Dungeon Warfare 2

Dungeon Warfare 2

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Beta's trap ideas
Hi all, i've been an avid fan of the DW series since the first came out, came up with a bunch of trap ideas i'd like to share with you all, hope you enjoy reading!

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Catapult trap - Floor based directional trap - Expensive - Needs LOS, cannot shoot over walls but can over barricades, cannot change targets once placed

Once placed, player picks 1 tile (two tile min range, goes up to 7) (North, south, east, west) for the catapult to target, catapult flings heavy rocks at target tile with slow attack speed and high damage

Tier one - Damage (75%) / Bigger rock (Extends AOE to 1.5 tile) / Tar bomb (Attack applies 20% slow and 20% damage vun to fire)

Tier two - Damage (100%) / reload and velocity (25%/50% respective increase) / Roll (rock rolls in direction fired, hitting at additional 10 enemies before breaking - 50% damage decrease on roll)

Tier three - Goliath breaker (400% damage & force increase - 25% slower reload) / Searing volley (20% faster reload and rocks now set enemies on fire)

Concept idea - Who doesn't love mulching big groups of enemies in big single strikes? This would be an artillery like trap, similar to the rocket but with more precision and less adaptability. Theres always plenty of spots on maps where floor trap space could be used more effectively, at a hefty price of course.


Impaler trap - Wall mounted - 3 tile range - Medium price

Fires iron spears that pierce up to 3 enemies and lock them together in a line for 5 seconds, similar stats to bolt trap but less damage due to innate CC

Tier one - Telescopic spear (spears are longer and pierce 1 more time) / Jagged pole (inflicts DOT on impaled enemies) / Frozen core (Inflicts frost damage)

Tier two - Damage (50%) / Reinforced body (Lasts twice as long) / Rapid fire (25% faster)

Tier three - Pain multiplier (Enemies impaled by spear take the damage any of the others impaled suffer) / Shotgun (trap now fires 3 spears at a time with higher knock-back)

Concept idea - Physics based traps are always fun and i'd like to see more of them! The idea behind this is just to have a new type of CC in the game that doesn't break the mould, stapling light enemies to a heavy one would essentially slow them all down and they'd be at the mercy of the heavy units decision making. Sounds good to me.

Note - Enemies are suspended by the spear, meaning they can be kept alive above death drops, once the spear snaps after 5 seconds however, they would fall to their death, this does mean its possible for long spears to push units over 1 tile wide death drops to the other side and they'd survive.



Floor Kiln - Floor trap - Expensive
When stood on, blasts hot flames up, doing massive burn damage. Floor Kiln's placed next to each-other will link and fire at the same time, doing 15% increased damage for each Kiln in the link, linked floor Kiln's count as one trap for trap count, regardless of number of Kiln's linked.

Tier one - Demon vigour (friendly minions standing on Kiln will be healed for 30% of their max health when it triggers) / Blinding smoke (Enemies hit will be slowed by 15% and have their detection range permenantly reduced - does not stack) / Heat links (Each Kiln in the chain adds 25% more damage rather than 15%)

Tier two - Demon fire (Friendly minions standing on kiln will be buffed with higher attack speed and damage) / Dark flames (Damage done is also deducted from units max health, all future flame damage will also now do this once applied) / Blast wave (When trap triggers, enemies standing on the Kiln will be slowed heavily for a second, the more Kiln's in the chain, the stronger the slow)

Tier three - Everburn serum (Trap 66% less effective but is always on - buffs apply twice per second and overwrite, they do not stack) / Intensity serum (Trap now 50% more effective in all respects - damage, buffs to friendlys ect)

Concept ideas - I think its well known by the community that minions are a bit weak at higher levels, this trap would go well with minion blockades or any fire based builds, bringing unique modifiers to the table without stepping on the goo traps speciality. Also, you could turn your entire path to the core into a massive kiln, dealing massive pain, slowing and blinding everything, brutal, but expensive. Designing traps to compete with slime and lightening is hard.

Note - When linked, any upgrades purchased for the previous floor kiln's would be refunded (at a reduced rate!) and you would have to purchase new upgrades for the newly linked kiln, as each linked kiln counts as one trap in total, you can only have one set up upgrades for it, even if its 10 kiln's long and wide, if you wanted multiple kiln's with different upgrades, you'd need to leave a space between them. Perhaps "locking" the kiln would be an option? To prevent linking? Should you want multiple kiln's next to each-other with different upgrades.




