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Teridax68
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Teridax68
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While playing Last Castle (which, if you haven't played it, is an awesome multiplayer RPG/defense game. Go play it.) I had a few ideas I wanted to share with others. Looking at other idea threads, I took a look at common suggestions and added some here. After reading this, if you have any suggestions to add please post them, hopefully we can get this through to Louissi and see if he can use it for Last Castle 2, if not this one already. Prepare for a serious wall of text.

TECHNICAL STUFF
-The main problem with the game at the moment is that it's got a lot of game-breaking bugs. Sessions crash and freeze, and sometimes it's not even possible to start a match. My suggestion, apart from just fixing these issues, it to have the game switch you to an offline mode if there are connection problems, and have you play with bots (see below).

-Although this is likely a programming nightmare, bots with basic AI could be useful in many aspects of the game. In Practice Mode they could control characters you're not playing, and in multiplayer matches they could fill out missing player spaces or replace a player who left.

-This could also mean that instead of having the game pause if you're away, you'd instead be replaced by a bot until you resume playing or until you get kicked. Even if bots don't make it into the next game, instead of halting everyone's progress you'd simply be inactive and have the ten-second timer count down.

-Having a three-second or so forced delay between your comments could stop spam in the Lobby without impeding conversation.

-Having the ability to join games already in session would be nice, especially since a lot of players leave mid-match.

-Invites for friends in-game (i.e. "X has invited you to [game room name]&quot.

-If you and a friend want to play a match at the same time, it's nigh impossible at the moment to do so, unless you create a password-locked game room. Having the ability to form groups would be nice.

-A quick-join button would be nice, and would help when there are a lot of players coming and going at the same time.

-More game room options, such as kicking and transfer (i.e. if you don't want to be host you could transfer hosting to another player), and more precise level requirements.

-Fix the Magician's Heal spell so that even if you aim slightly behind the castle you can still heal it.

-Add the option to quit while loading, in case there's ever a freeze-up.

-Allow players to select the wave they want to start at, instead of having it adjust according to the players' average level. At levels 70+ it's frequent to start directly at Wave 31 or beyond.

-Using a power while your character is moving shouldn't cancel their movement. In addition, ranged classes should be able to attack and move at the same time if you select the "attack move" option.

-Although not really necessary, it'd be nice to change key bindings for abilities (pressing Escape to cancel an action isn't exactly the most practical thing to do, for example).

-Instead of having to go back to the Lobby after losing, having the option to stay in the game room with the same players could save having to create game rooms over and over again to play with friends.

-Most people I've seen tend to heavily favor one class, and often quit if another player gets to play the one they wanted. It'd be nice to have both player-side and host-side preferences: if you're creating a room you could add the option "looking for *class*" and if you want to join you could list yourself as "wants to play as *class*" and thus avoid fighting over who gets to play the character everyone wants.

GAMEPLAY CHANGES
-Less demanding XP curve. It takes way too much time to level up even at level 0, and at higher levels it can take multiple long sessions to fill the XP bar.

-Target selection. It's currently impossible to focus on a priority target if there are other enemies close to it. Auto-targeting should stay, but it'd be great to click on a target and have your character attack them first.

-If all players agree, there should be the option to speed up the daylight phase and switch immediately to nighttime.

-Waves repeat after wave 30, which quickly gets boring and unchallenging for high-level players. Instead of this there can be several solutions: either randomly spawn more and more powerful enemies (i.e. more health and damage, bigger numbers, more bosses, etc.) or have a mode where there's no daylight phase and non-stop enemies ("Endless Night"?). Both could work at the same time.

-At low levels the Mage and the Ranger are both very weak, while the Knight can easily hold off an entire side on his own. Both should start off with better damage capabilities, although they should remain as they are in the higher levels of the game.

-Ranged classes could be able to shoot power-ups to pick them up.

-Two stat points per level-up instead of one wouldn't unbalance the game, and would also allow you to give large increases to your abilities without too much grinding.

