GustavoM

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GustavoM
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  • Here's a few ideas for new chaos trial modifiers.

    * Traps teleports to random locations in the map

    * Minions has a chance to transform into other type of minions (including bosses)

    * Minions immunity to stun/slow/etc.

    * Minions reflect (10/20/30%?) of received damage back to the player

    * Chance to spawn baby gnolls while attacking large minions

    * Chance to spawn kobolds while attacking large minions

    * Chance to spawn a boss (?) while attacking large minions

    * Rift teleports around the map each wave

    * "Diehard": Minions keep spawning nonstop and will only go to the rift after the player is dead (player has unlimited aggro, nonstop spawn but the game progresses like nothing is happening?)

    * The rift now damages the player instead of healing

    * Player cannot jump

    * Minions can now jump over barricades (!)

    * Traps now heal minions instead of damaging em

    * Traps are all tier 1 (!) (This mod seems overkill, but...)

    * Player is stunned each time a minion is killed (Temper's curse? :D)

    * "Chaotic minions": Minions will be swapped randomly by other type of minions each wave (with a chance for a boss).

    * "Chaotic skills": Hero skill will be randomly swapped everytime the player uses it (Q becomes E, E becomes shift... etc.)

    * "Chaotic hero": Selected hero will be randomly swapped by another hero each wave (is this one even possible? :V)

    * Player is pulled closer to the rift for the whole match. Pull strength is stronger depending of how far away the player is from the rift

    * "Floor is vtar": Movement speed is decreased while the player is touching the ground (this debuff can be avoided if the player keeps jumping nonstop. just a typical "silly" mod)

    * "Your momma is fat": AoE stun shockwave (and screen shake) each time the player touches the ground after a jump.

    * "How 2 shot gun": Player has a chance to damage himself/herself for each primary attack.

    * "Crazy legs": Player has a chance to fall down while walking/running. Chance is increased depending of the player's current movement speed (Something like a ragdoll effect?)

    * "Zero gravity": Gravity is disabled.

    * "All ogre it": Chance to spawn a kamikaze kobold each time the player attacks a ogre.

    * (Add something about pessimism here): Chance to stun/bleed/poison/burn the player each time a wave starts.

    * "Inferiority complex": Player's damage is decreased depending of the amount of minions alive.

    * "OCD": Traps now trigger randomly nonstop, even if there's no minion nearby.

    * "Careless coins": Player loses coins each time a minion is killed.

    * "Ogres have taken over the world": Only ogres will be spawned. Kobolds will be replaced by ogres with rift rush effect.

    * "E.X.P.L.O.S.I.O.N.S": Only kamikaze kobolds will be spawned. Minion hp increased by x5.

    * "Mommy said I'm the rift": Player hp and rift points will be swapped. Which means, player hp is now 25 and rift points will now be (current player's hp.).

    * "What would MAX do": Player loses the ability to place traps;the game will place traps for the player.

    * "Unstable traps": Traps keeps randomly gaining (and losing) tiers each second.

    * "Unstable hero": Player keeps randomly gaining (and losing) hp/mp each second.

    * "Unstable minions": Minions keeps randomly gaining (and losing) health each second.

    * "The hero boss minion": All minions will be replaced by a single light orc each wave. This light orc has a really high hp and a chance to spawn a random minion (including a boss) each time it is damaged by a trap or the player.

    * "One and done": Match is reduced by a single wave; -ALL MINIONS- will be spawned at once in this wave, including the boss(es).

    * "The orc inside me": Chance to spawn a random minion (including a boss) close to the player each time the player receives damage.

    * "P-p-power!": Player is pushed away each time it receives damage from any kind of minion.

    * "Fair game": Ranged attacks are disabled if the player is way too far from its target.

    * "MAXIMUM MAX": Player(s) will be forced to play as max.

    * "Doing it wrong": The game will randomly pick traps for the player. The player cannot change said traps.

    * "Money is power": Player will deal damage depending of the current amount of coins.

    * "Money is peace of mind": Minions will be added (or removed) from the wave depending of the current amount of coins the player has.

    * "The attack of the undead orcs": Minions will be ressurected fully healed but with 25% less max hp and movement speed each time they are killed. (Which means, they need to die 4 times in order to be "really" killed.)

    * "Italian plumberin'": Jumping on a minion now deals damage.

