View Full Version : Which new class should come next?
dashgalaxy
02-27-2012, 10:35 PM
I thought I'd share some of my ideas and also the awesome ideas of other forum-goers to create one more poll to see which new hero people want to see. Please share your own ideas below, but refrain from trolling.
Chaos
02-27-2012, 11:22 PM
Can we add a 5th? None of the above.
dashgalaxy
02-27-2012, 11:25 PM
Ah but the Summoner IS in fact coming after the Jester and the Series EV according to some people. You shall be disappointed. If you do not like the suggestions here though, you're more than welcome to chime in with a less abrasive comment about what you'd like to see. Please avoid sounding like a troll here.
EDIT: to sound more decent and civil
Chaos
02-27-2012, 11:29 PM
Simmer down kid. I asked a basic question, nothing 'douchey/trollish' about it. Usually it's fair to the people voting to have an option to not pick any at all since all the characters are based on what you want, but not necessarily what everyone wants.
dashgalaxy
02-27-2012, 11:30 PM
By not voting, I have no doubt that many people have already made that choice. This is just an unofficial poll, and people are welcome to offer their own suggestions in the comments as I said before. You're not getting out of the fact that you made a ****ish comment, though. Everyone here can see that.
Chaos
02-27-2012, 11:33 PM
By not voting, I have no doubt that many people have already made that choice. This is just an unofficial poll, and people are welcome to offer their own suggestions in the comments as I said before. You're not getting out of the fact that you made a ****ish comment, though. Everyone here can see that.
You just didn't like my answer and are raging. So simmer down.
dashgalaxy
02-28-2012, 12:02 AM
Truth is I just hate trolls and have a no tolerance policy. No rage here. I'm just quick to call shenanigans when I see them.
Alhanalem
02-28-2012, 12:38 AM
Keep it under control guys.
SyDiko
02-28-2012, 12:54 PM
I'm in between the 'summoner' and the 'mad-chemist.'
/votes summoner.
I would love the ability to summon an Orge. :)
Gilgehmesh
02-28-2012, 01:19 PM
If you have a shape shifter that changes into animals, then you also have to have a shape shifter that changes into a form of water.. tada, Wonder Twins! Wonder Twins power activated!
KurtKnispel
02-28-2012, 01:54 PM
The summoner will probably be comin, so no vote for him/her, the mad chemist sounds great, but your idea seems not to involve new towers, so I voted for the Botanist, Poison Ivy in DunDef, wtf, want to have.
michael1765
02-28-2012, 02:06 PM
The summoner 2nd ability unlocked at level 78 unleash a ogre and control him like a puppet for x amount of seconds (maxes out around 5 minutes but that would be the best of gear all leveled into 2nd ability as high as possible so in the 2000's id love to see this his towers could be like summoning a tower with dark elf archers in them shooting arrows, another tower doing elemental damage would be a tower with a few dark elf mages shooting fire balls but can only shoot at a range so they summon around 3 skeletons to defend the towers when they are attacked from close range, SUMMONER FTW them are a few things from the top of my head i would love to see the summoner do
zeus9860
02-29-2012, 07:54 AM
Summoner/botanist (equal imo), shapeshifter and mad chemist. From the most wanted on the list, to less wanted.
Psyborg
02-29-2012, 07:58 AM
I definitely want to see another strong physical tower class, that Botanist sounds really cool. Trees that shoot giant acorns, or grab enemies with roots to stop them. There could be a vine wall that drains HP from enemies that hit it, and repairs other towers around it...
Edit: Maybe a fragrant flower that has a chance of luring enemies toward it (and any other deadly things near it) from a certain range.
zeus9860
02-29-2012, 01:32 PM
New post related to what i would like to see with those heroes.
Summoner (should be a dps hero with "towers")
-basically switch towers with summons (aggro, defensive, ofensive, support, big baddie summons).
-hero abilities could be something like: rage mode (sets nearby/all summons with rage, they would randomly walk up to enemies and hit them harder, this while offering a damage bonus to the hero aswell), shield mode (basically sets everything in a defensive mode to protect towers/players/crystals nearby, they would stand still in the area u ordered them to shield, they would do less damage, but would receive a defensive boost in return).