Half-cade - Floor placed - Destructible - More expensive than barricade - Cannot barrier strike

Obstructs enemies without changing their pathing

Tier one - Tough stuff (100% more health) / Vampire (Regains % max health from enemies dying with 1 tile of barricade) / Unbreachable (No attack can do more than 10% of barricades health at a time)

Tier two - Spiked (Reflects damage done - does not negate damage) / Unyielding (Completely blocks one instance of damage every 10 seconds) / Sapper wood (permenately reduces attack strength of enemies when struck)

Tier three - Trap placement (Allows the placing of a floor trap within the half-cade) / 50% more (turns half-cade into barricade, changing pathing once more)

Concept idea - An alternative to the barricade to open up new strategies entirely, can be used with the barricade too if so desired. Final tier 3 upgrade allows half-cade users to block a single path (more with correct equipment of course) without having to take the normal blockade to do so, saving a trap slot




Annihilator - Wall placed - 3 tile range - extremely expensive

Fires a powerful laser beam that does extreme DPS for a couple of seconds before overheating and charging up again, does heat damage around the trap when it overheats (1 tile in all directions). Note - Overheat duration has seperate stat to re-arm time, thus, rate of fire is dependant on BOTH these values

Tier one - Damage (25% more) / Soul siphon (Every 10 kills increases damage by 1%) / Hyper vent (Decreases vent time by 50% and increases heat damage dealt during vent period, also pulls enemies in during overheat - weak force however)

Tier two - Ruby beam (adds 15% damage and fire damage) / Sapphire beam (Chills target and pierces once) / Power draw (Increases rearm speed and has a chance to shock enemies during overheat phase)

Tier three - Cannon varient (Triples DPS but also reduces beam duration by 66% - overheat phase remains the same) / Searing beam (Now does max % health damage in addition to normal DPS)

Concept idea - An extremely powerful, high DPS trap designed for burning through stacks of high health targets, can be built for AOE denial and rate of fire using vent build or sheer DPS with beam builds. Would be amazing for endless mode, no knockback reduces general utility however, a high commitment trap.




Midas pit - Floor trap - hits a certain number of enemies before rearming - moderate cost - long cooldown

A pit that fills with liquid gold, coating up to 5 enemies before closing and refilling. Enemies covered in liquid gold move slower (15%) and are worth 10 more gold bounty, lasts indefinitely, deals no damage - stacks up to 5 times on the same target, with slow and bounty bonus stacking additively - In regards to stacking, each "layer" of gold will only apply its upgrades to the target, with the exception of "Tainted gold", which will retroactively apply its anti-healing effect, regardless of other Mida's pit upgrades.

Tier one - Red gold (Enemies take constant DOT when coated in gold per stack - 10% of mastery level per stack) / Heavy compounds (Increases slow by 2.5% per stack and increases amount of enemies affected before rearm by 3) / Purified gold (Increases bounty to +20 per stack)

Tier two - Conductive mix (enemies coated in gold take 10% electrical damage per stack) / Pressure valves (increases rearm speed by 30%) / Debilitating gold (reduces enemy attack strength and increases cool down on their special ability 10% per stack)

Tier three - Super dense mixture (Applies two stacks instead of one, effects 5 more enemies before rearming) / Tainted gold (each stack prevents 20% of healing, only one tainted mixture stack is required to activate this on all previous or future gold stacks, regardless of the upgrades on the previous Mida's pits stacks)

Concept idea - A new type of stacking debuff that allows you to get more money and heavily debuff enemies in a variety of ways, its possible that the Mida's pit would be extremely overpowered, but its low enemy count and long cooldown would help offset that I think. Designed to be competitive with the ever powerful lightening and slime traps that currently rule the floor space meta.
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Beta_Krogoth 6 Jun, 2019 @ 9:53am 
New item ideas:

New items:

Two new/amended uniques for every trap, including my new ideas:

Dart trap:

Existing unique - unchanged

Ice breaker darts - darts do hugely increased damage to chilled and frozen targets + % increase to base attack speed



Spike trap:

Oppressor spring - CD of trap is reduced by % per unit hit by attack, the more units struck, the faster the CD

Perforator spines - Attack reduces enemy weight (20% of current weight lost) + increase rearm speed & damage increase



Push trap:

Spirit plate - Enemies pushed by trap are feared

Existing unique - unchanged



Barricade:

Existing unique - unchanged

Titanium struts - No attack can do more than % of the barricades max health (% decreases with level, starts at 40%)



Harpoon trap:

Existing unique - unchanged

Chain drive - hugely increased pull force, trap now knocks target back on hit too



Chakram trap:

Existing unique - unchanged

Unstable glaives - attacks now cause either fire, electrical or frost damage, each attack is assigned an element randomly and this element changes per bounce



Bola trap:

Ultra dense ropes - attacks cause knockback + increased damage

Elasticated links - now wraps 3 targets per attack



Grinder trap:

Sapping wirewood - enemies now take constant damage on grinder, even when grinder is jammed (20% of dps)

Cooking processer - Grinder does massively increased damage to enemies on fire



Demon portal:

