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 Post subject: Re: Builder Ideas
PostPosted: Sun Jul 09, 2017 12:16 pm 
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Joined: Sun Jul 09, 2017 11:36 am
Posts: 2
Rich Kid

Only high quality things are allowed, trashes are for trashes. The Powerful relaxes and you worker...WORK!

TIER: Specialist

PROs

+50% Bounty Collected
+100% Item Quality
+50% Debuff Duration
+10% Income Rate
+50% Attackspeed
+3% Mana Regen per level

CONs

-33% Buff Duration
-4% Attackspeed per level
-4% Bounty Collected per level
-65% Item Chance
-15 Food


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 Post subject: Re: Builder Ideas
PostPosted: Mon Apr 23, 2018 1:03 pm 
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Joined: Tue Jun 17, 2014 1:44 pm
Posts: 357
Location: RU
YouTD Score: 18
I've found some ideas from this topic are implemented in New Builders Tent.

My new ideas.
Sludge Monstrosity.
Tier: extreme
PRO'S
* Each tower starts at level 5
* + 25% income
* + 100 attack range
* Towers no longer require force levels. That means you can buy a unique tower from the start of the game if you have sufficient resources. But you still have creep level requirement.
CON'S
* - 80% exp gain
* - 1 food per 2 creepwaves
* Each attack or cast removes all buffs from attacking/casting tower. Debuffs remain on tower.

This will force you to use some specific strategies to win the game.

Faceless Void.
This alien creature has knowledge of unknown matter and circumstances.
Tier: Specialist
PRO'S
* This builder can use items as if it were a tower. Doesn't affect oils or consumables. Towers do not benefit from kills dealt by the builder. The exp part will be wasted. Note that the builder doesn't have some stats so that it cannot benefit from them. It's like Spirit Bear and Lone Druid in Dota.
* - 1 item/oil/consumable required for cube to forge new item. Minimum of 2 items/oils/consumables.
* Each Keeper of Wisdom upgrade grants additional 25 starting gold.
CON'S
* - 100% item quality
* Doubled chance for unlucky conversion and halved chance for lucky and super lucky conversions.
* - 15 starting food

Flesh Golem

Tier: Beginner
PRO'S
* The builder has active ability "Hurl Boulder" which stuns the target creep for 3 seconds. Global cast range. Can be used on creeps of other players lane. 120 second cooldown. Duration can only be modified by debuff stat on creeps.
* × 1.5 time and challenge bonuses
* Duration of stuns and silences on towers are halved. This can be further modified by buff and debuff stats.
* -20% all stats for final boss (incl. misc. stats). So Final Boss(es) will be weakened but grant less benefit.


Last edited by ☞☞☞ on Wed May 23, 2018 6:11 pm, edited 4 times in total.

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 Post subject: Re: Builder Ideas
PostPosted: Mon Apr 23, 2018 6:31 pm 
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Joined: Fri Apr 06, 2018 2:38 pm
Posts: 50
☞☞☞ wrote:
I've found some ideas from this topic are implemented in New Builders Tent.

My new idea.
Sludge Monstrosity.
Tier: extreme
PRO'S
* Each tower starts at level 5
* + 25% income
* + 100 attack range
* - 2 base movespeed per creepwave
CON'S
* - 80% exp gain
* - 1 food per creepwave
* Each attack removes all buffs from attacking towers. Debuffs remain on towers

This will force you to use some specific strategies to win the game.


In my opinion, Con's too much:
1) -241 food. Seriuosly??? In common game you have 120-130 food.
2) Removing buffs on attack makes at least a half support towers useless.


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 Post subject: Re: Builder Ideas
PostPosted: Fri May 04, 2018 2:47 pm 
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Joined: Tue Jun 17, 2014 1:44 pm
Posts: 357
Location: RU
YouTD Score: 18
Hellish_Demon wrote:

In my opinion, Con's too much:
1) -241 food. Seriuosly??? In common game you have 120-130 food.
2) Removing buffs on attack makes at least a half support towers useless.



That's the goal of the builder. You should buy the desired towers as fast as you can. But unlike Demon who starts with -53 food, you'll start the game as normal and your stating towers have better advantage than Demon's ones. I've rebalanced a bit see prev. post. And yes, most of support towers become useless for this builder, but you can still buy aura towers or towers with strong debuffs on enemies. E: or buy towers that do not attack and buff only that towers. Tier hardcore is designed so that you must think about strategy beforehand.