-Give the Magician's Fire Ball spell a guaranteed 100% chance to ignite enemies from the start, increase the speed of the burn rate and have the Incendiary upgrade increase burn time instead. At the moment it's not nearly as useful as the Heal and Support Stick abilities, and feels like a weaker Assassinate.

-The Support Stick's range should be the same as the Magician's. First of all, it'd let you know immediately how far its abilities would go, and secondly it'd make max range something worth picking.

-Practically nobody realizes Stomp deals double damage against frozen enemies. Instead, frozen enemies should take double damage from any attack.

-Poison effects are practically identical to fire effects. Instead of takign damage over time poisoned enemies could have their stats reduced by a certain amount.

-Although bosses shouldn't be immobilized by Frost Flask's Freezing upgrade, they could still take double damage for the duration of its effects.

-Rage's cooldown should be extended so that it becomes available only when the current Rage effect expires. It won't change gameplay much, only prevent mana loss from careless button pressing.

-Healing spells and abilities should heal proportionately to the target's health. Healing a 1K+ health Knight for 20 health per tick isn't particularly effective, and takes a long time to heal even outside of combat.

-Likewise, mana should regenerate proportionately to the player's mana pool size.

-While in daylight, every player's health should regenerate (not necessarily fully, though), that way the healer doesn't have to run around the map patching everybody up.

-Special abilities should always deal a percentage of the player's base damage and not a fixed number.

-The game's difficulty could change according to how many people are playing: each extra player could add 500 health to the castle and increase the number of enemies spawned.

-Hovering the mouse over a character or their portrait should show precisely how much health and mana they have.

-Not really essential, but the Ranger could do with different dialogue lines for his Frost Flask and Focus abilities.

-Likewise, there should be a wider range of quick-message options, like "help", "thanks", "incoming" and "get to the castle".

GAMEPLAY ADDITIONS
-Achievements with XP bonuses upon completion could keep the game fresh, even after replaying the same wave multiple times.

-Although not particularly useful in-game, the option to customize your character's appearance would be a nice touch. Killing bosses and earning achievements could give you special cosmetic armor/clothing to add in a "dressing-room" interface before joining a match. Personally, I don't think there should be combat bonuses attached to them, because it normally means cool gear quickly gets ditched in favor of equally awesome-looking gear with slightly better effects.

-Additionally, active skills you pick could have an influence on your character's appearance: for example, picking Rage could give the Knight permanently glowing red eyes and choosing Fire Ball would engulf the skull on the Magician's staff in fire. This could also help other players identify which skills you have more easily.

-Melee classes could have the option to increase their movement speed instead of range.

-Dropped bonuses could also give out temporary invincibility, temporary indetectability and XP (both in the form of a straight boost and a momentary multiplier).

-Killing enemies could earn the player gold. During the daylight phase, this gold could be used to purchase powers from the castle that would last for the next wave (and the next wave only). Powers could include: damage reduction, damage bonus to nearby players, archers, periodic power-up drops at the front gate, the ability to call down a giant meteor, the ability to temporarily barricade an entire side of the map for a short while, a one-time player resurrection before daylight upon death, and (very expensive) repairs.

-Random enemy modifiers. Basically, certain enemies (including bosses) could have random powers assigned to them all of which would change the enemy's appearance. Being more powerful, these enemies would count as bosses, always drop a power-up upon death and yield double XP and gold. Examples of these powers could include:
*More health, increases the enemy's size.
*More damage, enemy glows red as if they had a damage bonus.
*Increased speed, enemy leaves behind a dust trail as if under the effects of a speed boost.
*Fire powers. Set the player on fire, dealing damage over time. Immune to fire effects. Covers the enemy in flames.
*Ice powers. Chill the player, slowing them down. Immune to ice effects. Covers the enemy in frost.
*Poison powers. Reduces the player's stats for a short moment. Immune to poison effects. Enemy glows a sickly green.
*Leech powers. Enemy heals himself slightly by damaging players. Floating skulls emanate from the enemy.

