[3.1.0][Discussion / Suggestion] Titan Change Proposal

Talk all you want about Island Defense here.
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Carnerox
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[3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Carnerox » Thu Jul 10, 2014 12:35 pm

[spoiler=Gold Penalty]
[Gold Penalty]
Titan's will gain 30 gold and bonus experience for the first gold penalty.

Recurring gold penalties will only provide 15 gold and no experience.

The formula for the experience provided is:
builderAmount x 1000 ÷ 2 ÷ titanLevel

I believe this will help Titan's who couldn't earn a large amount of Minions or experience before the first gold penalty. This will also prevent Titan's that are higher level and or have an abundant of Minions serving them from gaining a large chunk of experience from the first penalty.
[/spoiler]

[spoiler=Items]Super Regenerative Armored Spines - [Total Cost 55g]
+20 Health Regeneration
+50% Mana Regeneration
+5 Armor

Unique Passive: Increases the effectiveness of healing effects from bonus health regeneration, life steal and healing abilities by 20%.

Requires:
- Regenerative Spines x3
- Magic Coral x1
- Recipe x1

Image

Gauntlet of Power - [Total Cost 25g]
+15 Attack Damage
+15% Attack Rate

Unique Passive: Increases the damage dealt to structures by 10%.


Titanic Gauntlet - [Total Cost 105g]
+40 Attack Damage
+25% Attack Rate

Unique Passive: Increases damage dealt to structures by 20%.

Unique Passive - Greed: Increases the bounty of slain targets by 2.

Requires:
- Trident of Power x1
- Gem of Haste x1
- Gauntlet of Power x1
- Recipe

(Note: Greed does not proc off of units without a bounty.)
[/spoiler]

[spoiler=Fossurious]Image
Fossurious

Image
Name: Burrow
Levels: 3

Fossurious burrows beneath the ground, gaining # bonus health regeneration and #% damage reduction but is unable to attack and use damaging abilities and items. As long of Fossurious remains burrowed he will remain invisible to units without true sight.


Image
Name: Impale
Levels: 3

Fossurious slams the ground with his mighty claws, impaling units in a # radius around him and knocking them into the air. Upon landing the targets will take # damage and are stunned for # seconds.


Image
Name: Enhanced Carapace
Levels: 2

Fossurious forms layers of chitinous armor around his shell, enhancing his defenses by increasing his health by # and armor by #.


Image
Name: Imbued Carapace
Levels: 3

Fossurious extracts cryptic powers to enhance his carapace with imbued sturdiness and regenerative powers, granting him increased armor and hit point regeneration.

Passive: Permanently provides # health regeneration and # armor.

Active: Fossurious is able to further strengthen his carapace for a limited time, doubling his bonus health regeneration and armor for # seconds.


Image
Name: Crippling Strike
Levels: 1

Fossurious strikes with such force that his target is crippled from the blow, reducing their movement speed by #% and causing # damage per second. Last for # seconds.

When Fossurious kills an enemy unit or structure, the force of his attack will ripple from the target dealing # damage to nearby enemies in a # radius.


Image
Name: Tremor
Levels: 1

Fossurious slams the ground causing multiple tremors around the Island for 15 seconds. These tremors will reveal the area in a # radius around them and slowing the movement of nearby enemies by #%.


Image
Name: Earth Quake
Levels: 1

Fossurious unleashes his rage into the Island, slamming his massive claws into the ground, causing the Island to tremble. All structures and units have their movement speed and attack rate reduced by #% and have a #% chance to miss on an attack.

The earth quake will last # seconds before it subsides.

(Note: This will cause Defenders and Observers cameras to shake periodically.)
[/spoiler]

[spoiler=Voltron]Image
Voltron

I like Voltron's kit but I feel if that some of his abilities were slightly tweaked and buffed they would help out his gameplay.

New Visual Model.
Image

Image
Name: Dark Current
Levels: 1

Voltron travels through the Island's dark currents, increasing his movement speed by 25% and is able to pass through units for 30 => 60 seconds. As long as Voltron remains in the Dark Currents he will remain invisible to units without true sight.

Image
Name: Ionic Shield
Levels: 3

Voltron forms a shield of electricity that rotates around him, providing him a chance to avoid taking physical damage.

Level 1 - 6% => 9%
Level 2 - 9% => 12%
Level 3 - 12% => 15%

Image
Name: Static Sphere
Levels: 4

Voltron generates a large amount of static spheres that attack nearby enemies. As they damage Voltrons enemies they will absorb and convert their energy into a substance that can restore Voltrons health. After 3 => 2 seconds, Voltron will recall the static sypheres absorbing the energy they collected.

Level 1 - 400 => 500 health
Level 2 - 600 => 700 health
Level 3 - 800 => 900 health
Level 4 - 1000 => 1100 health

Image
Name: Electrocute
Levels: 1

Voltron's basic attacks electrocute his targets, reducing their movement speed by 40% and cause them to take # damage per second. Last for 2 seconds.

Votrons attacks on structures will cause them to absorb a large amount of electricity, preventing them from being repaired for 3 seconds. This can only effect the same structure every 6 seconds.

Image
Name: Atmospheric Charge
Levels: 1

Voltron taps into the Island's natural electrical current with his energy in search of any Defenders or Titan Hunters. Targets within a 2000 radius of Voltron will absorb some of his energy, and the closer they are to him, the greater chance they have to attract a lightning that will strike at their location, briefly granting Voltron vision of the area.

