Builder Concept: Turtle

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Re: Builder Concept: Turtle

Postby Merex » Fri Jul 29, 2016 4:22 pm

That's why demo/mag/sat/nat/fae/gob were invented...
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Re: Builder Concept: Turtle

Postby Haunt » Mon Aug 01, 2016 9:00 pm

Lynx wrote:Also forgot to mention, with the new UP more basers are needed because they're now limited to 1 per game.

What?

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Re: Builder Concept: Turtle

Postby Lynx » Tue Aug 02, 2016 7:37 am

You can't have as many good basing builders with unique pick as you could've before, without it. However, unique pick is good, so there needs to be another way to have majority of basers.

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Re: Builder Concept: Turtle

Postby n3w_3ra » Thu Aug 04, 2016 3:06 am

This is like an extremely boring reskin...

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Re: Builder Concept: Turtle

Postby Lynx » Thu Aug 04, 2016 3:48 pm

n3w_3ra wrote:This is like an extremely boring reskin...

suggestions?

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Re: Builder Concept: Turtle

Postby Hash » Thu Aug 04, 2016 8:38 pm

my suggestion would be like a necromancer caster/healer builder with potential to tower kind of like faerie

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Re: Builder Concept: Turtle

Postby Remixer » Fri Aug 05, 2016 12:12 am

What does this "shell deconstruction" mean?

Also:
1. I don't like the hero glow around the model.
2. I don't fancy idea of having hermit crabs as workers, they have no animations for that and they are misleading for they also neutral units.

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Re: Builder Concept: Turtle

Postby Lynx » Fri Aug 05, 2016 12:52 am

Remixer wrote:What does this "shell deconstruction" mean?

Also:
1. I don't like the hero glow around the model.
2. I don't fancy idea of having hermit crabs as workers, they have no animations for that and they are misleading for they also neutral units.

1. I think you can remove that, pit lord and tauren chieftain models doesn't have glow in ID.
2. They're custom models so they have animations.

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Re: Builder Concept: Turtle

Postby Remixer » Fri Aug 05, 2016 12:55 am

Lynx wrote:
Remixer wrote:What does this "shell deconstruction" mean?

Also:
1. I don't like the hero glow around the model.
2. I don't fancy idea of having hermit crabs as workers, they have no animations for that and they are misleading for they also neutral units.

1. I think you can remove that, pit lord and tauren chieftain models doesn't have glow in ID.
2. They're custom models so they have animations.


1. Yes, you can remove it, it was a suggestion.

2. Oh, my bad then, then I think it would be a good idea to change their scale/color from the normal neutral hermit crabs to avoid confusion.

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Re: Builder Concept: Turtle

Postby n3w_3ra » Sat Aug 06, 2016 5:34 pm

If this was to become a builder I think he needs a special spin on his towers. Perhaps towers that have an extra level past mega like gnoll or something, or maybe towers that go from basic to something inbetween enhanced and super, then to mega. So he would be strong mid game.

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Re: Builder Concept: Turtle

Postby Lynx » Sat Aug 06, 2016 6:44 pm

What about the special thing i suggested. Did you even read the post?

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Re: Builder Concept: Turtle

Postby n3w_3ra » Sat Aug 06, 2016 11:24 pm

Are you referring to the armor reduction from towers in the arc? If so it's different but just seems sort of boring. I would like to see something active, something to manage or do.

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Re: Builder Concept: Turtle

Postby Lynx » Sun Aug 07, 2016 12:23 pm

Yea was referring to that. I guess you could make it an autocast that costs mana, so it synergises with builders that have mana regen auras.

If you want to keep the armor theme you can make it cost armor. 1 shot = -1 armor aura to structures in a 150 radius which stacks with no limit.


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