-Game modifiers. Before starting the game, players could decide to change certain aspects of the game to suit their preferences. Modifiers could include: no resurrection after dying, increased rate of enemy modifiers, random class switch every X waves (you get to control another player's character build, even if their level is different to yours), an extra lane running down the middle, bosses at every wave and Endless Night (no daylight phase, enemies spawn non-stop). Game modifiers could be combined.

-New game modes. Examples could include:
*Versus matches, in which equally matched players would fight each other one-on one or in two opposing teams.
*Skirmish matches, in which opposing players or teams would try to destroy the enemy's castle.
*Survival matches, in which you'd have to destroy your opponents' castle while fending off waves of enemies.
*Conquest matches, in which there'd be several neutral castles lined up along the map which you'd have to capture by staying close to them. Captured castles determine where you respawn and give you a gold income to spend. The final objective is to destroy the enemy's castle.

-More varied enemies. Examples include fast enemies, teleporting enemies, enemies that spawn minions, enemies that explode upon death, enemies that can deal splash damage, enemies that knock the player back, healer enemies and enemies that increase nearby foes' powers.

-More than 3 players per match. Each player would still have to pick a distinct class, though (see below).

-Passive skills. In addition to being able to increase your stats and pick powers, you could be able to pick from a talent tree of sorts to give yourself cool boosts. You'd use separate points to level up passive skills, and would alternate between earning skill points and talent points with each level-up. Talents would be split into tiers, could be upgraded three times, and you'd need to buy and upgrade a certain amount of talents to unlock the next tier. As with skills you'd start at level 0 with one talent point to spend.

-New classes, of course.

CLASSES
In my opinion, the Knight, Ranger and Magician each define a separate combat type: the Knight is a melee damage dealing and absorption class, the Ranger is a pure ranged damage class and the Magician is an assist class. I had six extra classes in mind which would fit into these roles, two per combat type. Here are the ideas for the existing classes first, then those for the new ones:

Knight
Type: Melee

-Skills are good as they are in-game.

-Talents:
*Tier 1:
**Iron Armor: Reduces all damage you take by X%.
**Bloodlust: Killing an enemy gives you a X% temporary damage bonus and Y% healing factor. Killing multiple enemies in quick succession will cause Bloodlust bonuses to stack together, increasing the damage increase and healing effect.
**Go Down Fighting: If you lose all your health, instead of dying instantly you live for X extra seconds with a Y% damage and hit rate bonus.
*Tier 2:
**Juggernaut: Reduces damage taken by bosses by X.
**Shining Shield: You automatically reflect ranged attacks back at the attacker, dealing X times its damage. You still take damage from ranged attacks, though.
**Gate Defender: You deal X% more damage against enemies attacking your castle.
*Tier 3:
**Cleave: Your sword attack hits X enemies at once instead of one.
**Surrounded: You receive a X% bonus to your attack rate if three or more enemies are attacking you.
**Victor: Killing a boss gives you an immediate health boost of X% of your health and a temporary healing factor of Y% of your health over time.

Ranger
Type: Ranged

-Skills are good as they are in-game.

-Talents:
*Tier 1:
**Eagle Eye: Increases your range by X%.
**Hunter's Spirit: Reduces the mana cost of your skills by X%.
**Concussive Arrows: Your arrows have an X% chance of stunning the target for Y seconds.
*Tier 2:
**Pet Bear: You gain a bear as a permanent companion with X% your health that will attack enemies for Y% of your damage. Enemies will prefer attacking your bear instead of you or other players. If your bear dies he will resurrect at daybreak.
**Ricochet Arrows: After hitting an enemy, your arrows ricochet to another. Can hit up to X enemies this way. If an enemy is under a negative effect, i.e. frozen, poisoned, on fire, etc. all enemies behind it will receive that effect as well.
**Deadly Surprise: Upon death you drop a bomb that deals X times your damage in a radius equal to Y% of your range.
*Tier 3:
**Marksman: The farther the target enemy is from you, the more damage your shots will deal. Upgrading this talent increases the damage ramp-up.
**Marked for Death: Attacking an enemy will cause said enemy to take X% extra damage from other players.
**Play Dead: Upon losing all of your health, instead of dying you feign death, turning invisible for X seconds and regaining Y% of your health over time. Can only happen once per wave. If you have the Deadly Surprise talent, you'll drop a bomb while feigning death as well as upon your actual death.

