Community traps ideas suggestion thread!

rayleiraylei Member
edited March 2 in Suggestion Box

+Here are some traps suggestions from the community!
Please pardon my English! Thanks!

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1.       Eel trap: a 1x1 floor trap. It is a lightning trap, maybe tar trap with eels in it?

2.       Metal-Rod Droppers: It drops sharped lighting rods on minions. The rods will stuck on the minions and cause them to take more lightning damage.

3.       Ice blade: an Icy Wall blade. Wall blade that applies chill effect.

4.       Flame Dancer: a fire Haymaker.


5.       Scanner trap: an Arcane Grinder, it scans orcs with arcane lasers. Sometimes it scans itself then malfunction. OP!

6.       Arcane Bubble Roller: instead of dropping barrels, this trap drops arcane bubbles.

7.       Punch trap: a trap that punches orcs with a boxing glove. Its trigger range type is same as the ballista’s trigger range type. (downward semi-sphere)

8. Drill Trap: a physical wall trap with a big drill! It is a wall trap with burst damage trap similar to brimstone.

9.   Minor Drill: a physical wall trap with small drills! Its damage mechanism is same as brimstone, maybe it applies bleed effect instead?

10.   Patriot: a 1x1 floor trap. It shoots missiles to block hostile projectiles from any sources.OP!


11.   Noise trap: a ceiling trap that plays bad music and slows down minions. Its trigger range type is same as the ballista’s trigger range type. (downward semi-sphere), It might backfire on the players though.Maybe Max’s personal singing album? La-la-la-la-la :D (edited it for AliceKxEm) 

12.  Treadmill: It looks like either a speed pad with inverted arrows label, or those default speed pads in survival mode, but colored red instead. It slows down minions!


13.   Kraken pool: a 2x2 size Physical trap. A trap contains kraken in it! A physical trap that snares all types of minions, but only a max amount of 8 minions can get effected (8 tentacles) by one kraken.

14.   Electric Fence: a 2x2 size lightning trap. A trap with electrical fence surrounding a piece of 2x2 tile. Minions takes heavy damage when they touch the fence!(Put haymaker on top of it or push minions into it using push trap! OP)

15.   BBQ Grill: a 2x2 size Fire trap. Burn everything! :D

16.   Unchain Power up: a trap that generates the yellow lightning pick-up. Gnomish Repair Kit doesn’t work on it.

17.   Mixed Power up: it generates a buff with combinations of speed, damage power up, and defense power up, but the buff is weaker and its duration is shorter. Maybe it is good for defending against heroes in survival.

18.   Stoplight Floor: a floor trap with an aura that changes between 3 colors for 3 phases: Red, which pauses (snares) them, Yellow, which means the trap is ready to fire, and Green, which does nothing and it is still recharging.

19.   Stop/Warning Sign: a 0.5x0.5 size trap. A sign with a decoration purpose. It can act as a mini barricade. Who doesn’t want a golden stop sign in the middle of your killbox? OP :#

20. Revolving Floor: it is like a revolving door, it rotates and turns people around if one stick to the door for too long! It can misdirect minions and make them lost their senses of direction for a short duration before they recover.



21. The Trap: it is a trap that cost 850 coin and it allows players to roll a random trap of the same/higher tier. It is a gamble and it is not refundable. Good for creating more combo factor. We can still sell it!

22.  Vomit Trap: a ceiling trap which contains packs of redundant donkey fats from the storage of “hero”. It drowns minions and enemy heroes, with giant lumps of donkey fat, when it is shot, like a boulder trap. Minions and heroes takes huge amount of damages because they cannot take such a nasty sight and they feel really disgust! (also smell funny). They smell gross like vomits and they splash everywhere! (ewwww) The higher we place the trap, the bigger the splashes! :D (Suggested by Goud)

23.  Slime Trap: a wall trap with green jelly slime (maybe tasty I hope)! They are sticky and they slow down minions if they get too close to them! Don’t lick them! (Suggested by Dangaard)

24.  Acid Trap: a wall trap like a wall fountain, maybe with a Max’s head, that spews out Crogon’s acid on minions. (Suggested by Dangaard)


25.  UFO Trap: a celling trap that sucks minions up then drop them. The “abduction” animation has the arcane warping around the minions in the sucking cone. Spooky! The rings break when the minions land and they take damage. (Suggested by JB96)


26. Slap Trap:  a 2x1 physics wall trap like Spike Wall. A trap with a giant palm that smacks minions and stuns them instead of knockback! 

