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Protoplasmic Mass by Deemzul

The icon is already used by 1 tower:

The Astralith 

Name General Description
1, 2
Protoplasmic Mass v5
30000i
3000
General
Element:nature
Rarity:unique
Goldcost:3000
Wave lvl:66
Ele. lvl:13

Submission
By: Deemzul
Date:2015-09-04 18:33:19
Status: PENDING
ID:1886
Last Update:2016-10-23 16:45:40
Combat
DPS:3198
Type:Decay
Targets:0
Range:900
Cooldown:1.4
Damage:3729 - 5228
Abil factor:0.9
Description
Eww...

Abilities
Assimilate
Whenever this tower picks up an item, the item is assimilated and this tower is permanently granted 25% of its modifiers.
Only basic modifiers will work; modifiers gained through item abilities will not be counted.
Upon assimilation, modifier level bonuses are applied with this tower ' s current level.

Assimilated items are lost until this tower is sold or replaced.
This tower cannot use items otherwise.

Status:
PENDING: This tower is not yet accepted. Users comments to this tower:
Added a lightning effect onDestruct to have a visual that implies the items going back to stash

1, 2
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Discussion

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 Post subject: Protoplasmic Mass v5 (1886)
PostPosted: Fri Sep 04, 2015 4:33 pm 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1690
This is the discussion thread for the tower Protoplasmic Mass (1886)

Creator's comments for this tower:

Wanted to create a tower that generates use for all those overflowing low modifier items that can't be used because they're not worth the inventory slot.


Just putting this up so I don't forget its existence. Basic concept, code and art done. Most of the coding has been on the API side though.
That is to say, this tower uses API features that haven't been entirely implemented yet (probably can't be tested with devKit - not to mention that you'd have to manually add items to the map to test the functionality).

Of course, also opening it up for criticism and ideas. Although, I'm not likely to put further work on this tower anytime soon, if ever (hence the 'putting this up so I don't forget').


It's either Darkness or Nature. It looks Darknessy, but I thought Nature works as well, since it's basically a mound of indistinguishable life (and what is more Nature than life itself). I favored nature since Darkness Unique is overcrowded.


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 Post subject: Re: Protoplasmic Mass v1 (1886)
PostPosted: Sat Sep 05, 2015 12:07 am 
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Joined: Thu Jan 21, 2010 9:33 pm
Posts: 23
seems op but then again you can't give it abilities (spell damage / multiple target / splash / trigger chances) and attack speed caps at 500%, if you can give it drop chances/quality and dps it's really op and if you can't it's not really interesting.


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 Post subject: Re: Protoplasmic Mass v1 (1886)
PostPosted: Sun Sep 20, 2015 11:04 pm 
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Joined: Wed Sep 28, 2011 9:06 am
Posts: 1050
I like this a lot. Again, the item find/quality bonuses COULD get a little op, but most carries with an early workbench/spellbook of item mastery will do much better. The lack of splash and crowd control will limit this tower, so for it to compete with other towers maybe we need to let it use other items to compensate.


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 Post subject: Re: Protoplasmic Mass v1 (1886)
PostPosted: Mon Oct 12, 2015 8:05 pm 
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Joined: Wed Sep 28, 2011 9:06 am
Posts: 1050
This tower would be much more interesting if it gains random abilities as well if fed unique items.

Silence, splash, multishot, -armor, spell piercing, etc.

It could work like the sorceress orb.


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 Post subject: Re: Protoplasmic Mass v1 (1886)
PostPosted: Tue Oct 13, 2015 1:22 pm 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1690
Or Unique items give some arbitrarily named points, like Evolution Points or Adaptation Points which the tower can move between such a set of abilities. It's a fairly interesting idea.


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 Post subject: Update to version v2!
PostPosted: Mon Oct 03, 2016 7:05 am 
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The tower has been updated to version v2!

Creator's reason for this update:

Improved attack visuals, changed ground texture to orc
Added multiboard value for assimilated item count


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 Post subject: Update to version v3!
PostPosted: Mon Oct 03, 2016 12:21 pm 
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The tower has been updated to version v3!

Creator's reason for this update:

The cool projectile model was making an annoying/unfitting noise (missed it testing without sounds), and had some flickering issues, so I changed it to a blander, but less annoying choice


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 Post subject: Approved!
PostPosted: Wed Oct 05, 2016 2:53 pm 
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This tower has been approved!
It will be in the next version of YouTD!


