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Valiant Defender
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  1. Question: Why do you want more space? I know this is a thing that a lot of people have been wanting, but I'm really baffled as to why this is a thing anyone wants. My best guess is that people are hoarding duplicate shards that are not needed or hoarding crap gear that they will never touch. Pls let me know the reason why people want more inventory space. If anything, I would like less inventory space and fewer crap items filling my inventory.
  2. https://twitter.com/TrendyEnt/status/982349975408361472 "if you don't love me at my" "then you don't deserve me at my" Discuss.
  3. I did think of someone I missed though. Mystic's Snaking Sands are also traps.
  4. "So..."? I'm waiting. So... what? Flame Aura can also be stunned by Cyborks. So...
  5. Wrong, Dryad has traps aswell :) Wrong, those are AI Spawners. The game might use the wording "trap" in the tooltip but they are very clearly fundamentally different in their behavior from traps.
  6. Auras have 1 radius where their effect is constantly on. In an aura, an enemy inside the effect radius will receive the effect. Traps have 2 radius...es? radii? uhh this is a weird plural word... anyway... They have 1 radius for their effect (damage, knock up, status, etc), and they have a second, smaller, radius for their trigger. In a trap, an enemy inside the effect radius will be perfectly safe until something triggers the smaller trap radius. Currently there are 3 heroes that can build ttraps, Huntress (Explosive Trap, Geyser Trap & Blaze Balloon), Lavamancer (Oil Geyser), and Mystic (Snaking Sands) It also depends on the context. There are other things that the game classifies as traps that behave fundamentally different from traps. Like the Dryad's spawners. They are very clearly not traps but the game classifies them as traps for some reason. I assume it's because when they were made they just copied a Huntress defense as the base starting point and modified it from there so it just inherited the "Trap" classification that way. They should change these to say "Spawner" or something.
  7. I always believed that the Void Knight was redesigned as a boss and became the harbinger. He has a lot of the visual design elements in common with the harbinger's whole theme. The next 2 that I want are Man & Machine, and Countess, but I want Countess's Spike Blockade to be replaced by Bouncer Blockade.
  8. I still really believe that every hero should just have double jump innately.
  9. You must be new around here. Every time a hero is released it is OP at launch and it is balanced later. It's just a fact that Barbarian is currently over powered and it is inevitable that it will be balanced at some point. When Abyss Lord was added, he was the strongest hero in the game. He was eventually balanced. When Series EV 2 was added, she was the strongest hero in the game. She was eventually balanced. When Gun Witch was added, she was the strongest hero in the game. She was eventually balanced. When Lavamancer was added, he was actually pretty weak. This was the first time a hero was not OP when it was added. But he got buffed. His Fissure & Volcano were very powerful because Fissure was free defenses that did a decent amount of damage for 0 DU, and his Volcano was absurd. Then he was balanced. When Mystic was added, she was maybe not the strongest, because there were other OP heroes at the time, but she was pretty OP herself. She was eventually balanced. When Dryad was added, she was OP. She was eventually balanced. When Barbarian was added, he was and still is OP. He will eventually be balanced. Some of the heroes have gone through cycles of being OP, balanced, OP, under powered, OP, balanced, but one thing is certain (and TE themselves have openly admitted it) and that is that new heroes are always intentionally made over powered and eventually get balanced.
  10. Am I the only one that would like to see the ability resource pool and healing mechanics of all the heroes revisited? Some of them are already unique and I'm fine with them staying how they are. But there are some that I would like to see changed. Apprentice/AdeptHealing Ability - Currently just has the basic "Heal Self" channeling ability that is cancelled when you move or take damage. I think this could be replaced with something like Arcane Restoration - An AoE spell like Mana Bomb but without the casting time that places a health regenerating buff on any heroes in the area. The buff is dispelled when a hero takes damage. Ability Resource - Mana - I think his current Blue Mana resource pool can remain as it is. It is not automatically regenerated. Various amounts drop in the form of blue crystals when enemies are killed and they are picked up to fill his resource pool. As long as all the other heroes are changed, this would become a mechanic unique to the Apprentice. Monk/InnitiateHealing Ability - Meditate - This would be somewhat similar to the current Heal Self but I imagine the animation being like levitating in the lotus position. Ability Resource - Chi - Monk/Initiate would use their Chi to power their abilities. Chi would not automatically generate on its own, but a small amount would passively generate while inside of a Serenity Aura, or it could be restored faster by using Meditate. Meditating inside of a Serenity Aura would stack for the fastest regeneration. Squire/CountessHealing Ability - Masochism - A short term buff that converts incoming damage to healing. Ability Resource - Stamina - Stamina would be used to power abilities. A large resource pool that cannot be regenerated or restored in any way during Combat Phase (which is why it is a large pool, but it's