Magician
Type: Assist

-Skills are good as they are in-game.

-Talents:
*Tier 1:
**Mana Master: Increases your mana regeneration by X%.
**Power Blast: Your attacks deal splash damage, dealing X% of their damage to enemies in a Y yard radius. In the case of your Heal spell, any teammate in a Y yard radius gets healed for X% of the main target's healing.
**Mentalist: Reduces the cooldowns on all of your skills by X%.
*Tier 2:
**Magical Protection: Upon losing all of your health, your mana is refilled to X% and you lose mana instead of health. However, you cannot heal yourself and your mana does not regenerate until you die or until daybreak.
**Mind over Matter: Killing a boss will set all your cooldowns to zero and cause your next skill to cost X% less mana and only cause Y% of its cooldown.
**Magical Presence: All friendly players in your radius will receive a X% bonus to their mana regeneration.
*Tier 3:
**Mirror Image: Using a skill will create a mirror image of yourself nearby with X% of your health lasting Y seconds with powers related to the skill. With Heal your mirror image will cast Heal on the target, healing them for Z% of your Heal effect. With Fire Ball your mirror image will cast Fire Ball at enemies, dealing Z% of your Fireball's damage. With Support Stick your mirror image will use normal attacks at Z% of your attack rate. Enemies will prefer attacking your Mirror Image instead of you or nearby players.
**Circle of Life: Killing an enemy gives you X% of your mana. Bosses give back three times the amount.
**Ice Orbs: Your main attacks have a X% chance of freezing the enemy (including bosses), immobilizing them for Y seconds and causing them to take double damage for the duration of the effects.

Assassin
Type: Melee

-This is a rather common class idea in Last Castle threads on the interwebs. The way I see it, while the Knight is great against crowds and at taking damage, the Assassin would be more of a stealth and speed class, specializing in quick attacks and avoiding damage instead of taking it directly.

-Description: In terms of looks the Assassin would have dual daggers as weapons, and have some sort of leather-based bandit costume. Since every class so far has one defining color, the Assassin's would probably be black to fit with his style. Gameplay-wise the Assassin could have a faster base movement speed and attack rate than the Knight, but less health and damage.

-Skills:
*Smoke Bomb: Stuns all enemies in a X yard radius for Y seconds. Bosses are slowed down instead.
**Poison Gas: For the next X seconds, all enemies who enter or are already in the Smoke Bomb radius are poisoned and take Y% of your damage over time while having their attributes reduced by Z%.
**Open Defense: Enemies affected by the Smoke Bomb take X% more damage from all sources.

*Disappear: Using this power will pull the map back full view. Clicking anywhere will then cause you to instantly teleport to that part of the map. Costs X mana and has a Y second cooldown (upgrading decreases the mana cost and cooldown).
**Ambush: After using Disappear you deal X% of your damage to everyone in a Y yard radius both upon disappearing and upon reappearing.
**Element of Surprise: Upon reappearing you turn invisible for X seconds. Attacking removes your invisibility.

*Killing Spree: For X seconds your movement speed and hit rate are increased by Y%. Costs Z mana.
**Adrenaline Rush: While under the effects of Killing Spree your mana regeneration is multiplied by X.
**Massacre: Killing an enemy while under the effects of Killing Spree extends its duration by X. Killing a boss extends its duration by twice as much.