Voltron's energy will remain in the Island's current for 30 seconds, giving him the ability to see invisible units.

Cooldown: 90

Image
Name: Conduction
Levels: 2

Level 1
Mana Cost: 450
Learned: Level 9
Voltron uses a portion of his powers to enter into the Island's electrical current and instantly transport himself to a target location up to 1200 range from his position that is on the same terrain-level as him.

(Note: Voltron cannot use this to teleport into bases, but he can teleport out of bases and terrain lower than him.)

Cooldown: 100

Level 2
Mana Cost: 250
Learned: Level 12
Voltron uses a portion of his powers to enter into the Island's electrical current and instantly transport himself to a target location up to 3000 range from his position.

Cooldown: 45
[/spoiler]
Last edited by Carnerox on Fri Aug 01, 2014 3:02 am, edited 6 times in total.
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ZimmeR
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby ZimmeR » Thu Jul 10, 2014 12:48 pm

Well First thing sounds good.

____________________________________________________________________________

To foss what I read was ok. but I woulda thing about a new Ultimate
Image
[spoiler=]Image
Image[/spoiler]

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Carnerox
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Carnerox » Thu Jul 10, 2014 1:52 pm

@ZimmeR What I meant by his ultimate was that I didn't have an idea for an ultimate ability.

I updated the post to be a bit more clear on what I meant.
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Burn
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Burn » Thu Jul 10, 2014 2:10 pm

Sehr gut.

-Burn

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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby narbtit » Thu Jul 10, 2014 2:36 pm

his ultimate lets him attack while burrowed

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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby TimmyTheTauren » Thu Jul 10, 2014 2:50 pm

It all sounds good, but we already have a lot of titans stalling. Now everyone will think, "oh I can obviously win np if I stall till GP for my gold and bonus XP."

And ya, then mass game stall np. It's already ez enough to win a pub, include this in inhouse mode or something.

You could always include and just take it out if we see an increase in stalling.
Spoiler!
Image

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Carnerox
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Carnerox » Thu Jul 10, 2014 3:43 pm

I updated the post with a new ultimate for Fossurious. :)
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Burn » Thu Jul 10, 2014 3:48 pm

TimmyTheTauren wrote:You could always include and just take it out if we see an increase in stalling.
Or put it as an !hcl command + vote command?

-Burn

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Carnerox
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Carnerox » Thu Jul 10, 2014 3:49 pm

The command that will never be seen used. Ha.
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ZimmeR
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby ZimmeR » Thu Jul 10, 2014 4:27 pm

Carnerox wrote:I updated the post with a new ultimate for Fossurious. :)


Well I don't see a big difference then the ulti before if you ask me I would like to see smt unique
(I don't got a better idea)
Image
[spoiler=]Image
Image[/spoiler]

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Carnerox
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Carnerox » Sat Jul 12, 2014 12:41 am

Updated the post with changes to Voltron.
I didn't add his nuke into the changes because I think his nuke needed no changes.
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby theorchero » Sat Jul 12, 2014 12:50 am

I think the voltron change is pretty cool, but what bases specifically is this "same terrain" going to affect? What if you are half way in a base and want to TP out?

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Carnerox
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Carnerox » Sat Jul 12, 2014 12:56 am

@TheOrcHero I forgot to list that you can blink down terrain, but not into terrain higher than you.

(GG Vagina base)
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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby LightBlue- » Sun Jul 13, 2014 5:27 am

Can you post changes to the minis aswell?

This can allow us to correctly judge the titans better.


@Foss. The changes seem interesting. I would have to see how the nuke now plays in game.

@Volt. Love the changes. Here are a few suggestions:

[Electrocute]
- It seems like disallowing builders to repair walls is a bit overkill. Instead of preventing builders from repairing. Punish the builders instead. Maybe do a bit of damage to them and slow them for ~1 second. As if they are being "shocked". You can have this scale to the titan level. By doing it this way, builders can choose to "risk" their safety for the protection of the wall which would make the game more complex.

[Conduction]
-I have always hated Volts ultimate because it makes games so long. In all games, Volt will never be able to "blink" into a base (No-one is that stupid). What conduction actually does is it allows for him to blink out of being trapped. I.E worker block, summon block, etc. This makes games take forever in my experience. I have played a 2-3 hour game where voltron when straight up damage build and whenever he would get blocked by summons he would blink out. He eventually won because we were bored and he was doing 500+ dps.

[Some ideas to replace conduction if you wish:]
-"Supernova" [Level 10] Voltron absorbs all nearby electricity, protecting him from harm. This ability is a toggle on/off. While toggled on it acts like a Mana Shield. The shield will absorb ~5 Damage for each 1 Mana used. Also while this ability is in effect, his Electrocute Passive does ~x2 damage to builders who are repairing. This ability would work well with mana builds (Obviously), but will also complement his passive evasion ability. To make Voltron more unique you could adjust his minis. Consider adjusting the mini heal to add health to nearby minis/titans (same as before), but additionally it will give Voltron additional mana (This would scale with the level of the mini heal). This would complement his ultimate and make him a bit more unique.

If you feel this ultimate is a bit underwhelming, you can always adjust it to protect him more (maybe ~7 Damage), or you can add extra effects. Like, upon the death of a nearby building, Voltron gains ~100 mana.

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Re: [3.1.0][Discussion / Suggestion] Titan Change Proposal

Postby Dr_CoolHaus » Sun Jul 13, 2014 7:44 pm

Why is electric foss so sexy!


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