Dungeon Warfare 2

Dungeon Warfare 2

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Groquest  [developer] 9 Jul, 2018 @ 7:49am
Unique Item Suggestions
We're running out of ideas for Unique Items.
Tell us what you have in mind by posting your Unique Item designs here. Thank you!
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Showing 1-11 of 11 comments
Klokinator 9 Jul, 2018 @ 6:59pm 
Ooooh! Super cool!

I have this wacky idea right now, actually. I think all traps should have two unique items, but you can only ever have one of them in a build at any given time. For example, if I'm using Arcshard for my Dart Traps, then I can't use a second unique item for the Dart Trap.

Also, I have a second suggestion. I think that if you combine three unique items of the same type (Ex: Three Arcshards) then whatever the highest leveled Arcshard is, you should get a new Arcshard that is the highest-leveled Arcshard's tier +1.

So, here are my suggestions.

...................................

Item: Arcshard (Rework of existing item)
Dart Trap: +300%+ Damage based on tier.
Darts have a 15% chance to cast Chain Lightning.
Cannot be used in conjunction with Poisoned Barbs.
Goal: To make the dart trap a powerhouse that can deal lots of damage and arc to multiple enemies.

Item: Poisoned Bards
Dart Trap: +50%+ Rearm Speed
Darts have a 40% chance to inflict a random status ailment. (These include burning, disabling enemy abilities, lowering enemy damage resistances per hit, inflicting slow on enemies, piercing enemies, etc.)
Dart trap damage is halved.
Cannot be used in conjunction with Arcshard.
Goal: To make the dart trap an enemy debuffer that can inflict debilitating status ailments rapidly.

...

Item: Iron Wall (Replaces Endurango)
+100% Minion Health
Minions block enemies with Phasing
Minions cannot be harmed by player lightning and other such attacks.
Cannot be used in conjunction with Endurango.
Goal: To make minions a more reliable blocker. Right now, even at high tiers, they're kinda trash.

Item: Endurango
Minions Deal +150% more damage.
Minions deal 300% damage to [Battering Rams] or [Vanguards] or [Black Knights].
Minions can pierce shielded enemies and kill enemies protected by invincibility totems.
Cannot be used in conjunction with Iron Wall.
Goal: Minions can be killed really easily, but they're super effective against one specific enemy type, randomly rolled.

Item: Demonic Sigil
Demon Spawner (Should this be Demon Portal?)
+1 Maximum Minion count.
+40% Rearm Speed.
Goal: Can be used in conjunction with Endurango or Iron Wall to improve their capabilities.


I'll think of other ones later :)
Allows Liches to attack enemies up to four tiles away.
Horoai 16 Jul, 2018 @ 8:44am 
Phylactery
- Lich's can raise skeletons and cast explosion without the need for corpses
- Increases minion damage and max HP

Surging Orb
- Lightning trap deals increased damage with each jump
- Increases max chain count

Last edited by Horoai; 16 Jul, 2018 @ 8:45am
Klokinator 16 Jul, 2018 @ 9:20am 
Those are cool!

Elemental Orb:
-Lightning trap's stun chance increases by 5% for every jump.
-Lightning trap has a 10% chance to strip enemy buffs.
-Lightning trap has a 5%+ chance to inflict burn or chilled on enemies it strikes.

Going with the idea I suggested above, this would be one of those one-or-the-other trap combos. You could only equip Elemental Orb or Surging Orb in your inventory, dramatically changing how you use the trap.
mattecoolio 19 Jul, 2018 @ 1:20pm 
i like to have items that gives towers new properties so the tower works in other ways for example the dart trap shoot poison or the demon portal makes it so there are ponys that instead of damedging holds enemys in some other way make big changes to towers to make them more fun so you feel like i have to give up a item slot for this new way for example i use the lighting trap alot so what if it change from lighting to storm towers that changes the entire way they work with new upgrade paths a storm tower will make a cloud that makes it so it rains on the enemy making them wet and lighting do more damedge etc etc
Horoai 20 Jul, 2018 @ 5:59am 
Trying to think of a unique for spike traps.

How about
"Every spike trap takes off 30% of the remaining cooldown of adjacent spike traps on kill" ?
Klokinator 20 Jul, 2018 @ 6:30am 
Lancing Barbs.
Flavor text: "Sometimes the heroes have a little too much blood on their bodies. Nothing a violent stab can't take care of."
-Spike traps reduce enemy weight to 100% weight if more than 100%, or to 50% if at 100%.

This allows Spike Traps to be used in conjunction with traps like the Push traps on higher difficulties. Now enemies aren't so heavy they can't be moved.
RustyRed 20 Jul, 2018 @ 7:27am 
Co-Existance:
- Difference sources of elemental damage and effects are multiplied based on the amount of elements (so fire/cold/lightning based traps would boost each other working together.)
- Traps that don't deal elemental damage (or have a element) only deal half damage.