still possible to run out if you spam too much). All Stamina is restored completely during Build Phase (because you get to take a break from the fighting and rest to restore your stamina) Huntress/RangerHealing Ability - ??? - I'm not really sure what about this one. Got any ideas? I was thinking a Healing Flask to go along with her Oil Flask, but that might be too similar to Dryad's Powder Toss. Ability Resource - ??? - I can't think of what her ability resource should be, or how it is gained. Any suggestions? Abyss LordThis guy already has unique healing, and ability resource generation. Just give it a new name so it's not confused with other characters who use a thing called "Mana". Call it Souls or something. Series EV2Healing Ability - Repair Station - A thing that can be placed like defenses, but it doesn't have any DU cost, only 1 can be placed, it can be moved, and it does no damage. She can activate it and it takes 2-3s to repair her to full. Repair time is constant no matter how much health needs to be restored and it cannot be cancelled or interupted once started. Ability Resource - Heat is already unique. Gun WitchHealing and ability resource are already unique. LavamancerHealing and ability resource are already unique. But something needs to change with how he gains his ability resource. Currently you need to build Fissures and they spawn a pickup to restore molten power. That's cool and all, but if someone else is building the map and there's no room for Fissures, then you have no way to gain Molten Power. One way to fix it is change Fissures back to 0 DU and limited to 2-3 per map. But free damage for 0 DU is bad for the game so they'd have to be just used to generate ability resource. That would leave him with only Oil Geyser, Maw, and Volcano, so he would not be an effective builder. So my next idea would be to change Eruption ability. Replace it with Volcanic Vent. You can place 2-3 Volcanic Vents around the map for 0 DU. These things are what generate Molten Power pickups. They can also be "activated" to spend molten power to trigger an eruption that would produce the same effect that Eruption has now. This way he can keep all 4 defenses, still has a way to generate ability resource pickups, and gets to keep the ability to erupt. MysticHealing and Ability Resource are already unique. Possibly change Serpent's Coil to cost 0 DU and not deal damage, but make enemies killed around it drop health orbs. DryadHealing and Ability Resource are already unique. BarbarianI don't want to comment on Barbarian right now. If anyone else has anything to say about his healing and ability resource, spit it out.
  11. Nobody seems to care about the Barbarian being over powered.
  12. You're too concerned with trying to post "Gotcha's" that you didn't actually read what I wrote. Abyss Lord does not use blue mana, at least not the same blue mana as the Original Four. His resource bar may be blue, but he does not sweep up blue crystals from the floor. He gains his mana by using his primary attack on enemies. That's not just "flavor text" it was a brand new resource pool with a unique method of generation. I only mentioned this in the section where I was talking about his abilities. Use context clues to figure out that I'm talking about healing abilities, not towers. Before the Abyss Lord there was only 1 standard healing ability that every hero had and it was a channeled self heal. There are seven different healing abilities in the game. In order of when they were added to the game: Heal Self (Apprentice, Squire, Monk, Huntress, Series EV2, Innitiate, Adept, and most likely Countess & Hunter when they are added) - The hero channels healing energy, regenerating a portion of their Health each second. The channel is broken if the hero moves or takes damage.Abyss Fountain (Abyss Lord) - A healing fountain of energy from the spirit world soothing the wounds of all nearby. [THIS IS THE FIRST HEALING ABILITY THAT IS NOT A SELF ONLY HEAL]Vroom Broom (Gun Witch) - Catch a ride on the Gun witch's broom scooter, increasing moving speed and restoring health.Submerge (Lavamancer) - The Lavamancer burrows underground, moving unhindered and healing over time. Press jump or the ability again to launch up through the surface and damage enemies.Serpent's Coil (Mystic) - Summon a coiled serpent that attacks nearby enemies. Should they die, a healing orb spawns where they perish. If collected by a hero, this orb heals for 60% of their max health.Powder Toss (Dryad) - Purification mushrooms heal nearby allies and slow enemies. Corrupt mushrooms deal damage and stun when they expire.Siphon Stance (Barbarian) - Turned damage dealt with primary attacks into self-healing. Siphon Stance causes Staggering Shout to apply a lifesteal debuff to affected enemies, converting Whirlwind damage dealt into self-healing.Notice, Serenity Aura and World Tree can also heal but I don't mention them here because they're not healing abilities. Serpent's Coil is debatable. If you want to call that a tower instead of an ability, that's fine. I can see it going both ways. Call it whatever you want, I won't argue with that. No, I'm not forgetting about Monk. But monks attacks are still either a standard melee attack pattern or projectile shots. Nobody had an attack style like Abyss Lord's primary. It's not melee. It's not a ranged projectile. It's like a constant cone of damage. So... no. Monk did not have that first. Yeah, that was unique. I said he came with unique towers that had unique mechanics.
  13. The word you're looking for is over-powered, not unique. He is not unique in many ways, he is over-powered in many ways. And I promise you he will eventually be fixed at some point.
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