Botanist (tower and repair support hero, mostly meele/close range towers)
-some sort of tower that slows down enemies, perhaps ground vines or something...
-a tower that knocksback enemies also dealing damage, perhaps a root (acts as close-medium range defensive tower).
-a tower that poisons enemies on contact, some mushrooms or poison vines, basically poisons things to death, the longer you stay in it, the heavier the damage.
-healing/repairing type of tower, extremelly long range, little damage, heals players and repairs towers overtime... perhaps something like random roots popping from the ground and hitting towers/enemies.
-tree tower, acts as a meele type tower that hits hard and resists alot of incoming damage.
-hero abilities: group repair (repair multiple towers instead of one), spore AoE ability (spores that come from the hero and stuns nearby enemies).
Mad chemist (a bit of everything, support, offensive and defensive)
-perhaps instead of towers, have it drop potions nearby towers/players/monsters to cause a myst effect that either did supportive, defensive or offensive effects.
-potion #1, boosts players and towers damage resistance with the myst effect.
-potion #2, samething as above except with damage.
-potion #3, samething as above except with range and fire rate.
-potion #4, damages enemies with random elements.
-potion #5, does a strength drain effect in enemies and also has a side effect of removing any elemental resistances.
-hero abilities, great auras (one that greatly boosts towers/players damage and resistance, while slowing down the fire rate on heroes and towers) and another great aura (which boosts everything equally, only side effect would be health drain, the longer the drain, the stronger it was and the more risky it is for the hero).
shapeshifter (dps elemental hero, this is how i see it)
-have it work similiar to barbarian with stances.
-stance #1, fire avatar (greatly boosts the heroes elemental fire damage or switches the base damage with fire, while offering a small healing effect)
-stance #2, lightning avatar (same boosts as #1, except it stuns enemies rather than heal)
-stance #3, corrupt avatar (same as #1 #2, slowly drains enemies health upon hit)
-stance #4, null-all/apply-all (immunity to all elemental damage, generic damage resistance is halved with this, applies stances #1 #2 #3 side effects)
-stance #5, neutral stance (equally boost everything, lesser boost obviously)
-hero abilities: #1 chain lightning (hits multiple targets next to each other, target must be within X range from each other, in order to have a reasonable chain lightning effect), #2 fire strike (similiar to how mana bomb works, covers a wide effect radius and the enemies within said range would get hit with a fire ball, perhaps limit this to few fireballs per strike as it could be laggy as hell).
These are my suggestions, of course, it lacks alot of organization but i wanted to sound what i had in mind after reading this poll. :squire:
defender
02-29-2012, 02:19 PM
We need Chuck Norris as a new class.
Only one button, for the awesome roundhousekick
Xen0nex
02-29-2012, 03:12 PM
I really like those ideas, zeus9860. They are pretty interesting and add variety. My only comment would be that your shapeshifter is perhaps a bit too much like the Barbarian.
metarugiasoriddo
02-29-2012, 03:19 PM
I definitely want the Summoner.
DinJoh
02-29-2012, 04:09 PM
I like the Botanist. A support class with awesome towers will be killer, and something that I would love to play.
Xen0nex
02-29-2012, 04:20 PM
Yeah, I do like the idea of support towers that actively support other towers / heroes. At the moment we have Healing Aura, but that only affect Heroes. There's lots of possibility there, such as "Boost" towers that many TD games have. Maybe a Sunflower Tower that boosts the attack rate of towers within it's radius, etc.
Terminator would be good, then everyone reaching 20+ nm hc mm would stop cheating
Ceraph
02-29-2012, 05:41 PM
New post related to what i would like to see with those heroes.
Summoner (should be a dps hero with "towers")
-basically switch towers with summons (aggro, defensive, ofensive, support, big baddie summons).
-hero abilities could be something like: rage mode (sets nearby/all summons with rage, they would randomly walk up to enemies and hit them harder, this while offering a damage bonus to the hero aswell), shield mode (basically sets everything in a defensive mode to protect towers/players/crystals nearby, they would stand still in the area u ordered them to shield, they would do less damage, but would receive a defensive boost in return).
