meant that there's nothing wrong with 2 defenses being somewhat similar. As for the purpose, was just giving context, you've only been adding to the quality of the thread each time you post =D

I really really like those shard ideas! They all fit really well with the defenses in my opinion! I'm especially fond of Flashy beam, makes me think of the boost pads in racing games.

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  • 2 weeks later...

If EV2 really needs blockade i share a rework idea for Ev2

  • Removed Heal Self
  • Weapon manufacturer moved to ability four slot
  • Reduced weapon manufacturer DU cost to 30 (minumum)+ 10 per extra node
  • Reduced weapon manufacturer damage.
  • While in siege mode EV2 unleashes thousands of tiny little repair bots that move through her systems and repair them over time and reduce 3 heat per second.While firing proton charge this effect is silenced.
  • Added new ascension utility category. "Proton Charge Cooling :Increase Proton charge heat reduction by 0(0.1) heat per second.(Max 2 heat per second)."
  • Added a new defense
DECOY BEAM

    This node type defence creates a decoy to taunt enemies. After take certain amount damage decoy explodes and deal massive damage .After decoy is destroyed it takes time to recharge new decoy. Multiple nodes increase taunt and explode range.You can't repair decoy. If Decoy do not take any damage for 8 second decoy's health will be fully repaired.

Pros;
+ It's node type semi blockade offer great cc and useful in many game modes.(Mastery etc.)
+You can use it as high damage nuke with medallion or mark , or use as mini blockade with totem.
Cons;
- You can't repair decoy's hp only repair defenses hp.
-Cyborks can stun this defense.

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  • Range Boost: Defenses affected by Buff Beam gain 20% Range. Gain 5% more for each node in the same chain.

So then Range Boost could potentially give up to a maximum of 45% extra range on defenses if you build the maximum amount of nodes in that particular chain. (If I remember correctly it's 5 nodes?)


You can now decide if it's worth going for a larger bonus with a higher DU cost or go for the smaller boost but potentially have 2 placed down in different locations. Something that'll change with each maps build.

Turtle build for the win!  

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