27.  Laser Trap: a 2x1 long range wall trap. A trap that shoots a devastating giant laser, but it requires two wall to construct and it has a long charge time(low refire rate) before it can refires again. Stinkeye laser op?

28.   Sanction Field: a 3x1 floor trap. It reduces a minion life by % if that minion attempts to enter the field with more than certain% life.

39.   Elemental Absorb Ground: a 1x1 floor trap. It takes away elemental’s power and make them weaker. Any elemental will get demoted to the minor elementals if they pass this ground.

30.   Reverse Catapult: a 1x1 ceiling physical traps. It swings the arm backward instead of forward and shoots off light minions like projectiles by smacking them. It is similar to Ozei’s pitch motion for throwing jar.

31. Randomized Sentry: a 1x1 floor trap. Once placed down, it will be assigned a random element. It deploys a sentry that works differently with each element. If it's fire, then it is a machine gun, having a high fire rate but bit weak damage. If it is shock, a mega cannon, dealing massive damage but fires slowly. If it is ice, then it will act like a sniper rifle, having much more range than other variants and dealing a little less damage than the cannon. Actually, scratch that. About 3/4 of the shock cannon's damage. And finally, arcane. It basically acts like a Dragon's lance, except it fires faster. It also has a burst fire attribute, firing 3 draco bolts at a time instead of one. (ideas by PlayerHD)

32.ORC SUCKER 9000: Like the name suggests, a trap that sucks (and holds) minions for some time. And like the grinder, it needs to wait for some time until it can be used again. Think; a dwarven vacuum cleaner. (ideas by Gustavom)


33. The Chicken Cannon: Long range wall trap that shoots chickens. Minions hit are briefly stunned, due to being pecked at by a very confused and angry chicken.(ideas by Hypovolemic)


34. Greek Fire Launcher: a ranged ceiling trap similar in range to a ballista that fires glass bottles that explode into a small fire AoE + DoT upon impact.(ideas by Hypovolemic)

35. Lightning Beacons: Small (0.5x0.5) wall traps that shoot lightning periodically between all other Lightning Beacons.  You'd have to place at least two to start the lightning network.(ideas by Hypovolemic)


36. Orcnip: A large (2x2) ceiling trap that is a bunch of vines and flowers.  It constantly drops a cloud of spores that cause minions walking through the cloud to become slowed and confused. (ideas by Hypovolemic)

37.Blunderbuss: Limited ranged ceiling gun that applies more damage the closer it is to its target. Has bullet spread that could hit more than 1 minion. Virtually a trap version of the gun from OMD2. This would combo great with Dobbin's Coin Forge. (ideas by BrokenScience)

38. Dwarven Grenade Launcher: Shoots an AoE grenade that does physical damage in an area after 2 seconds and can also send smaller minions flying. (ideas by BrokenScience)

39.Minion Cannon: Loads first small/medium minion that passes by its barrel by placing the minion inside an armored shell increasing the minion's physical armour. Cannon then fires the shell out dealing small damage to the minion. Fired minion takes and deals physical damage to every minion hit in its path until the fired minion dies or hits a wall. If the fired minion dies the shell explodes dealing physical damage and knockback in an AoE. Should the shell hit a wall, the minion takes heavy physical damage and is stunned before it can continue.(Shell also deals knockback to minions hit. The bigger the minion in the shell, the bigger the knockback.) (ideas by BrokenScience) THIS ONE IS TOO OP!!!!!!!

40.Plunger Detonator: a 0.5x0.5 size trap that let you a connect a long fuse or proximity trigger to a build-in map traps. It could also have a chance to not use a charge of it if it's a limited one or maybe refills it over time.(ideas by Sour) So Op with Cyngus! 



41. Elemental Chaos: a 1x1 floor, it gives any minion that passes through the trap a debuff that swaps the magic/physial damag which it taken to physical/magical attacks(1/4 of the damage for each elements), correspondingly.