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 Post subject: Re: Builder Ideas
PostPosted: Sat May 05, 2018 3:19 am 
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Joined: Fri Apr 06, 2018 2:38 pm
Posts: 50
☞☞☞ wrote:
Hellish_Demon wrote:

In my opinion, Con's too much:
1) -241 food. Seriuosly??? In common game you have 120-130 food.
2) Removing buffs on attack makes at least a half support towers useless.



That's the goal of the builder. You should buy the desired towers as fast as you can. But unlike Demon who starts with -53 food, you'll start the game as normal and your stating towers have better advantage than Demon's ones. I've rebalanced a bit see prev. post. And yes, most of support towers become useless for this builder, but you can still buy aura towers or towers with strong debuffs on enemies. E: or buy towers that do not attack and buff only that towers. Tier hardcore is designed so that you must think about strategy beforehand.


Playing without debuffs makes following elements unplayable:
ice (I think it unplayable even now), fire (playing without best buffs - dragon sorcerer and blackrock totem), half strategies of iron (those ones, which have high benefit from energy junction), darkness (this element stands on strong debuffs and buff of human sacrifice), storm (has a few buffs, but very strong).
So, CON's are really terrible and makes this builder unplayable.


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 Post subject: Re: Builder Ideas
PostPosted: Tue Jul 17, 2018 7:31 pm 
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Joined: Thu Nov 12, 2015 8:23 pm
Posts: 7
Holy Angel
The Angel wishes to do his best supporting his friends and rewards them for helping each other. Unfortunately, his empathy is often misguided as he tries to protect even the enemy from negative influence.

Tier: Specialist

PROs
+50% Buff duration on towers
-40% Debuff duration on towers
Casting a spell on a friendly tower awards the tower that cast the spell 2 XP
3% increased Attack- and Spelldamage per Buff on a tower

CONs
Towers' Buffs have -120% buff duration on creeps
Creeps gain +30% additional armour while below 25% HP


Chaos Warlock

The Chaos Warlock takes pleasure in watching his enemies suffer, he wants to transform the world into a hellish and chaotic realm. His strivings disorient even his allies who are, due to his destructive attitude, not able to form a stable alliance.

Tier: Specialist

PROs
+50% Buff duration on enemies (+3% for each Debuff)
Enemies take 1% more damage for each % of movementspeed they are missing (Stun=100% slow)
Towers' debuffing Auras have +100 AoE (+4/Level)

CONs
+80% debuff duration on towers
-80% buff duration on towers
Towers' attacks are randomized


Note: I am not sure if it's possible, from a developing perspective, to differentiate between buff/debuff; on enemy/on tower. If not, please ignore these suggestions :D

Relic collector

The collector focuses on finding only the most valuable items. He is very picky with his findings, causing him to not consider less valuable items.

Tier: Advanced

PROs
+40% Item Quality (+2%/Level)

CONs
-30% Item find


The Savant

The Savant shines through his outstanding intellect. He enjoys dealing with complex matters, but most things don't seem to be worthy of his time, including money.

Tier: Hardcore

PROs
+100% Chance to find rare/unique towers (random/random upgrade only)
Rare towers cost -1 food
unique towers cost -2 food
+3 Force points/level
+50% experience gain for rare/unique towers
+20% (+1%/level) item find for rare/unique towers

CONs
common and uncommon towers cost +2 food
-65% income
common and uncommon towers have -100% experience gain
common and uncommon towers have -150% mana
common and uncommon towers have -30% damage/spell damage



The Spellthief

The Spellthief's expertise makes him capable of disrupting his enemies' magical stores. Despite having massive magical capacities, he is not good at regenerating them on his own and relies on crushing his foes in order to maintain his magical capabilities.

Tier: Specialist

PROs
+50% Mana (+2.8%/level)
Towers gain 5+0.25*Squareroot (Towers' Max. Mana) Mana when attacking enemies
+30% damage vs. magical
creeps have -50% mana

CONs
-25% Spelldamage
-150% mana regeneration


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 Post subject: Re: Builder Ideas
PostPosted: Fri Oct 05, 2018 1:39 pm 
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Joined: Thu Oct 04, 2018 7:35 pm
Posts: 80
YouTD Score: 1
Dark Cultist (Acolyte model)
The cult is always growing...