    * "Money is a illusion": Chance to spawn a minion (in a random spot around the map) each time the player gains coins from kills/combos. This minion does not consume rift points.

    * "Gotta go slow": Player's movement speed is decreased if the player is walking on a straight line for some time (5% decreased movement speed each second?). Changing directions resets this debuff.

    * "It's a trap!": Dropped health/mana potions and coins from minions does not give any benefits;but instead, a chance to spawn a boss.

    * "No one shall pass!...including you.": Guardians now damages everyone... including the player.


  • All enemies are mentioned as "minions" (even bosses!). When we will be fighting the "real deal"?

    ??

    I mean... "every minion has a boss". Even the "boss minions". Right? ;)
  • Re: What's with people in Sabotage?

    ChrisHill said:
    Sabotage in the begining was a casual, fun, multiplayer mode but now it's full of [CLANS] and idiots who demand you do XYZ only to blame everyone else when it doesn't go as they planned.
    Interacting with other players can be a blessing and a curse. This does not happen (only) in this game -- but on every other game out there.

    tl;dr: Welcome to the Internet.
  • New trap part ideas.

    I'll just throw a few ideas I had while playing the game.

    (Massive?) Crowd Control trigger - Trap is triggered if there are 5 or more minions in range.
    Patience trigger - This trap will not trgger if the minion is being targeted by another trap.
    Stunning resonator - Trap has a (chance?) to stun the minion on hit. Something like 1 second or half a second.
    Manipulating resonator - Trap has a (chance?) on hit to convert the minion to fight for the player for (five?) seconds.
    AI parts - Trap loses its RNG trigger and will trigger only if there are minions in range.+1 second refire rate.
    Glued parts - Other traps can be placed over this trap.
    Vaccuum resonator - Trap has a (chance?) to pull minions towards it on hit.
    Slippery resonator - Trap has a (chance?) to knockback minions on hit.
    Explosive resonator - Trap has a (chance?) to trigger small (AoE, physical) explosions when it hits a minion.
    (Add something about walls here) part - This trap can now be placed on walls.
    (Add something about floors here) part - This trap can now be placed on the floor.
    (Add something about ceilings here) part - This trap can now be placed on the ceiling.
    Bouncy accumulator - Minions that have been knockbacked by this trap will bounce three times.
    (Add something about gravity here) accumulator - Knockbacked minions will (always) go straight up.


  • Re: New trap part ideas.

    Here's a few more ideas.

    Pointy spring - Refire rate is decreased based on damage dealt.
    Pressure spring - Refire rate is decreased based on how many minions the trap hits.
    Berserk spring - Refire rate is decreased (massively?) if the trap misses a minion.
    Teamwork spring - Refire rate is decreased if there is a trap of the same (damage type?) in range.
    (Buffed up?) resonator - Trap gives a 5% damage increase buff (for two minutes?) to nearby heroes when it hits a minion.
    (Defensive?) resonator - Trap gives a 5% damage resistance buff (for two minutes?) to nearby heroes when it hits a minion.
    BFF trigger - Trap will only trigger if there are friendly heroes within its range.
    Self-improving resonator - Trap will increase damage each minute (up to 200% damage increase) until it hits a minion. Then the resonator's damage buff resets.
    Motherly trigger - Trap will only trigger (and gain its benefits) if it is placed nearby the rift. +50% faster refire rate.
    (Add something about "willingness to learn" here) resonator - Dealing damage to minions close to this trap will buff its damage to (add balanced percentage here) to each minion death.
    (Something jumpy arcane/magic/whatever here) parts - Jumping on this trap will reset all other traps nearby/or in range(?). This can only happen every 30 seconds(?) and with only one trap of the same type.. Build cost +50%.
    (Magic....err...I dunno) parts - Jumping on this trap will teleport you to a random spot in the map. This can only happen even 10 seconds and with only one trap of the same type. Build cost +25%.
    Rift Lord parts - Jumping on this trap will teleport you to the rift. This can only happen every 30 minutes and with only one trap of the same type. Build cost +100%.
    Shocking parts - Jumping on this trap will release a shockwave that deals (balanced value goes here). This can only happen every 10 minutes (and with only one trap of the same type).
    Stunning parts - Jumping on this trap will release a (add something related to stun here) that will stun all minions nearby for three seconds. This can only happen every 30 minutes and with only one trap of the same type.