42. Stairs Acids: a 1x1 floor trap that must be place on top section of a stairwell. A current of acid will diffused down the stairs and makes the stairwell very slippery and dangerous. The acid damages minions and slows them down.

43. Shuriken Trap: a: 1x0.5 wall trap , it shoots shurikens on minions and deals physical damage.



44. Ice Bolt Trap: a 1x0.5 wall trap , it is ice version of Shurkien Trap, it shoots many icy projectiles( same as that of ice amulet). It has the same effect as ice amulet.

45. SnowBall Roller: a 1x1 wall trap, it is the ice version of Boom Barrel Roller, it rolls down big snowballs.

46. Icicle Mine:  a 1x1 wall trap, it is the ice version of Boom Barrel, a bomb contains icicles. When this mine is hit, the mine explodes and the icicles splashes everywhere.

 +


47. Ceiling-Mounted Ice Vent: a 2x2 floor trap, self explanatory. Regular Ice Vents take up too much floor space for most killboxes and the only ceiling ice trap currently in the game is the Icicle Impaler, which no one uses due to its manual trigger. A ceiling-mounted Ice Vent would be really useful when paired with, say, Grinders and Cursed Ground.  (ideas by The Pillager) 

48. Pygmies: a 1x1 floor trap, like archers but they shoot venom darts with a blowpipe. Venom can do DoT for 4 or more seconds. It would be a very funny companion throughout the game session with lots of taunting sayings and laughs!   (ideas by Atrupelador ) 

49. GR FlyTrap: a 1x1 floor trap, a trap that has a resemblance of Venus Flytrap. It swallows orcs near by. Due to unpleasant taste of the orcs, it refuses to fully digest the orcs. It pukes them out after couple seconds.





50. Flash trap: a 1x1 celing trap. A trap that produce with a light flash with luminous intensity of 99999999999999 Candela. The orcs are temporary stunned or disoriented.

51. Plauge Trap: a 1x1 celing trap. It drops bacterium seeds on the orcs. The plauge outbreaks when the carrier died and spreads amount the orcs. The orcs who gets infected takes DoT damage. 

52. Lightingbolt Trap: a 2v2 celing trap. It is very expensive, but it is stronger than Shock Zapper. It can only discharge one time before it is destoryed. The higher a player places it, the higher the damage it dealts.You heard loud thunder roaring throughout the map when the lighting of 100,000,000 volts strikes.

53.Portal Trap : Wall, Floor, Ceiling

A trap that is placed twice to create a link between portals. It has a variety of uses and uses a charge system, after being used "x" times, the portals close before reopening. More powerful creatures take up more charges or are immune to the effects of the Portal Trap.
1: Player Teleportation - a 1x 1 floor trap. Allows players to teleport around the map. Beware, if using portal traps offensively that the player doesn't use the portal and end up dying!
2: Combos - Place a portal on the ground so orcs fall through, and have the exit point over a pool of acid! Or, place it on a wall, push the orcs into the portal, and have them fall out into lava! Teleport orcs close to the rift back to the start of your killbox! Have orcs fall forever and be peppered with arrow walls. Shift orcs from one lane into another. The possibilities are endless. (ideas by Sire) 



54.Rubber Ducky Trap: a 0.5x0.5 floor trap.Can be placed anywhere. Mobs pick it up and squeek it every few steps. Explodes after 1-5 squeeks like a boom barrel. (ideas by zippygrunt) 


55.Snow Blower: a 2x2 celing trap. A Charge based trap that works like a mix of flame sprayer and Naptha, 1x1 space required, ceiling mounted, and blows until charges expire, low damage and adds chilled stacks to enemies. has a cool down time to make more snow.(ideas by mdragoon) 

56. Piezoelectric Senser: a 3x0.5 floor trap.(I hope this is the size of the Tripwire?). It is similar to the Tripwire. When the floor senser is stepped by Green people, the mecahnical energy due to the stress is converted into the electrical energy. The energy are used to power up the lighting traps near by. Warnig:  Law of Energy conservation is broken. It triggers lightingdamage traps only instead, but they dealt more damage and the extra factor depends on the type of the minion steps on it. Heavier the minions higher the damage. 

