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hajum023

100+ serious suggestions for new M.O.D.S (Warning: Huge thread)

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After hearing Trendy saying our suggestions for new mods has a chance of making it into the game, I just had to throw together a list of my own. It’s an extensive read guys so don’t feel obligated to read all of it. Anyways if you do, hope you enjoy =D


Relic mods


---- The Apprentice and Adept ----


Spooky fire furnace – The flamethrower tower has a chance of haunting enemies upon damaging them. All sources of damage hitting a haunted enemy will attack with an extra amount of defense, hero, or ability damage.

Arcane beacon – All enemies attacked within a certain radius of the arcane barrier will take an additional amount of damage when damaged by any source.

Cursed cooler – All enemies slowed by the frostbite tower will take an additional amount of damage when damaged by any source.

Magnetic crystal – After the earthshatter attacks, the erupted rock remains on the ground for a few seconds, pulling all enemies within a certain radius towards the center. Max three rocks at a time. Enemies being pulled takes a small amount of damage every second.

Icy shield generator – The hailstorm tower has an icy force field surrounding it, dealing some amount of damage to all flying enemies that enters this shield. (Meant for killing suicide birds).


---- The Squire ----


Reforming cannonball chip – Any excess damage being dealt by the cannonball tower will form a new, smaller cannonball that keeps on moving in the same direction as the bigger cannonball and being able to hit new enemies. This effect can also trigger on the smaller cannonballs.

Absorbing spikes – Whenever the spike blockade is damaged by a melee attack, the spike blockade will deal an additional amount of physical damage for a few seconds.

Triforce – On first impact the ballista’s bolt splits into three new projectiles dealing some amount of damage (, while also working with other shards or mods).

(note: this mod synergizes well with the special shards of this tower since you no longer have to focus on the damage of the projectile itself)

Pump adapter – Whenever the training dummy is damaged by a melee attack, it gets pumped and will deal an additional amount of damage on every attack for the next few seconds.


---- The Huntress ----


Proximity mines – Upon detonation, the explosive trap has a chance of activating a proximity mine inside of the trigger radius.The proximity mines are mines with the same trigger radius as the explosive trap, but only has one charge and deals some amount of damage.

Boiling rain method – After sprouting an enemy up in the air, the boiling water of the geyser trap will come raining down in a certain radius around the geyser, dealing some amount of damage.

Sneak attack protocol – When not attacking, the poison dart tower will stay invisible for enemies. The first darts shot after the tower comes out of stealth will deal an additional amount of damage.

Popping amplifier – When the blaze balloon pops, all enemies within the range of the blaze balloon will take some amount of instant physical damage.


---- The Monk and Initiate ----


Centered beacon – The flame auras deal an additional amount of damage the closer the enemies are to the center of the aura. It goes from 0 to 100% of the additional damage the closer to the middle the enemy is.

Boost aura – I have some thoughts for some changes to the boost aura itself that is coming in another thread, so none of the mods I have in mind would make sense before reading that thread.

Suicide defense program – The sky guard tower now prioritizes all suicidal birds and deals an additional amount of damage to them.

Chain lightning conductor – Upon a critical hit, the lightning strikes auras lightning bolt will chain onto some number of enemies, dealing some amount of damage to them.


---- The Abyss Lord ----


Raging drive – Upon dealing damage, the orc blockade receives a damage boost for a few seconds.

Grasping resonator – The ramsters attacks deals some amount of increased damage for every enemy getting hit.

Dual processing chip – While both sides of the skeletal archers are targeting enemies, both will have their defense power increased by some amount.

Sacrificing chip– The colossus is constantly taunting nearby enemies. Enemies fighting the colossus will take an additional amount of damage from other defenses when damaged by them and the colossus will also be healed by some amount every time.


---- EV2 ----


Power adapter – Increase defense power by some amount for every enemy on top of the proton beam.

Physical shield generator – The reflect beams now also operates as a physical wall with some amount of health.

Exponential buff drive – Increases defense power by some amount for every defense being buffed by these buff beams.

Big guns – Adds two additional charges to the weapon manufacturers weapons and increases their damage by some amount.


---- The Lamamancer ----


Volcanic heat chip – Enemies being burned by the fissure of embermount will take an additional amount of burning damage.