Torgue: (picture of a rocket as the picture)
- All damaging traps exploded in some way or form. It's knockback and explosion size is based on the raw damage of the trap.
- Your traps get greatly boosted damage.
- Can't use non-damaging traps.

Everlasting Charcoal:
- Burning Damage can apply limitlessly on enemies.
- Burning damage cycles much quicker on enemies. (200% damage, 50% duration)
- Can only deal damage with fire based attacks.

Endless Box: (Picture of a ammo clip with ammo spraying everywhere)
- Projectile based turrets fire a extra shot.
- Can only use traps that fire projectiles.

Bloodlust:
- Minions actively seek out hostile targets from 5 tiles away from their spawn point.
- Minions get radically boosted attack damage, attack speed, health and movement speed.
- Can only use traps that create minions.

Combusca:
- Slime traps now apply burning damage stacks, the damage of said stacks is equal to half your mastery level.

Polarizer:
- Fire damage is now cold damage
- Cold damage is now lightning damage
- Lightning damage is now fire damage.
- Non-elemental based damage becomes a random element on hit.
- Status effects (Slow amount/Burning damage/stun chance) is based on damage.

Heartbleeder:
- Lose 1 life at the start of every wave. Can't go below 1 life with this effect.
- Greatly increase Damage and rearm speed of all traps every time you lose life, stacking.

Gold Digger: (Picture of a fancy shovel)
- Constantly lose 1000 gold every second.
- For each 100 gold lost this way trap activation range and projectile pierce chance increases by 1%, to a max of 100%. (You still lose gold at the max limit)
- When the max limit has been reached your traps deal 0.5% of max enemy health as damage.
Warlok 12 Sep, 2018 @ 1:15am 
I think a definite possibility would be to introduce really rare items that combine the traits of others, i.e. a Harpoon item with a Bolt trap item. The greater the number of traits in the combination, the greater the rarity.

Higher Ascendancy levels might be required for higher level/greater combination items to become available.

Probably too broad a suggestion, compared to something more specific as others have proffered previously. :)
zghaun 27 Mar, 2019 @ 9:50am 
"Spiked Accordion"
Spike Trap - Increase damage
Every time an enemy triggers a spike trap, it will take more damage from spike traps, this stacks indefinitely. The goal is it will take increasingly more damage from a path of spikes, but runners who avoid this can still be instantly killed when it hits them.

"Hammerhead"
Axe Trap - Increase damage
Axe Trap - Reduce Rearm Speed
Converts damage to push power
Last edited by zghaun; 27 Mar, 2019 @ 9:58am
zghaun 27 Mar, 2019 @ 9:52am 
Originally posted by RustyRed:
Co-Existance:
- Difference sources of elemental damage and effects are multiplied based on the amount of elements (so fire/cold/lightning based traps would boost each other working together.)
- Traps that don't deal elemental damage (or have a element) only deal half damage.

Torgue: (picture of a rocket as the picture)
- All damaging traps exploded in some way or form. It's knockback and explosion size is based on the raw damage of the trap.
- Your traps get greatly boosted damage.
- Can't use non-damaging traps.

Everlasting Charcoal:
- Burning Damage can apply limitlessly on enemies.
- Burning damage cycles much quicker on enemies. (200% damage, 50% duration)
- Can only deal damage with fire based attacks.

Endless Box: (Picture of a ammo clip with ammo spraying everywhere)
- Projectile based turrets fire a extra shot.
- Can only use traps that fire projectiles.

Bloodlust:
- Minions actively seek out hostile targets from 5 tiles away from their spawn point.
- Minions get radically boosted attack damage, attack speed, health and movement speed.
- Can only use traps that create minions.

Combusca:
- Slime traps now apply burning damage stacks, the damage of said stacks is equal to half your mastery level.

Polarizer:
- Fire damage is now cold damage
- Cold damage is now lightning damage
- Lightning damage is now fire damage.
- Non-elemental based damage becomes a random element on hit.
- Status effects (Slow amount/Burning damage/stun chance) is based on damage.

Heartbleeder:
- Lose 1 life at the start of every wave. Can't go below 1 life with this effect.
- Greatly increase Damage and rearm speed of all traps every time you lose life, stacking.

Gold Digger: (Picture of a fancy shovel)
- Constantly lose 1000 gold every second.
- For each 100 gold lost this way trap activation range and projectile pierce chance increases by 1%, to a max of 100%. (You still lose gold at the max limit)
- When the max limit has been reached your traps deal 0.5% of max enemy health as damage.
Did you get Polarize from PoE Three Dragons?
Event Horizon:

Black Holes have time dilation and units passing within their field of influence move in slow motion but also loose life from external sources more slowly.


Acoustic Levitation:

Shockwave Generators Vibrate at high frequency generating Acoustic nodes which hold enemies in the air for longer.


Abomination:

Hex Traps Change appearance, produce hideous mutations and get a new upgrade tree.
Mutations wander around doing ...Terrible things.







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