57. Laser Detector: a 3x0.5 floor trap.It is similar to the Tripwire.  When a minion cross the laser, it triggers all the arcane traps near by it with bonus damage. 

58.Littile girl: Spend 25k coins to summon a nuke that wipe every minions and the guardains on the maps to the oblivion(Maybe the entire galaxy, too?). Energy of order 10^28 eV.

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59. Rift locater: a 1x1 wall trap. It located the closet rift:Unstable Rift or Rift, and marks it. It teleoports the user to the marker.  

60.Road Block: a 3x1 floor trap. It acts a road block that blocks the path of orcs. They will attemp to path by it by destorying. It can be consdier as a CC trap,

61.Waffle cade?: a lower barrcades that allows for wall traps to be placed on them. It has lower-health, and, mabye, targetable by mobs so they would require some thought as far as placement goes. (ideas by Cracka08). The true killer cade!


=====Physical - There are plenty of Physical Traps to choose from, and these should also include the physic traps! However, physics aside, the only real "Physical Floor Trap" is the classic Spike Trap. Let there be another floor trap!
62.Chainsaw Trap (Floor) - Once triggered, raises a saw from the floor that deals constant DPS for a few seconds before resetting. Similar to the Grinder in function, but lasts for a time instead of charges and is on the floor. (ideas by Sire) 

63.=====Arcane - I thought there was a decent number of Arcane Traps since Dragon Lances, Bowling Balls, and Cursed Ground were popular, but aside from the Arcane Phaser, there aren't any more Arcane Traps! So, to increase their number, I made up Arcane-themed wall and ceiling traps.

64.Rune Wall Trap (Wall) - A charged based trap with a crucial difference, it unleashes all stored charges when activated. The Rune Wall Trap will trigger an arcane explosion relative to how "charged" it is, dealing more damage and affecting a wider area. However, when not fully charged and if it is being constantly activated, the Rune Wall does fairly weak damage. Placement and using Parts will likely be critical when using Rune Wall traps. (ideas by Sire) 

65.Arcane Prison Trap (Ceiling) - A 2x2 ceiling trap that immobilizes foes for a brief period, doing Arcane damage while doing so. One can say it is a variant on the Concussive Pounder, but larger, enemies take damage, and enemies can retaliate. (ideas by Sire) 

=====Fire - There are a good number of Fire Traps available, with three floor traps and two wall traps (counting Naphtha, even though it probably won't be discounted). All fire lacks is a proper ceiling trap, but I suggested another wall trap for fun.

66.Fireball Trap (Wall) - Shoots out a fireball that explodes on contact, dealing AoE damage and inflicting the Burning debuff. Has the max range of 2 tiles, where it will explode if it did not make contact. (ideas by Sire) 

67.Incinerator Trap (Ceiling) - A ceiling trap that acts as a flamethrower when activated, burning everything below it before resetting. (ideas by Sire) 

=====Ice - There are 3 floor traps (Ice Spikes, Ice Vent, Ice Saw) and one ceiling (Falling Ice Spikes). So, Ice needs a wall trap, but another ceiling trap won't hurt.

68.Flash Freezer Trap (Wall) - A wall trap that will immediately freeze anything in front of it once triggered. Does no damage. (ideas by Sire) 

69.Blizzard Trap (Ceiling) - Essentially a ceiling Ice Vent in function, even being 2x2, but lasts for a set duration instead of charges. (ideas by Sire) 

=====Lightning - We got the classic Wall Charger and the Shock Zapper, and then there's that other Lightning ceiling trap. There be no Floor traps, so let us remedy that and include a bonus.

70.Tesla Coil Trap (Floor) - A 0.5x0.5 trap, places a mini Tesla Coil that will automatically shoot at nearby foes. Attacks only affect a single target and have a short range. (Optional Bonus: Tesla Coils can "charge" one another, boosting damage output and range.) (ideas by Sire) 


71.Thunderbolt Trap (Wall) - A charge trap that requires players to activate it. Once activated, it fires off a stream of lightning, dealing instantaneous damage in an "infinite" line, similar to the Arcane Bowling Ball trap. Deals more damage the more charges it has, and will have lesser range if not fully charged. (ideas by Sire) 

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Parts ideas:

1.Explosives: Adds explosive effect to trap damage, because everything is better with explosions. May cause severe knock-back to smaller minions.(ideas by BrokenScience)

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Trap system:

Tile system:
 Make the traps slightly less powerful when placing them on a "non-concrete" surface. (ideas by Cracka08).

