So how cool it would be if for each X in a given stat you could get a special perk? This would help us players get stronger as Trendy add more mobs with new mechanics, we would get new mechanics too without the need for new towers (Since it seems we won't get any!).
Anxt suggested in a thread giving players something else for having over 100 hero move speed, my suggestion is kinda like that, except something along the lines of:
Hero HP:
When reaching 1k = Exceptionally healthy: Gain small health regen, like 0,05% or something (like a weak fairy).
2k = Ogre's Toughness: Can't be oneshotted, a hit that would normally kill the player leaves him with 1 health and puts the player in a "Tough" state, can't be reduced below 1 health (killed) for 5 seconds. This would have a 5 minute or more cooldown.
3k = The Wall: Player can't be knocked back, staggered or suffer any kind of "status" change. If killed with more than half max mana, turns into a crystal which will revive the player (if not killed) in 15 seconds.
Hero damage:
1k = Strong as nails: All attacks have a chance to critically hit for 2x damage, 5% chance.
2k = Punishing blows (change name to something better): All hits have a 10% chance to stun all monsters for 2 seconds.
3k = Berserker of Eternia: Each consecutive hit adds +0.5% damage and +0.5%attack speed, up to +30% damage and +30% attack speed (could add move speed as well). If the player do connect an attack in 3 seconds the player loses the bonuses.
Hero move speed:
1k = Dodgy dodgy: 10% chance to dodge any type of attack and negate all damage and possible effects (knockback, etc)
2k = Ethereal form: (toggle skill, drains mana) Player can activate this skill to go through any kind of obstacle or to get somewhere fast. Player speed boosted 150% while in this form, when activated player moves in a straight line forward, leaving ethereal form automatically if not possible to continue (like when going off map, etc. It COULD be used to cross the map but only when player would leave the form in a valid localtion).
3k = ?
Hero cast rate:
1k = Emergency!!: 5% chance of instantly repairing a tower to full HP, only possible to activate if tower below 75% HP.
2k = Epic caster: Gives 10% more THP for 1 minute on all towers repaired by the Epic caster.
3k = ?
Tower HP:
1k = Sustainable towers: After each wave, all towers (and traps ofc) on the map heal for 10% their max HP. If the player has 2k THP they heal for 20% and for 3k they heal for 40%. Only the player with highest THP is considered on the end of the wave.
2k = Eternia's Lifestream: All towers on the map are enchaned by Eternia's Lifestream, healing itself overtime for 5% their max HP every 5 seconds without taking a hit. Traps heal for 2% regardless of being activated or not.
3k = Legendary towers: Towers are immune to sharkens charge, djinn de-summon and any "status" affecting monster skill
Tower damage:
1k = Critically deadly: 5% chance of double damage on every attack. Maximum 2 critical hits every 5 seconds (for each tower).
2k = Good things comes in pairs: 5% chance of firing two projectiles or trap activating 2 times only using 1 charge.
3k = Last stand: Player can activate last stand to make all towers on the map critically hit for 2x damage on every attack for 30 seconds. 5 min cooldown (cooldown is global and shared between players)
Tower range (this is another useless stat that no one bothers to get much...):
1k = Homing projectiles: Tired of firing at walls or missing? This makes all projectiles pursue their target!
2k = ?
3k = Ethereal projectiles: Towers can shoot through everything (if its in their LOS) and ignore geometry and etc
Tower rate:
Suggestions?


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