Double engine – Add another petrification beam to the maw of the earth drake and heal by some amount whenever an enemy is petrified.

Oil spill – After the oil geyser has sprouted its oil, the oil will fall back down to the ground in a certain radius around the oil geyser, dealing some amount of damage every second to all enemies stepping in the spilled oil for some amount of time.

Explosive meteor chips – All meteors from the volcano will explode on impact dealing some amount of damage.


---- The Mystic ----


Toxic desert system – The snaking sands will poison enemies when they are dragged into the quicksand, dealing some amount of poison damage over time for some amount of time.

Chemical vipers – All enemies damaged by the sand viper will be poisoned, taking some amount of damage over time for some amount of time.

Snaking wind fan – Enemies bubbled up by the viper’s fangs will get blown back down the lane by the wind and take some amount of physical fall damage when the bubble pops.

Chemical smite – The smite attack of the obelisk now poisons enemies, dealing some amount of damage over time for some amount of time.


---- The Dryad ----


Nests alliance system – For every bee from different nests targeting the same enemy, each bee will have its defense power increased by a substantial amount.

Fragmenting projectile chip – Whenever one of the harpy’s projectiles hits an enemy, it has a chance of sending out some number of fragments that will damage one enemy for some amount of damage.

Oil servo – After exploding, the slimes will leave a stain of oil, oiling and damaging enemies that walk over it for some amount of damage every second for some number of seconds.

Nimbus drive – The angry nimbus now moves so fast that its like he is teleporting from enemy to enemy.The first attack on a new enemy will always include a lightning bolt dealing some amount of storm damage.


---- All ----


Final gambit servo – Upon destruction, this defense will explode dealing some amount of damage to nearby enemies and knocking them back.

Double tap trigger – Upon attacking, this defense has a low chance of double attacking with some amount of defense power on the second attack.

Power upgrade servo – Gain some amount of defense power when upgrading this defense.

Health upgrade servo – Gain some amount of defense health when upgrading this defense.

Guarding line – Gain some amount of defense health for every nearby blockade.

Adapting servo – Gain some amount of defense power at the end of each wave.




Weapon mods


---- The Apprentice ----


Worldwide volley lanucher – When using arcane volley there is a small chance to fire at every enemy on the map dealing some amount of magical damage. (Does not benefit from other shards or mods).

Shocking tornado rotor – Every second the tornado zaps a random enemy dealing some amount of storm damage.

Arcane focus chip – The apprentices mana bomb is casted instantly, and the power is increased by some amount.

Mana boom generator – If there is available mana (like 20 mana), there’s a chance the apprentice’s primary attacks will trigger a mini mana bomb explosion centered where the enemy currently is, dealing some amount of magical damage. (Based on hero damage, not ability power).


---- The Squire ----


Power-up beam – Each sword beam will deal an additional amount of damage for every enemy it has pierced through.

Bloodlust chip – During provoke, every enemy the squire kills will give him a temporary damage boost of some amount that lasts until provoke is over.

Seismic wall stabilizer – After seismic slamming, the ground that got knocked up is left up acting as a wall with some amount of health. (The seismic wall disappears when destroyed, or when seismic slam is able for use again).

Gyro stabilizer – At the end of a primary attack sequence the squire now performs a spin attack with good range, dealing some amount of additional physical damage.

Shield reinforcement  – When raising his shield, the squire bashes enemies in front of him, dealing some amount of crushing damage and stunning them for some time.


---- The Huntress ----


Anti-shield chip – The concussive shot pierces all types of shields and deals an increased amount of damage to all shield enemies.

Oozing chip– Enemies oiled up from the oil flask ability will now take some amount of damage every second.

Super charged phoenix chip – The phoenix shot ability now fires instantly, its projectile speed is doubled, and the Phoenix deals some additional amount of storm damage.

Hunting chip – Each time damaging the same enemy, the huntress will deal some additional amount of damage.

Snare chip – Upon dealing critical damage with the huntress’s primary or secondary attack, the enemy will be rooted for a few seconds, taking some amount of magical earth damage every second.


---- The Monk----


Gravity amplifier – The pole smash ability deals some amount of increased damage when high enough up in the air and continuously scaling down until having no effect on ground level.

Sniping drive – The chi blast ability deals some amount of increased damage based on the travel distance if the blast.