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Hero Unique Traps for Survival for those heroes who do not have suitable unique trap in Survival Mode:

Maybe more unqiues trap for each heros?

1.  Bionka’s Rage:  a 2x2 floor trap. It is a reversed orcish field promotion glyph(from insider!)! Instead of upgrade the orcs to a higher tier, it demotes the orcs’ tier! Light orcs become baby orcs! I hope they are cute! (for Bionka)

2. Icecube: a 0.5x0.5 floor trap, a "barricade" that slowly adds chill stacks to nearby enemies a the cost of melting it, not sure if it should reset or cease existing. (for Hogarth)(ideas by_the silent_H) 

3. Rage/Blood Fountain: a 1x1 wall trap, it buffs nearby hero with increased attack speed and move speed at the cost of taking increased damage. (for Bloodspike)(ideas by_the silent_H) 

4.Overgrown Vines: a 1x1, wall, maybe ceiling trap, it grabs heroes,bosses and large units holding them in place for 5 seconds, target can still use all abilities and attack, recommended trigger range of an arrow wall, pulls them towards the trap.(for Ivy)(suggested by_the silent_H)

5. Void Wall: a 2x2 wall trap, it  is expensive pulls minions in at varying strengths(so only a few are ever pulled in) enemies pulled(or launched) in die instantly, and always give souls.(for Oziel)(ideas by_the silent_H)

6 Tripwire: a  1x0.5 floor trap(2 versions)

1) minions that cross it trip foward keeping momentum but are unable to change direction, have to get up afterwards, large minoin still trip but cause it to have to be reset

Or 2) minions still trip as in one, but it breaks no matter the size, but always activates adjacent traps.

(for Midnight)(ideas by_the silent_H)

7. Armory: a trap just like Bionka's orc promotion field, but it promotes Soldiers instead. (for a future released hero)

8. Decommission Trap: a trap just like Bionka's Rage, but it demotes Soldiers instead. (for a future released hero)


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Hero/Boss Seekers:


Hero/Boss Seeker-Spike: We need this one for the final touch for hero-killbox. 

2 Hero/Boss Seeker Bear trap: (Poor Tundra) a floor trap that deals small physical damage and holds hero for short duration! It also reduce the hero’s armor. This is too OP (Suggested by JB96) :o



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0-Slot Unique traps: They cost no trap slots just like Max's dummy.

1. Jedi’s cookies vase: Green people (orcs) love Jedi cookies. The vase lures green people for a long time until it runs of out of cookies. But, green people gets angry if there are no cookies left! They get desperate! Gnomish Repair Kit doesn’t work on it. Too OP!(Suggested by jediMidnight)

2. Max’s punch bag: Max has brought his annoyances to the next level. All minions want to punch this bag continuously! They hate the bag so much! But, minions gets blood-boiled and raged. They hits super hard after the bag is fully beaten.  They guaranteed one-shot kill real Max! Gnomish Repair Kit doesn’t work on it. Too OP!

3.. JB’s Orc magnet: It is a trap like mosquito magnet and it looks like a bug zapper. Green people likes shinny stuff, and they yell “cool” then touch the cage. The trap shocks minions with high voltage. The minions takes heavy deadly lighting damage and fire damage because of the burn wounds. However, any hero who got too close to them will get shocked because there are some residue current on the minions. (RIP melees) The current flows to that hero and stuck on them for a long duration. Beware! This debuff can spread to teammate and get transfer over and over.!(Suggested by JB96) 


Thank you for reading!



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Post edited by Harmonia on
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Comments

  • CongaConga Member
    edited June 2016
    I'm noticing a couple of "You might obilterate everything, or waste your coin, or have your heros be useless" traps, which are rng traps~
    Also, what's with

    19.   Stop/Warning Sign: a 0.5x0.5 size trap. A useless sign for decoration purpose. Who doesn’t want a golden stop sign in the middle of your killbox? OP :#

    It consumes trap slots for nothing?