-Talents:
*Tier 1:
**Critical Hits: Each attack has a X% chance to deal double damage.
**Retaliation: Enemies who attack you deal X% of their attack damage to themselves.
**Knife Nut: Increases your hit rate by X%.
*Tier 2:
**Serrated Daggers: Your attacks deal X% of your damage over time.
**Decoy: Upon losing all your health you spawn a decoy with X health at your location which enemies will attack while you turn temporarily invisible, unable to attack but regenerating X% of your health over time. Can only happen once per wave.
**Dodge: You have a X% chance to dodge attacks against you, taking no damage from them.
Tier 3:
**Coup de Grace: You deal X% more damage against enemies at half health or less.
**Evasion: You gain a speed bonus proportionate to how much health you lost. Upgrading this talent increases the ramp-up.
**Overkill: Killing an enemy will cause you to deal X% of that enemy's total health in damage to another nearby enemy.

Necromancer
Type: Ranged

-Another common idea, the Necromancer could work as a proper minion class, able to summon zombies and control enemies. Although the Magician already has a skull motif, he could play like a darker version of the latter, with all of his abilities focused on damage and chaos.

-Description: The Necromancer could have a set of deep purple robes with bones weaved into them, and maybe even a bison skull on top of his head to hide his face. As a weapon he could have a skull lanter, with demon horns and a green light. To avoid confusion with the Magician's skull-throwing attack he could instead summon undead hands from the ground to claw at his enemies as his auto-attack. Gameplay-wise his attack rate could start out slower than the Ranger's, but deal more damage. In return for less health he could also have more range.

-Skills:
*Summon Zombie: Summons a zombie at the target location with X% of your health, damage and attack rate, and a movement speed equal to X% of your range (same percentage). Zombie will attack enemies until it dies. Can summon up to Y zombies at a time. Enemies will prefer attacking your zombies over you and other players. Zombie will die upon daybreak. Costs Z mana.
**Vampire Zombie: Each time your zombie attacks someone you receive X% of your health and Y% of your mana.
**Flaming Zombie: Your zombie's attacks burn enemies for X% of its damage over time. Upon death, your zombie explodes, setting all nearby enemies on fire and dealing Y% of your damage over time.

*Mind Control: Forces the target enemy to fight for you for X seconds. During that time, all its attributes are increased by Y%. Other enemies will prefer attacking this enemy over you and other players. Can mind control up to Z enemies at a time. Cannot mind control bosses. Costs K mana.
**Domination: Can mind control bosses for X less seconds and for Y extra mana (upgrading reduces these numbers). Can only mind control one boss at a time, and doing so breaks the mind control for all other enemies until the mind control effect ends on the boss.
**Soul Steal: Your movement speed, health, damage and attack rate are increased by X% of the mind controlled enemy's.

*Curse: Curses the enemy, dealing X% of your damage over time. If the enemy dies while cursed they'll explode, dealing Z% of your damage to all enemies in a Z yard radius. Costs K mana.
**Curse of Malady: Enemies affected by a cursed foe's death explosion become cursed as well, taking X% of the original curse's damage over time and exploding for Y% of the original's damage. Can repeat up to Z times.
**Curse of Misfortune: Cursed enemies take X% extra damage from all sources.

-Talents:
*Tier 1:
**Grave Digger: Increases the size of your main attack, causing the hands to attack everyone in a X yard radius.
**Deadly Grasp: Your main attacks slow your enemies by X% for Y seconds.
**Resurrection: Upon death you resurrect as a zombie with X% of your health, attack rate and damage, and a movement speed equal to Y% of your range. However, you lose Z health per second (upgrading decreases this number) and cannot be healed. Upon daybreak, you are returned to your normal form.
*Tier 2:
**Death Pact: Your damage is increased by X% of the health you lost.
**Ominous Presence: All enemies are slowed down by Y% if they are within a distance equal to X% of your range.
**Life Sap: All enemies within your range take X% of your damage per second.
*Tier 3:
**Absorb Spirit: If one of your teammates dies, all your attributes are increased by X% of theirs until they resurrect.
**Corrupt: Enemies you kill have a X% chance of resurrecting as a zombie with all their attributes reduced by Y (upgrading reduces this number), that will attack your foes. These zombies lose Z% of their health per second.
**Poisonous Aura: All enemies within your range are poisoned, and have all of their attributes reduced by X%.