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 Post subject: Update to version v4!
PostPosted: Wed Oct 05, 2016 2:56 pm 
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The tower has been updated to version v4!

Creator's reason for this update:

Tooltip word "upgraded" changed to "replaced"


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 Post subject: Update to version v5!
PostPosted: Sun Oct 23, 2016 2:45 pm 
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The tower has been updated to version v5!

Creator's reason for this update:

Added a lightning effect onDestruct to have a visual that implies the items going back to stash


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 Post subject: Re: Protoplasmic Mass v5 (1886)
PostPosted: Sat Feb 04, 2017 1:15 am 
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Joined: Tue Aug 11, 2009 6:18 pm
Posts: 219
Tried in new version (1.09): definitely not op, even pretty weak for a carry, although the idea is great.

Many items cannot be absorbed at all, and many have cons (eg +20%dmg, -25% to air, etc).
All in all, bonuses grow very slowly.
Single target, no ability, no spell. Bouh.
Hokkei's ideas seem fair.


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 Post subject: Re: Protoplasmic Mass v5 (1886)
PostPosted: Tue Jul 18, 2017 9:21 pm 
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Joined: Sun Oct 13, 2013 7:02 pm
Posts: 8
Mb let this tower achieve bonuses at least from two items if it can't Assimilate them. e.g. set only 2 item slots (or one). And then this tower will get a possibility to have a splash or to be a spell carry / support.
Now seems not enough powerful


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 Post subject: Re: Protoplasmic Mass v5 (1886)
PostPosted: Wed Oct 11, 2017 4:24 pm 
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Joined: Wed Oct 11, 2017 3:51 pm
Posts: 3
It has no use for spell effects or mana effects, which are found on items it can make use of. The utter lack of use for items that provide non-value modifiers is another bit of an issue.

Would lowering the item modifier fraction to 10%, then giving it hitchance spell damage, based on attack physical damage, and a mana dump, like attack speed increase, be really extreme? Something to make it use every modifier would make it significantly more useful for its intended role as an outlet for items.


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 Post subject: Re: Protoplasmic Mass v5 (1886)
PostPosted: Thu Oct 12, 2017 11:21 pm 
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There are other towers that give buffs that add spell damage to another tower's attack, so spell modifiers are not technically useless on this tower. Of course in practice they are useless, but it's not ultimately this tower's fault.

There are a fair bit of towers that deal both physical and spell damage already, I don't want to pile onto that any more, so spell damage is out of the question.

There are a lot of cool and a lot of cheap concepts to add that would make this tower viable, but I feel disgusted with every one of them. I didn't mean for this tower to be a sole carry, but a sideshow. It already provides a novel use for race/size mod items that are generally fairly useless outside item swapping for particular waves. The spell damage and mana items are supposed to go to the other carries and supports. It is possible for some other tower to provide this tower with the ability to use them, which is why I don't restrict this tower from consuming those otherwise useless items - idealistically, there will be content in the future that can make this tower benefit more from spell damage etc.


I'm starting to gravitate towards just increasing the ability to like 40%, because it's the laziest approach and doesn't breach any of my intentions for this tower, so I don't have to really think about it.


e: I just realized a neat cheese with this tower, hiding it here with an edit: If you save game and load game with this tower in play, all the eaten items will become visible in your stash, allowing them to be eaten again (didn't test but should happen).


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 Post subject: Re: Protoplasmic Mass v5 (1886)
PostPosted: Mon Oct 16, 2017 1:59 am 
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Joined: Wed Oct 11, 2017 3:51 pm
Posts: 3
Okay, with the clarification that this tower is intended to be a sideshow-specialist(the boost values on the anti-Race/Mass items are pretty big) I accept the way it is currently. My desire to have it get stuff for all the items is coming from thinking it's supposed to be a carry tower, because Unique is a slot where a lot of strong carries and supports are at. It's competing with some of the strongest carries and supports in the game for it's slot to drop, so I believe it should be able to keep up with them.

From the intent of it being a sideshow, I'd like to see its rarity dropped a level so its not a disappointing Unique to get. Having mechanically-complicated-looking towers in Unique makes a lot of towers painfully hard to use, like Goblin Alchemist, as it shifts them late game to the point they're hard to use properly. For this tower, the items it feeds on are early-game and prone to being used to make higher-level items it shouldn't eat, so having it only available so late in a round makes it extremely hard to use properly. For Goblin Alchemist, the problem is finding towers to upgrade or otherwise sell to make it worth building. Just using Goblin Alchemist as a separate example.


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