Botanist (tower and repair support hero, mostly meele/close range towers)
-some sort of tower that slows down enemies, perhaps ground vines or something...
-a tower that knocksback enemies also dealing damage, perhaps a root (acts as close-medium range defensive tower).
-a tower that poisons enemies on contact, some mushrooms or poison vines, basically poisons things to death, the longer you stay in it, the heavier the damage.
-healing/repairing type of tower, extremelly long range, little damage, heals players and repairs towers overtime... perhaps something like random roots popping from the ground and hitting towers/enemies.
-tree tower, acts as a meele type tower that hits hard and resists alot of incoming damage.
-hero abilities: group repair (repair multiple towers instead of one), spore AoE ability (spores that come from the hero and stuns nearby enemies).
Mad chemist (a bit of everything, support, offensive and defensive)
-perhaps instead of towers, have it drop potions nearby towers/players/monsters to cause a myst effect that either did supportive, defensive or offensive effects.
-potion #1, boosts players and towers damage resistance with the myst effect.
-potion #2, samething as above except with damage.
-potion #3, samething as above except with range and fire rate.
-potion #4, damages enemies with random elements.
-potion #5, does a strength drain effect in enemies and also has a side effect of removing any elemental resistances.
-hero abilities, great auras (one that greatly boosts towers/players damage and resistance, while slowing down the fire rate on heroes and towers) and another great aura (which boosts everything equally, only side effect would be health drain, the longer the drain, the stronger it was and the more risky it is for the hero).
shapeshifter (dps elemental hero, this is how i see it)
-have it work similiar to barbarian with stances.
-stance #1, fire avatar (greatly boosts the heroes elemental fire damage or switches the base damage with fire, while offering a small healing effect)
-stance #2, lightning avatar (same boosts as #1, except it stuns enemies rather than heal)
-stance #3, corrupt avatar (same as #1 #2, slowly drains enemies health upon hit)
-stance #4, null-all/apply-all (immunity to all elemental damage, generic damage resistance is halved with this, applies stances #1 #2 #3 side effects)
-stance #5, neutral stance (equally boost everything, lesser boost obviously)
-hero abilities: #1 chain lightning (hits multiple targets next to each other, target must be within X range from each other, in order to have a reasonable chain lightning effect), #2 fire strike (similiar to how mana bomb works, covers a wide effect radius and the enemies within said range would get hit with a fire ball, perhaps limit this to few fireballs per strike as it could be laggy as hell).
These are my suggestions, of course, it lacks alot of organization but i wanted to sound what i had in mind after reading this poll. :squire:
Hmm, I like your suggestions. As I was reading I thought of another possibility for the summoner's special abilities.
What if his abilities acted around redirecting damage. Basically, one ability would redirect damage (perhaps with some mitigating effect since this does cost mana to run) from the minions to the summoner (but shouldn't be able to kill him. Getting down to 1 health point would have to disable the skill). Actually, if you wanted to make something truly unique you could just have the skill cost no mana per second but instead would drain his health accordingly when his minions would get hit (though his health would need to count for a lot more than just 1 point of health for his minions or there would be no way he coudl maintian it for long).The other ability would distribute the damage done to the summoner to what he has summoned (whether filtered through a damage mitigating effect would need to be looked at as this could easily become too powerful).
Essentially, you have one ability that functions as a more defensive role where you sit behind the lines assisting from afar (probably in a monk's healing aura if possible) with the other focusing on going out and dealing as much damage as possible with minimal to risk to yourself (just your "defenses").
Part of the reason I like the idea is that means, unlike the apprentice, he has methods to deal with the high end survival waves to prevent his instaneous death due ninja elves. Anyway, just a thought. Keep the suggestions coming. This is a very intriguing thread.
dashgalaxy
02-29-2012, 06:27 PM
I'd really like to see the shapeshifter be made. I think they could really have fun with him. One form that gives a massive speed and attack speed boost, one form that deals huge damage all at once and then the form has to be abandoned (kind of like an FF summon), one form that causes bleeding damage (so he can retreat), one form that lets him fly around and avoid obstacles but not attack, and one support form that empowers towers or other players. Something like that would be super fun to play.
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