Vault Abilities

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Vault Abilities

Post by Zuul on 21/11/2012, 22:13

Was wondering about this one,

Give the vault the ability to make all the sent creeps this round invisible.
You will also have the ability to make creeps visible for that round.

So another form of strategy (perhaps a bit imba) is created.

The opposing team will not be sure if you are just saving , or if you are sending invisible creeps.
And perhaps they use one of their three (each player) chances to see the invisible creeps, but actually the other team was just saving, giving the impression that invisible creeps are being sent. Ye?

The CD on the two abilities should be quite long, so that it can not be abused. Like a 30 round CD. Smile

Opinions?

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Re: Vault Abilities

Post by }{odge-Podge on 21/11/2012, 22:49

That's actually a really cool idea Smile That could also allow for a tower that can see invisible creeps to come about, adding a new level of depth to the possibility of builders.

To make the ability less imba, I think the vault ability should only shroud every second creep with invisibility, but I guess that would eliminate the strategy of being able to manipulate the use of the visibility vault skill Undecided

This is quite an interesting idea Excited I like it ^_^
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Re: Vault Abilities

Post by Zuul on 21/11/2012, 23:06

A sight tower could be implemented you are correct! That is a good idea.

All creeps should be invisible, as you said, it will eliminate the whole idea.


(I am actually hasting on my way to get a 6pack. its such a lovely day, we cant waste it - will report back later)
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Re: Vault Abilities

Post by }{odge-Podge on 22/11/2012, 00:03

Yeah, this is going to be a great topic Smile When H3ka gets in on this the ideas and mechanics and what not will be able to become more refined and so on Smile

Enjoy Tongue Do lots of bridging and superman push-ups Tongue
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Re: Vault Abilities

Post by Nesquik on 22/11/2012, 00:08

This is a bad idea, will again become relevant maphack (
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Re: Vault Abilities

Post by LeafMuncher on 22/11/2012, 01:26

I actually had a similar idea for a boss that gives an invisibility aura to nearby creeps until it gets killed. Tier 3, before Sasquatch, costing 40000
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Re: Vault Abilities

Post by H3katonkheir on 22/11/2012, 02:46

Evil boss is evil Tongue

I think I'd prefer it as a boss, elsewise I think its quite cool. I doubt anti-invisible towers would come about though, but it would give splash towers an edge (possibly) or not so, as the case may be (if you make invisible units not damaged by splash) which might be an appropriate balance?.

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Re: Vault Abilities

Post by LeafMuncher on 22/11/2012, 10:16

Considerring the huge nerfs incoming for certain splash races, it might be feasible for future versions Smile

However the way I see it, single target towers would automatically focus fire the boss dead Smile
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Re: Vault Abilities

Post by Zuul on 27/11/2012, 05:28

THe invis boss with aura is a cool idea, but as Leaf said focused fire the boss dead > the edge of the invisible.



Another vault idea: nullify the money generator. Stop the money generator for the next round when activated. Can only be used in 10 - 15 level intervals. Its not a major loss late game, but surely early game this could potentially cripple a team.
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Re: Vault Abilities

Post by FlaMeBeRg on 27/11/2012, 10:47

Boss! You can always give the main building True Sight for a certain range like perhaps 600 or something for noobs who don' t know that there are in fact an invisible boss. Also a great name would be "Root" xD

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Re: Vault Abilities

Post by Nesquik on 27/11/2012, 12:42

Joking and that's enough, or if you seriously want to make invisible in TTW? O_o
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Re: Vault Abilities

Post by FlaMeBeRg on 27/11/2012, 13:32

There is speed, slow attack speed auras, damage reduction auras and evasion auras why not implement an invis aura

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Re: Vault Abilities

Post by Nesquik on 27/11/2012, 13:52

as i mentioned above have a problem cheaters like in dota, people will start to use the mh and they will have an advantage (
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Re: Vault Abilities

Post by Valjavec on 27/11/2012, 18:04

I must say i dont really agree with this idea, Nesquik MH doesnt help if like Leaf said buildings cant attack untill they kill boss, they will see boss with or without MH, knowing there is boss you will know there are creeps only adventage is number and what those creeps are, but i personally wouldnt like to see that in TTW
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Re: Vault Abilities

Post by Sympathic on 9/11/2013, 17:08

Interesting idea/s. Im definitely for a boss invis rather then a creep invis. Making creeps invis is like... meh. You would have to make the creeps rather weak to keep a balance. A boss with invis sounds far better.

But I´m also against an invis aura, I would stick with a single invis for the boss only. Since as Nesquick said, it could easily be abused by cheaters. Also if you make an invis boss: Make sure to add a truesight ability for a few reasons: First for balance, a completely invisible creep is to unbalanced. Second: To be able to click on the creep(when truesight is on) and see the health etc. And third: To prevent cheating abuse or rather to make it easier for players to point out and report a cheater.

Rather then invis, I would much more recommend the nullify money generator from Zuul. However you would need to implement this ability for early bosses(first shrine or at least the first boss in the second shrine). The further the game develops, the more money generator is useless and it would make no sense to give a late boss the ability to nullify the money generator. Also, at least in the last versions I played(5.46) the bosses in the first shrines were rather weak and useless, and I rarely ever used them. This would be a great opportunity to power up the bosses in the first shrine.
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