| 05-12-2004, 07:09 AM | #1 |
Yeh, dunno, just felt like posting some ideas that I've had about some of the things you could do with the Tinker's abilities. Melt - Based from the cluster rockets ability, just fires a buttload of fireballs at a high rate, total spell duration lasts longer, damage is, of course, minimized. I'm not sure if this new spell has to be channeled for the 1.01 seconds that its cast or not, but if it DOES, that'd be even cooler, you know? "The Goblin Alchemist unleashes a torrent of flames upon his opponents, turning them into cinders." The same general ability scheme could be for an acid type thing too, would be neat. Melt v2 - Based from Pocket Factory, make it produce units that look like some type of explosion or fire or something, and have them have a 0.01 duration, AoE damage on death. Make the missile the thing that the Troll Batriders throw. Rate and duration of overall ward increase per level. "The Alchemist brews a vile concoction, melting away the flesh of any passerby." Goblin Rockets - The Engineering upgrade as a base. Yeh, you guys know you can upgrade abilities, however... If you make it so if it just effects one type of ability, an orb ability. Make the orb ability based from the orb of fire, so the splash increases per level, also, increases damage. Since this is an orb ability, it won't be given any icon... and you can change your missiles with orb abilities. So... Level 1, make the missile shot be a crap missile, like the barrage projectile, then a mortar team projectile, then the cluster rockets projectile. Would be cool eh? Just a few ideas... |
| 05-12-2004, 08:32 AM | #2 |
Aren't the new abilities inspiring? There's so many interesting things that you can do now, with a little creativity. |
| 05-12-2004, 10:37 AM | #3 |
You could do many of these things in a way before, but with triggers, of course. I know the tinkerer will be making some of my triggerwork obsolete quite soon. :\ |
