The Hero Deck situation has been raging on for a while now, and I don't feel the need to dig it up again, but I feel this idea could solve a lot of problems in one go. Of course, it would be a big overhaul, but hey, we're still in alpha. Hero Secondary Builds Bad name, but best I could come up with. It is pretty self explanatory: allow each hero to register TWO sets of equipment, towers and skills (more on that later), and pets. And then allow that hero to switch in game between build phases. But won't that be overpowered? Without limitations, yes. Which is why every hero will have a primary build and a secondary build. The secondary build character's stats will be reduced by say, 30% across the board, while the primary build will have full stats. Any towers/traps placed by an auxiliary build will retain that build's stats. This idea stems from DD1, where a player switching out a tower builder for a DPS character for a wave would result in a DPS penalty for the towers. You mentioned something about swapping towers and skills? Yes. As each characters grows in level, they can start learning alternates for each of their ability/tower slots. For example, the Apprentice can learn to build the Earthshatter tower. Now let's say, at level 41, he gets the ability to build, say, the Avalanche tower, which could deal X amount of physical damage in a small area by summoning giant boulders to crush enemies. You can use either one or the other, but not both (at least on the same build). There are several things going on here: Four new defenses and three new abilities for each hero, greatly increasing build optionsThe ability for not just the Huntress to deal both physical and magical damage with her defensesA way to build DPS and Tower versions of each character. (Or two Tower versions of the same, if you want)Double the size of the hero deck without actually increasing the number of slots That sounds like a lot. It is. It's a ton of work, and testing, and balancing. It means more models, more animation, and more effects. It also would increase loot diversity (making it harder to grab that one specific piece you want). But I think in the long run, the benefits would outweigh the costs. Can you give an example of the new hero progression system? Here's an idea for the monk: Level 1: Pole Smash, Lightning Aura Level 2: Boost Aura Level 4: Chi Blast Level 7: Serenity Aura Level 9: Heroic Wave Level 14: Sky Guard Tower Level 21: Hurricane Aura Level 23: Chi Cannon Level 28: Strength Drain Aura Level 31: Toxic Aura Level 36: Pacify Level 41: Entrenching Wave Level 44: Chi Blast Tower Hurricane Aura: Replaces Lightning Aura. Deals a small amount of magical water damage to all enemies under it, and decreases their movement speed. Strength Drain Aura: Any enemies inside this aura have their attack power and physical/elemental resistance (if any) reduced by [X]%. Toxic Aura: Enemies inside the toxic aura are magically poisoned, which can stack with other poison sources. Chi Blast Tower: A tower that focuses chi into a corporeal projectile, dealing physical damage to a single target. If the target dies from this attack, it explodes, dealing physical damage in an area around it. Chi Cannon: The monk stands in place for a few seconds to charge, then files a large energy blast in a straight line that deals magical damage and pierces foes, losing 15% power after every foe pierced. Each enemy hit has a chance to be stunned. Pacify: For [X] seconds, the Monk enters a state where he cannot damage other enemies, but also receives no damage. Entrenching Wave: The monk releases a powerful wave of energy around him, healing/repairing all defenses for [X] value based on Hero Ability. This is just a crude exampleI drafted up, that probably has some balancing issues, but it just serves to illustrate what could be done. You'll notice that some of the abilities swing more toward tower support, while others are more offensive, letting you specialize your monk in one discipline. All in all, this system would let people play more builds, experiment with different character archetypes, allow solo players to more easily obtain DPS gear for their Tower characters, and diversify the metagame. However, it would be a ton of work and would probably lengthen timelines considerably. Being a programmer, I know it's not just dropping in some new methods and numbers and calling it a day. So, what do you guys think? I've been toying around with this idea in my head for a few days, and feedback would be appreciated. Perhaps if something full-scale like this couldn't be done, the scope could be reduced while still maintaining the overall purpose.