    And for the gamble trap "It is non-refundable" So, if you had a large coin forge in the middle of your killbox and wish to sell it later on, you're screwed?

    Other than that, I quite like these ideas~
    Not too sure how upgrading some would go but still interesting~
  • Max will be happy with number 11
  • GoudGoud Member
    How about a Giant Vat-O-Donkey-Fat to drown enemy minions and heroes? Give players the opportunity to rejoice even more when they get a chest filled with this most beloved of materials! Just pour it right in.
  • nthornnthorn Member
    edited June 2016
    boxing glove trap would be amazing though it would probably be push trap 2.0
  • Create your own mining cart railway!
  • DangaardDangaard Member
    edited June 2016
    I'd really like some better non physics floor traps and better long range wall traps.  *cough* acid wall *cough*
  • rayleiraylei Member
    yobbobear said:
    Create your own mining cart railway!
    Speed Pad 2.0!?
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  • rayleiraylei Member
    edited June 2016
    Conga said:
    I'm noticing a couple of "You might obilterate everything, or waste your coin, or have your heros be useless" traps, which are rng traps~
    Also, what's with

    19.   Stop/Warning Sign: a 0.5x0.5 size trap. A useless sign for decoration purpose. Who doesn’t want a golden stop sign in the middle of your killbox? OP :#

    It consumes trap slots for nothing?

    And for the gamble trap "It is non-refundable" So, if you had a large coin forge in the middle of your killbox and wish to sell it later on, you're screwed?

    Other than that, I quite like these ideas~
    Not too sure how upgrading some would go but still interesting~
    Yes stop sign is like hero seekers in surival!

    You can still still sell the coin forge but you lose the money! You can roll a hero specifically traps though!
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  • rayleiraylei Member
    Goud said:
    How about a Giant Vat-O-Donkey-Fat to drown enemy minions and heroes? Give players the opportunity to rejoice even more when they get a chest filled with this most beloved of materials! Just pour it right in.
    Added vomit trap for you!
    So this is how we add small words under our post/comments.
  • rayleiraylei Member
    Dangaard said:
    I'd really like some better non physics floor traps and better long range wall traps.  *cough* acid wall *cough*
    Added two traps for you!
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  • HarmoniaHarmonia Member, Administrator, Moderator, Robot Entertainment, Featured Developer
    edited June 2016
    nthorn said:
    boxing glove trap would be amazing though it would probably be push trap 2.0
    My first thought when I read that suggestion:



    Love this thread, everyone! It's great to hear your different ideas. Keep 'em coming!  :#

    Note: I'm moving this thread to the suggestion forum and pinning it so we can keep adding ideas.
    Robot Entertainment | Community Manager
  • rayleiraylei Member
    edited June 2016
    Harmonia said:
    nthorn said:
    boxing glove trap would be amazing though it would probably be push trap 2.0
    My first thought when I read that suggestion:



    Love this thread, everyone! It's great to hear your different ideas. Keep 'em coming!  :#

    Note: I'm moving this thread to the suggestion forum and pinning it so we can keep adding ideas.
    Thank you for the feedback and the pin!
    So this is how we add small words under our post/comments.
  • rayleiraylei Member
    Updates:

    The Trap updated for Conga
    Vomit Trap added for Goud
    Acid trap and slime trap added for Dangaard
    Modification for Noise trap for AliceKxEM

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  • tHe_silent_HtHe_silent_H Member, Master Founder, Early Access
    edited July 2016
    Gonna suggest unique traps for offense heroes, that are thematic instead of a balck spot in survival

    Hogarth: Icecube(floor .5x.5), is a "barricade" that slowly adds chill stacks to nearby enemies a the cost of melting it, not sure if it should reset or cease existing,

    Bloodspike: rage/blood fountain(wall,1x1), buffs nearby hero with increased attack speed and move speed at the cost of taking increased damage

    Ivy: Overgrown vines,(1x1, wall, maybe ceiling) grabs heroes,bosses and large units holding them in place for 5 seconds, target can still use all abilities and attack, recomended trigger range of an arrow wall, pulls them towards the trap.

    Oziel: Void wall (2x2 wall) is expensive pulls minions in at varying strengths(so only a few are ever pulled in) enemies pulled(or launched) in die instantly, and always give souls.