Mechanic chip – The heroic wave ability now heals defenses by some percent and boosts them by some amount of defense power for a few seconds.

Health transfer system – Every projectile on the monk’s secondary attack has a small chance of healing him for some amount of health on impact.


---- The Abyss Lord ----


Elevating death chip – When the abyss stones are summoned they will deal some amount of magical damage and knock up enemies into the air.

Eternal knight chip – For every time the abyss lord has called fort the abyss knights this wave, the next abyss knight will deal some increased amount of damage.

Calling drive – When the abyss lord uses direct command on his defenses, they also activate the direct command with some amount of ability power for all other nearby abyss lord defenses.

Possession chip – Upon damaging enemies with his secondary attack, the abyss lord has a small chance to turn this enemy for a few seconds. This enemy will deal some increased amount of damage for this duration.


---- EV2 ----


Chaining chip – For each step in a chain explosion, the anti-gravity bots will deal some additional amount of damage.

Kinetic energy resonator – The decoy from the death from above ability will now taunt nearby enemies. For each hit absorbed, the detonation will deal some increased amount of damage.

Overclock chip – The proton charge ability will deal a massively increased amount of damage to the first enemy hit, decreasing for every next enemy in line.

Mini bots – Every projectile from the Ev2’s primary attacks has a small chance of being a mini anti-gravity bot exploding on impact dealing some amount of damage. (The mini bots will follow the same path the normal projectile would).


---- The Gunwitch ----


Printing press – The books will all be printed with marks that make the enemies take some amount of increased damage by the gunwitch’s abilities.

Mopmaster 3000 – The broom nado ability will deal some amount of storm damage to affected enemies every second.

Price efficiency chip – Two at twice the price has a chance of firing an explosive projectile dealing some amount of magical damage on impact.

Healing vault system – The broom vault ability will instantly heal the Gunwitch for some amount of health.

Electric web cannisters – The blunder broom busters nets will deal some amount of magical storm damage upon impact.

Cluster shot cannister – The scatter sweep ability will also fire a few additional cluster bombs, dealing some amount of magical damage on impact.

Crushing chip – Any enemy frozen by the ice needle will take some massive amount of increased damage from the next source of damage.

Sniping chip – Upon shooting an enemy in its head with the snipe secondary attack, they will take a massively increased amount of damage.


---- The Lamamancer ----


Molten cheese chip – The molten core ability now deal infinite damage but can only damage the tiny gobus.

Tactical power switch – When in hardened state, the Lavamancer gains some additional amount of armor. When in inflamed state, the Lavamancer deals some increased amount of damage.

Meteor launcher – When erupting, the Lavamancer spits out meteors dealing some amount of damage at any nearby flying enemies.

Heat generator – After charging forward with his secondary attack, the Lavamancer will deal some additional amount of fire damage with his primary attack.


---- The Mystic ----


Mechanical snake – When lashing out, the mystic will also lash out a mechanical snake dealing a massive amount of physical damage.

Adrenaline cannisters – Increases the damage of characters inside the call to madness area by some amount.

Bionic arm chip – When using dark torment, the mystic throws her dagger so hard it impales two additional targets and deals some amount of instant physical damage.

Snake launcher – Secondary attacks has a chance of launching a snake at the closest nearby enemy, poisoning them for a few second dealing some amount of damage every second.


---- The Dryad ----


Slime launcher – While corrupt, the dryads blessing ability will summon a slime every second, exploding and dealing some amount of damage in an area.

Exotic shroom manipulator – While corrupt, the powder toss ability will deal some amount of random elemental damage upon impact.

Heavy gravity resonator – While corrupt, nearby flying enemies will also fall to the ground, taking some amount of physical damage when a star is falling down.

Corrupt drive – While corrupt, the dryad gains some substantial amount of hero damage.


---- The Initiate ----


Stomp looping drive – One second after the chi stomp, a second pulse of chi power emits from the ground in a bigger radius than the stomp, dealing some amount of damage and knocking enemies up in the air.

Cripple drive – The crippling chi wave now reduces enemy movement speed by a lot and makes them take some amount of increased damage from heroes.

First aid chip – The talisman of empowerment also heals all nearby blockades by some amount two times a second.


---- The Adept ----


Overload chip – Enemies killed by the arc lightning ability will explode, dealing some amount of magical storm damage to enemies within a certain radius.