Cleric
Type: Assist

-As an alternative to the Magician, the Cleric would be a more team-oriented class, able to heal continuously from the start. However, contrarily to the Magician's fix-everything button (Heal) the Cleric would have to juggle abilities to keep both the team's health and mana filled. On the other hand, the Cleric could also focus on damage protection and buffs as well as healing.

-Description: As a "holy" character the Cleric could wear a set of white monk's robes, with some sort of golden mask in the shape of a deity's face. To fit with his style his weapon could be a large book, and his attack could be a beam of light coming from the sky onto the target. In exchange for less range the Cleric could have more health to start with than the Magician.

-Skills:
*Blessing: Heal the target for X% of their health over time (less than the Magician's Heal). In addition, gives the target a Y% damage resistance for Z seconds. Can cast on the castle. Costs K mana.
**Revive: Can use Blessing to resurrect dead teammates for X% extra mana (upgrading reduces this number), placing them at Y% of their health and Z% of their mana. Teammates can only be resurrected once this way per wave.
**Mass Blessing: After casting Blessing all teammates (including you) receive X% of the original target's Blessing (healing and damage resistance). Does not affect the Castle.

*Divine Wrath: Lets you draw a line within your range with your mouse with a max length of X yards. When you draw the line, a massive beam of light descends from the sky and follows the line, dealing Y% of your damage to all enemies in a Z yard radius. Costs K mana.
**Cleansing Light: Teammates touched by the light beam are healed for X% of their health over time.
**Armageddon: Enemies damaged by Divine Wrath are stunned for X seconds. Bosses are slowed down by Y% instead.

*Meditate: Holding down this power causes you to regenerate X% of your health and Y% of your mana every Z seconds (upgrading reduces this number). However, while doing so you are unable to move or attack. Costs no mana and has no cooldown.
**Purify: While you meditate, all of your teammates recover X% of the health you heal and Y% of the mana you regenerate.
**Epiphany: Can overcharge your health and mana by Meditating to X% of their maximum.

-Talents:
*Tier 1:
**Light of Hope: Can use your main attack on teammates, healing them for X% of your damage.
**Healer: Increases the effectiveness of all of your healing by X%.
**Ubiquity: Can attack X different targets with your main attack at once. Targets don't have to be close together, each gets hit by their own light beam.
*Tier 2:
**Soul Link: Whenever a teammate picks up a power-up, you receive X% of its effects. If you pick up a power-up, all of your teammates receive X% of its effects.
**Martyr: Whenever you take damage you regenerate X% of your health over time and Y% of your mana instantly.
**Sacrifice: If the castle's health falls to 0 you die instead, restoring X% of its health and giving it invincibility for Y seconds.
*Tier 3:
**Avatar: Upon death you become the avatar of your deity for X seconds. While doing so you are invincible, your skills cost no mana and have their cooldown reduced by Y%. in addition, all of your attributes are increased by Z%.
**Inspiring Presence: All teammates in your range have their attributes increased by X%.
**Body and Soul: All targets you heal (including yourself) receive mana equal to X% of the healing amount.

Cavalier
Type: Melee

-A lot of people suggested a class that could fight on horseback, and so the Cavalier could cover just that. As opposed to the Knight's slow-yet-powerful and Assassin's hit-and-run attack styles the Cavalier could mix damage reduction with group attacks and control, rushing to defend critical areas at the right time.