    Midnight: tripwire (1x.5, floor, 2 versions)

    1) minions that cross it trip foward keeping momentum but are unable to change direction, have to get up afterwards, large minoin still trip but cause it to have to be reset

    Or

    2) minions still trip as in one, but it breaks no matter the size, but always activates adjacent traps.

    Blackpaw: Blood gutter(3 X 0.5, floor) place bleeding debuff on minions slowing them slightly, causing very minor damage over time and heroes that hit them with attacks get 10% life steal against the targets, not charged based, think viscous tar debuff  or is charged based nd charges by enemies dying near(thematic)

    Temper: Anvilchute (2 x 2 ceiling trap). works like a boulderchute but drops a large anvil dealing damage and stunning all underneath, if idle too long, self activates after as a second anvil is ready, dropping the first(but still ready to drop the new one on player trigger)

    Sir Winston: (1x1 barricade) Cursed statue. Reduces attack damage of enemies around it and causes them to take increased arcane damage

    Will update if i think of some for Kobold king and bionka.
    Post edited by tHe_silent_H on
    Did you know that if you write 3.14 on a piece of paper and hold it in a mirror, it will say pie? And if you divide 42 by 3.14... you get 13.37!
  • Something like a vacuum cleaner. Sucks minions and holds em for some time (maybe three seconds?). Has a internal cooldown of 20 seconds until it can be used again. Can be placed anywhere like the boom barrel and the max decoy.
  • I want to suggest something. My idea: Randomized Sentry. the size of a normal spike trap. Once placed down, it will be assigned a random element. It deploys a sentry that works differently with each element. If it's fire, then it is a machine gun, having a high fire rate but bit weak damage. If it is shock, a mega cannon, dealing massive damage but fires slowly. If it is ice, then it will act like a sniper rifle, having much more range than other varients and dealing a little less damage than the cannon. Actually, scratch that. About 3/4 of the shock cannon's damage. And finally, arcane. It basically acts like a Dragon's lance, except it fires faster. It also has a burst fire attribute, firing 3 draco bolts at a time instead of one.
  • rayleiraylei Member
    edited July 2016
    GustavoM said:
    Something like a vacuum cleaner. Sucks minions and holds em for some time (maybe three seconds?). Has a internal cooldown of 20 seconds until it can be used again. Can be placed anywhere like the boom barrel and the max decoy.
    Added your ORC SUCKER 9000!!!!!!!! Op
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  • tHe_silent_HtHe_silent_H Member, Master Founder, Early Access
    edited July 2016
    edited my post with 3 more, sir winston, black paw and temper
    Post edited by tHe_silent_H on
    Did you know that if you write 3.14 on a piece of paper and hold it in a mirror, it will say pie? And if you divide 42 by 3.14... you get 13.37!
  • HypovolemicHypovolemic Member
    edited July 2016
    The Chicken Cannon: Long range wall trap that shoots chickens. Minions hit are briefly stunned, due to being pecked at by a very confused and angry chicken.

    Greek Fire Launcher: Ranged ceiling trap similar in range to a ballista that fires glass bottles that explode into a small fire AoE + DoT upon impact.

    Lightning Beacons:
    Small (0.5x0.5) wall traps that shoot lightning periodically between all other Lightning Beacons.  You'd have to place at least two to start the lightning network.

    Orcnip: A large (2x2) ceiling trap that is a bunch of vines and flowers.  It constantly drops a cloud of spores that cause minions walking through the cloud to become slowed and confused.
  • BrokenScienceBrokenScience Member
    edited August 2016
    2 Ballista type traps

    Blunderbuss
    : Limited ranged ceiling gun that applies more damage the closer it is to its target. Has bullet spread that could hit more than 1 minion. Virtually a trap version of the gun from OMD2. This would combo great with Dobbin's Coin Forge.

    Dwarven Grenade Launcher: Shoots an AoE grenade that does physical damage in an area after 2 seconds and can also send smaller minions flying.

    Part Idea:

    Explosives: Adds explosive effect to trap damage, because everything is better with explosions. May cause severe knock-back to smaller minions.
    Post edited by BrokenScience on
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