Tier: Hardcore

PROs
All oils have a 175 aoe effect [Intended to be same range as Seeker's]
+2% attack speed per tower owned
+20% item find

CONs
Oils only have 50% effectiveness [Tears should provide 1 multicrit after you used 2]
-20% base damage
-20% spell damage
-10% damage to undead

I made this builder to reward creative use of buff / aura / multiple carry towers to change the game strategy and provide an alternative way of owning the game with more than just 1-2 strong carry towers only. Felt the need to add a item bonus since it will be hard to fill up 4 or more carries with good item find stuff and seeker's oils are much worse now. I also like how it will affect early-game tower positioning (meaning you will probably build support towers in much more prominent spots instead of always trying to max-range them). You could even have multiple clusters, one with attack towers, one with only spell towers, perhaps overlap mana oils so you hit certain buff + attack + spell towers, you can actually play around ground-only towers a little bit better... it seems really cool in my head :D
I still think this builder will be rather on the weak side because you can't scale crit damage (especially multicrit) very well, but it's going to be exciting to see.

Is it possible to have an effect like the "per tower owned"? I think it really adds to the theme (group fanaticism) but making it level bonuses or something would probably work too.


Master Architect (High Elven builder model)
Capable of building true masterpieces, but even the most meticulous constructions grow old and crumble.

Tier: Specialist

PROs
+35% trigger chances
+35% buff duration
+35% mana regeneration
Three extra cube recipes
1) Convert 3 unique towers of one element into another random unique tower of the same element [same logic as item conversion -> can't be one of the three towers used]
2) Convert 5 rare towers of the same element and one unique item into a random unique tower of any element
3) Convert 2 unique towers into a random unique item

CONs
-1% trigger chances per tower level
-1% buff duration per tower level
-1% mana regeneration per tower level

I want to give people some more consistency and agency over which unique tower they want to carry with + add some fun through random lucky unique conversions from other elements (either for some nice carry or support benefit). The cube recipes only really become relevant in mid-game, so I kept the CONs very mild. The intent behind the other PROs is to make new towers (especially uniques you convert into) worth building and useful at level 0 right away. Keep in mind that you have to keep a lot of free food + gold for the cube recipes, that's another "hidden" CON.

Ideas / suggestions are welcome :)

_________________
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 Post subject: Re: Builder Ideas
PostPosted: Wed Oct 10, 2018 2:33 pm 
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Joined: Thu Oct 04, 2018 7:35 pm
Posts: 80
YouTD Score: 1
Hapless Tinker (Tinker hero model)
An ambitious young inventor who is still working on his first breakthrough.

Tier: Specialist

PROs
+300% item find

CONs
Item quality is always 20%
Cannot have lucky conversions
Doubled chance for unlucky conversions
-50% mana regeneration
-30% attack speed

For the horadric cube lovers. Get spammed with a lot of trash items and try to craft your way up from there. Added the mana and attack speed maluses to make oils valuable on support towers too, else I feel it would probably go a little crazy if you just keep combining all oils for your carry. I also like that you can neglect item find on your carries for pretty much the entire game, so the items you craft will actually be useful without feeling bad for not equipping more item find.


Purist (Kael'thas model + voice, without the swirling orbs)
Excessively focused on the well-being of his own kind, Kael is very slow to accept outsiders.

Tier: Specialist

PROs
Towers gain +2% to all stats per research level of their element
[This should be base damage, spell damage, attack speed, trigger, mana, mana regen, exp, bounty, item drop, item qual, buff duration]
+10% damage to normals

CONs
-5 force points gained at the start of each level
Can only research one element at a time [you have to max out at 15 before starting the next]

One way to make force books valuable and boost a mono-element strategy that can be supplemented with another one (or two if you try really hard) later on. Thanks to Deemzul for discussing this idea with me, it started out as a builder that can have only one element but I felt that would become too repetitive after a few games. I kept the PRO / CON list short to emphasize the Purist idea. Perhaps the stat bonuses could be split up to make it more clear what is getting buffed. I chose "all stats" to make any element you choose versatile as a reward for only going with a single element. I also think the PRO could be made into something visible, like a "mini Aether" popping on all your towers when you level up an element. Since you'll only do that like every 10 waves anyway, it's kind of a big event and could be underlined with a cool visual effect while making it obvious that something changed on your towers.
If we want to go really crazy this builder could also go a lot of other directions on the PROs, like giving all towers +1 level for each research, making all towers deal essence damage, make uniques roll with 100% chance at the earliest wave they become available (random / upgrade modes), give all towers a small chameleon soul effect from all elements, ...

