#Improvements on Defender Mastery

1 messages · Page 1 of 1 (latest)

tawdry compass
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Defender Mastery is great and one of my personal favorites, but some paths don't come close to the other ones. All the paths, I feel, should be equally effective in combat. The weapons is a different matter, because they are completely separate from each other, but i wont go into that Here are some of my improvements:

Slicer:
Slicer is good and one of the best weapons you can choose from, but fire route's ability(fire tornado) is basically useless. It's hitbox is very small and when you do hit someone(usually unintentionally), they don't take a lot of damage. The hit box should be larger and maybe slightly more damage.

Baller:
Baller is great and very beginner friendly. It's easy to hit, does damage, and knockback. The routes are pretty good, but bubble route falls behind the other ones. While spike route does insane damage, and homing route can HOME, bubble route's only gimmick seems to be that the balls can't bounce. Sure later you can get balloons, which can bounce, it's really just weaker homing. I suggest adding a popping mechanic, so when you hit someone with the bubble, it pops and ragdolls(like bubble ability). The balloons could also pop after a certain amount of bounces or once it despawns, this time with a much bigger attack radius. This would give bubble route it's own unique gimmick.

Crusher:
Crusher is my favorite of the four and is very well done, each of the routes is unique. If I had to say something it would be to make juggernaut even more of a juggernaut(less ragdoll time and even bigger. Hammer and all).

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Archer:
Last and denfinitely not least. Crossbow route and shower route are awesome, no changes, but supersonic route seems more like a debuff than a buff. Sure you get faster arrows and more damage, but that's at the cost of 2x the charging time(maybe more I'm not sure). This is insanely bad because you are slowed during charging so for a good 2.5 sec your walking half the speed the person chasing you is. Crossbow route cancels with because of the loading mechanic, and shower route has a solid ability, but supersonic is just bad. The description also hypes you up wayy to much. It mentions sonic booms and stars, but these are purely visual. It would be better if the sonic booms actualy boomed and had a small raduis(same with the stars, maybe the small explosion a the end actually explodes and does knockback with no ragdoll like baller), compensating for the crazy debuff you get for the slowness.

All in all, some balancing is greatly needed.

spiral wharf
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Make juggernaut path BIGGER

tawdry compass
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yea cuz right now juggernaut is just a slightly bigger guy with a average sized hammer

spiral wharf
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And possibly remove ragdoll

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Like a mini mech

tawdry compass
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i was thinking that, but juggernaut also has greatly increased knockback dealt

spiral wharf
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True

tawdry compass
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maybe just heavier so they still take ragdoll, but significantly less knockback

spiral wharf
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Less ragdoll time

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Less knockback = more likely to die

tawdry compass
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yea makes sense

tranquil reef
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Now generally this does seem good actually

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Slicer change is good to help a path that falls behind

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Baller too, I suppose

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Archer, btw speed of light actually shrinks the hitbox

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So I guess this is also a decent change, though I would also tweak the 2nd path

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And crusher

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I also don't have anything bad to say about it

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Actually

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I feel like juggernaut path feels a bit bland

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All it does it just make you fat

spiral wharf
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I feel like a hammer slam would be so much better

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not the same as middle path

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It should instead have your hammer over your head, then slam with a 10 stud diameter AoE and make 3-4 large debris fly into the air that can damage

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And make juggernaut bigger

tawdry compass
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we gotta get this suggestion noticed

tranquil reef
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The metal one

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I wanted to do something related to magnets, but idk how to implement that

spiral wharf
spiral wharf
# tranquil reef I wanted to do something related to magnets, but idk how to implement that

So basically, if there are more than 2 metal balls that are thrown and on the map, they will slowly attract to any other metal ball that is on the map and thrown by you. When they touch they will repel each other. For the upgrade, I was thinking instead of repelling each other, they attach together.

An idea for Baller overall is that the Q should change depending on the path. For example, Metal path Q would be way heavier and do more damage on direct hits.

tawdry compass
tawdry compass
spiral wharf
wet pebble
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The fire path on slicer is actually very good

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It deals extra damage compared to the others

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And rising flames is a good combo starter

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You can chain deal like 50 damage with it

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So it’s not useless

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Bubble could be turned into more of an AoE and pop like you said then it would be more useful

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Crusher doesn’t need changes all the paths are great (I do agree juggernaut should be way bigger though)

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Oh and the mini lava puddles from blacksmith should last longer

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Archer desperately needs buffs in crossbow and light arrows though

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Crossbow is way too weird to use and I never see myself using it and light speed is self explanatory

tranquil reef
tranquil reef
tranquil reef
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I may be slow

spiral wharf
tranquil reef
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But like, what happens if the balls attach

left matrix
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the different path should go for different type of pvp styles

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if they are all the same thing its only better to choose the middle path

tranquil reef
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But still be relatively equal in power

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For example, I want to make each crusher path it's own type of tank

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1st path is a pure health tank, having a lot of max hp
2nd path is a regen tank, having high regen and lifesteal
3rd path is a mix of both

spiral wharf
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OOPS

spiral wharf
# tranquil reef But like, what happens if the balls attach

If 2 balls that are by themselves attach it's a 50/50 chance that they will go in the direction of one of the balls facing. If a ball attaches to 2 or more balls that are attached, the cluster will go into the direction of the ball that just attached. The more balls are attached the stronger the magnetic field will be, pulling balls faster. The diagram shows what direction the cluster will go depending on the direction the new ball was going (the black arrow)

tranquil reef
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Also can't it like

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Sabotage you

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By distrupting the direction they fly in

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Allowing the enemy to evade easier

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Ok here's a little something to steer you towards the right direction

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Since each class and path will have 2 moves

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And I wanted baller's secondary to do something funny to the balls that changes depending on the path

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You can make something tied to the second move

spiral wharf
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🧠

tranquil reef
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Still doesn't answer the question of "what if the balls being magnetic without control would actually be bad for the baller"

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Back to the drawing board

spiral wharf
tawdry compass
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i just want better defender mas

tranquil reef
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But then what if the first ball flies away from the enemy

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And the other balls you throw get redirected

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Idk we need a way to make it practical

spiral wharf
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I'm lwk out of ideas

tranquil reef
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They should be metal balls, that were made in a bomb factory

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They're bombs

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But have to be detonated via the secondary ability

spiral wharf
tranquil reef