Detonator - demons explode on death (damage dealt is based on max HP)

Ageing magic - demons increase in health the longer they are alive



Bolt trap:

Existing unique (Changed from point blank bolt) - Blood bolt - Bolts now inflicts bleeding in addition to normal damage, base damage increases as enemies get closer to the trap

Exploding bolts - Bolts explode at end of like (after max penetrations or range, whichever comes first) doing 20% of the traps damage in a small AOE



Inferno trap:

Existing unique - unchanged

Darkfire flames - damage done is also deducted from the units max health (prevents healing for damage done by the flamer, exclusively) + increased damage



Frost trap:

Bitterwind fans - trap constantly slows enemies around it (15% slow in 3x3 area)

Stacked fans - trap attacks twice in quick succession and then has double rearm time



Spinblade trap:

Long reach blades - trap now has 50% increased AOE + increased force and damage

Deploy-able wall - trap now does no damage and lasts half as long, but completely obstructs enemies and cannot be passed, even by flying enemies (does not reroute pathing, enemies will fruitlessly try to by-pass it until it retracts)



Spring trap:

Weakpoint springs - enemies take massively increased damage (500%+) whilst midair after being flung by the trap

Blungeoning springs - enemies flung will be stunned (longer is they hit a wall)



Lightening trap:

Blazer arcs - trap now sets enemies on fire

Power surge - trap now damages all enemies standing on the trap when it fires



Slime trap: Dense sludge - increases slow by 15% (stacks with upgrades in game) Flammable slime - enemies standing on slime pit or effected by slime pit slow will have an additional 50% vunerability to fire damage



Axe trap:

Decapitator - Axe traps will increase in damage for every enemy killed by 0.2% per enemy killed + increased damage & force

Hammer blade - attack now stuns enemies hit + increased force



Shockwave trap:

Blast charges - doubles AOE of trap

Crushing blow - enemies directly on top of trap will suffer huge damage when it triggers



Blackhole trap:

Magnetic core - hugely increased force vs armoured enemies and high weight enemies

Black death core - trap causes current health % damage to enemies caught in it (10% of current health) + increased force & rearm speed



Hex trap:

Spirit breaker - if trap fails to kill target, they take max health damage instead (60% of max health)

Double hex - Trap now attacks twice per attack + increased damage



Lich portal:

Skeletal mimics - skeletons raised by lichs now mimic the stats of the enemy they were raised from (includes modifiers)

Powerful necronomicon - Lichs have hugely increased health & damage at the cost of rearm speed



Rocket trap:

Disabled safety mechanism - Rockets arm instanctly + increased damage

Farsight explosives - rockets increase in damage the further they travel (up to 200%)



Soul harvester:

Visions of pain - every soul harvested causes one enemy to become feared in the traps AOE

Soul gorge - increases the value of souls the longer they remain in the traps AOE (Up to 150% after 10 seconds)



Teleporter trap:

Sanity breaker - enemies teleported are feared + faster rearm speed

Shredding wormhole - enemies teleported suffer massive bleeding damage, the more enemies that are teleported, the more bleeding they suffer



Catapult trap:

Flash bang rocks - Catapult impacts now stun enemies

Obsidian rocks - Rocks thrown cause bleeding damage to enemies hit + increased stone velocity & damage



Impaler trap:

Jagged spears - Enemies impaled now take bleeding damage + increased damage

Tungsten core - Spears now last much longer and slow enemies impaled more



Kiln trap:

Intensifier coals - enemies take increased damage from repeated Kiln attacks (25% increase per attack recieved, no upper limit) + increased damage

Vault breaker charge - High health enemies take hugely increased damage



Half cade:

Seering enforcement - half-cade constantly damages enemies around it (30% of mastery level per second in damage) + increased health

Treasury skilts - half-cades earn 2 gold per second



Annihilator trap:

Liquifier - enemies killed by trap explode, dealing 10% of their max health in damage around them

Horror beam - Enemies have a chance to be feared if someone near them is killed by this trap, chance increases with units size and health, the bigger the unit killed, the higher chance of fear



Midas pit:

Hyper pumps - increases rearm speed & amount of enemies effected per "attack"

Gold shock - First layer of gold on an enemy has slow effect doubled



Additional uniques:

Frozen blood stone - Chilled enemies take hugely increased damage from all bleeding damage + increased chilled duration & chilled vulnerability

Nightmare capacitor - Lightening damage has a chance to fear after stun has ended + increased stun chance

Downdraft feathers - enemies flying over pits are slowed considerably (70% slow)

Anti quagluent armaments - all bleeding damage now does additional % max health damage

Frostfyre gem - chilled enemies take increased fire damage, enemies on fire stay chilled for longer

Breaker pendant - All stun effects deal damage (enemies take damage based on stun duration and trap level that inflicted the stun)
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