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 Post subject: Re: Builder Ideas
PostPosted: Thu Oct 25, 2018 6:10 pm 
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Joined: Thu Jan 07, 2010 9:09 am
Posts: 34
Before I start I'd like to say my give my two cents on builders a little. I find regardless of whether I plan ahead or make the choice as the game start, there is a very small amount of builders that I consider for my choices. I find 'item find / quality' too strong, a builder that does not provide it automatically becomes 'niche' in my eyes, a viable option to some extent, sure - but ultimately subpar (outside a few), a choice made to challenge myself or have some fun, not a serious consideration. I personally really enjoy Antagonizer, since it means I actually have to work for it to get towers to max level, it takes time and is not just a milestone to hit.
Anyway, done with that; here we go!

Elementalist
PROs:
+65 starting Force points
+2 force points gained at the start of each level
+20 staring food (REMOVED)
+25% damage against orc creeps (REMOVED)
+20 damage against undead creeps (REMOVED)
+15% bounty from kills (ADDED)
+10% income rate (ADDED)
CON's:
-20% damage against nature creeps (REMOVED)
-5% damage against humanoid creeps (REMOVED)
-10 starting food (ADDED)

I feel the builder would be better served focusing on opening up more element mixes than the random damage buffs, more elements would typically indicate spending more and while its not the best match, it is better, and the old Con didn't interact with the design either, lowering the food limits gives the builder the sentence "More options, less room".
I don't know the food point table (so I left that as is) for how much you need to propel 2 elements side by side at the thresholds or how far that amount will let you push 3 elements together until you need to make a choice on where to focus. But that is what I would intend for it to be.


the Linguistic -new-
Tier: Hardcore
PROs:
You get 3 additional towers each level
All elements are fully unlocked at start
You regain 85% of the gold when changing towers outside of families
Racial damage effectiveness is increased by 50%
Element level increases damage type effectiveness
CON's:
-20 starting food
Damage type effectiveness reduced by ~1/3rd (includes spelldmg)

The goal of this builder is to encourage a playstyle of switching out your main tower to match the wave/s. The increase in Racial damage effectiveness is not too important and intended to add an additional dimension to the choice of which tower to switch to.
I deliberately stayed away from Sizes since there are already so many builder interacting with that status.
The around 1/3 damage type effectiveness reduction (180/120/80/60/40 turns into 120/90/60/40/25, essence and spell damage goes from 100 to 65, and magic damage from 150/40 to 100/25), originally I was thinking of 1/2 effectiveness but I felt that might be to much.
And lastly the Element Levels, I added is part in order for the Force Points to still have value and to increase the number of choice the player has to make, but the system I put in place would require the tooltips of the elements to change when selecting this builder in order to explain which damage types are increased with which element.

Each 3 levels of an element increases the damage types effectiveness by 1%, the damage types are set up in such a way that there is no overlap, You can target one damage type and max its three elements for a 15% (additive) damage increase (final result: 135/95/75/55/40) to one type and the other damage types with a 5% increase.

Element Damage Type Effectiveness Increase:
Iron: Physical Essence Spell
Nature: Essence Decay Energy
Astral: Spell Energy Elemental
Storm: Energy Physical Magic
Darkness: Magic Spell Decay
Fire: Decay Elemental Physical
Ice: Elemental Magic Essence

In the table above, no damage type ever repeats in a row or column, adhearing to this and trying to match the damageTypes to the elements, this is as close as I got.


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 Post subject: Re: Builder Ideas
PostPosted: Thu Oct 25, 2018 6:22 pm 
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Joined: Mon Aug 24, 2015 11:31 am
Posts: 3
Name:
A normal Human.

Model:
Human Villager.

Classification:
Specialist

Cons:
No Autocast.
-30% Triggerchance.
-50% exp gain

Pros:

+50% Buff duration.
+0,5% Buff duration per level up.
+50% Mana reg.
+50% Mana.
+35% Dmg.
+35% Spell Dmg.
+1(+0,1/level) exp per casted spell.

Text:
A Human without help of machines. Earn your win yourself.


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