Lightning conductor – When using arc lightning inside of an arcane bubble, the bubble will conduct an additional bolt of lightning to all nearby enemies dealing some amount of magical storm damage.


---- The Barbarian ----


Upwards thunder resonator – While in lightning stance, nearby flying enemies will get hit by a thunder once every two seconds, dealing some massive amount of storm damage.

Echoing resonator – For each enemy getting affected by the staggering shout, the barbarian will deal some amount of increased damage for a few seconds.

Collateral drive – Every enemy damaged by the whirlwind ability will increase the damage by some amount.

Killing method – Upon dealing lethal damage to a boss enemy with the hawk strike, an enormous explosion triggers, dealing massive damage to all enemies within a great radius.

Furious ripple generator – On impact the furious slash will explode, dealing some amount of physical damage to enemies within a certain radius.

Vortex drive – Enemies damaged while in tornado stance will take some additional water damage.

Lock down protocol – Every time taking damage while in turtle stance, the barbarian increases his armor by some amount for a few seconds.

Leeching nanites – When damaging enemies while in siphon stance, the barbarian sends a swarm of leeching nanites at the enemies that deals some amount of damage every second for a few seconds and returning this as health to the barbarian.


---- All ----


Ammo supply – All ranged primary or secondary attacks will fire of two additional projectiles dealing some amount of damage.

Big game drive – After killing a boss this hero will deal some amount of increased damage for the rest of the match.



That’s it from me. If you liked some of my suggestions – maybe you have a favorite – or if you have any suggestions yourself, please comment. Have a good day defenders!


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Some of your passives i think are OP, and some not so usefull, but i will name a few that got my eye...

Emoji_Apprentice.png

Suicide Defence Program = Very realistic and usefull, i wish for that.

??? Missing passive for Serpent Coil ??? lol... how can u forget this one ??? it's the ONLY tower in game to keep you alive after Floor 140 when 4 assasins spawn to you ... (ok there might be other ways but this is my favorite)

Sneak Attack Protocol = Oh yea !!! Stealth mode, cool effects :)

Upwards Thunder Resonator = Exelent proposal, Barbie's weakness is Anti-Air, now with this we can counter that a little bit.

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@emilian quote:

Some of your passives i think are OP, and some not so usefull, but i will name a few that got my eye...

Depending on the number values trendo would go with, some of the more seemingly OP mods might be balanced. 

Well not everyone can be winner, I also wanted some to "filler" mods for the purpose of being extra excited when seeing some really awesome ones + its rally hard to think of unique and awesome mods for every defense and ability. 



@emilian quote:

??? Missing passive for Serpent Coil ??? lol... how can u forget this one ??? it's the ONLY tower in game to keep you alive after Floor 140 when 4 assasins spawn to you ... (ok there might be other ways but this is my favorite)

Dont personally use it, and honestly i didnt feel like doing passives for the trees as well ;D

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Some good stuff there, especially like the split projectiles and Eartshattere gravity mode as those are one of my favorite towers, but the damage is so OP it mostly goes wasted. Oh and EV2 walls as we had walls with EV1. Would actualy make the shard usefull that increases amount of reflect you can place.

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Based off of some of these, you're going to like some of the mods coming. :)

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@Lawlta quote:

Based off of some of these, you're going to like some of the mods coming. :)

Oh snap, dont do this lawlta! Mah heart cant take it!!

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@metalpower quote:

Some of your ideas already exist in shard mods or Uber if i'm not wrong.

Lawlta did kind of tease that some of the mods I suggested might be similar to ones coming, but i didnt see any of my suggested ones in the devstream and devlogs. For the shards and ubers though, I definitely might have forgotten about some.

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a lot of great ideas here. I might have waited to see what we are actually getting before turning on the creative engines to this level, but still a great post. Maybe some of your wishes will come true. Be fun to revisit this after release and see what comes about. 

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@Jaws_420 quote:

I might have waited to see what we are actually getting before turning on the creative engines to this level

Im just too excited right now, and you know part 2 might be coming in the future ;)

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@hajum023 quote:

Im just too excited right now, and you know part 2 might be coming in the future ;)

I think that is awesome. Let it all flow. TE reads these so you never know whet idea you throw out there might actually end up in the game. 

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