-Description: To fit with a noble/Don Quixote theme the Cavalier could have a set of shining golden armor, and a brown horse with golden armor as well. Obviously, his weapon would be a lance. In terms of gameplay the Cavalier could start with the highest movement speed in the game, but have a slower attack rate than the Knight.

-Skills:
*Hoof Kick: Kick X targets in front of you back Y yards, dealing Z% of your damage. Bosses are thrown back half the amount. Costs K mana.
**Fearless Steed: Kicked enemies are stunned for X seconds. Bosses are slowed down by Y% instead.
**Collision: If a kicked enemy hits another one, they'll deal X% of your damage to the enemy and themselves.

*Swipe: All enemies in a X yard radius in a 180 degree arc in front of you take Y% of your damage and have both their attacks and movement interrupted. Costs Z mana.
**Daze: Enemies hit by your Swipe deal X% less damage for the next Y seconds.
**Piercing Lance: Extends the radius of your Swipe by another X yards.

*Enchanted Armor: For the next X seconds you and every teammate in a Y yard radius take Z% less damage. Costs K mana.
**Counterattack: While using Enchanted armor your damage is increased by X% of the damage you take.
**Duplicate Magic[b]: You duplicate any passive effect cast or present in Enchanted Armor's radius: if the passive effect is beneficial (i.e. healing, mana regeneration, leech powers, increased stats, etc) you receive it directly and if the effect is negative (i.e. poison, fire, ice, etc) you inflict it on any enemy you attack for Enchanted Armor's duration. If a teammate uses a skill in Enchanted Armor's radius you get to use it once to no cost in mana instead of Enchanted Armor while the latter is still in effect. All duplicated effects and skills are X% as effective as the original.

-Talents:
*Tier 1:
**[b]Gallop
: Increases your movement speed by X%
**Impale: Your lance attack deals damage to all enemies in a X yard long straight line instead of a single target.
**Dismount: Upon losing all of your health you jump off your horse who dies for you. Upon dismounting you have X% of all of your attributes but cannot perform any special attacks. Your horse resurrects upon daybreak and you automatically mount it.
*Tier 2:
**Boot: Your horse kicks enemies behind you at X% of your attack rate, dealing Y% of your damage.
**Backseat Rider: Teammates can mount and dismount your horse at will, one at a time. While on the horse they can attack enemies at X% of their attack rate.
**For the Princess!: While there are enemies within X yards of the castle your movement speed is increased by Y%. In addition, running into an enemy will deal damage equal to Z% of your movement speed.
*Tier 3:
**Pressing Attacks: Killing a boss with a special attack decreases its cooldown by X% and increases its potency by Y% for Z seconds. This effect stacks if you kill another boss within the time window.
**First Aid: Increases all healing and mana regeneration effects you receive by X%.
**Protector: You absorb X% of any damage received by teammates in a Y yard radius instead of them.

Tinker
Type: Ranged

-A Leonardo da Vinci-type clockwork mechanic could work well as a ranged class without making Last Castle feel too modern. He could have a more defensive playstyle, laying traps and defenses to block enemy movement.

-Description: To fit with his engineer/mad scientist feel he could have some sort of orange suit and black glass goggles. Since he's a ranged class he could have a musket as a weapon. Combat-wise he could start out with a higher fire rate than the Ranger, along with a larger mana pool, but deal less damage and have less health.

-Skills:
*Mine: You deploy a mine in the target area within your range. Mine takes X seconds to deploy (upgrading reduces this number). If an enemy walks into it it'll explode, dealing Y% of your damage to all enemies in a Z yard radius. Can have up to K mines on the map at a time. Can shoot your own mine to detonate it. Costs M mana.
**Cluster Mine: After detonating the mine explodes into X bomblets, each dealing Y% of your damage in a Z yard radius.
**Incendiary Mine: Enemies caught in the explosion are set on fire, and take X% of your damage over time. The mine's radius also remains covered in flames for Y seconds and will ignite any enemy who passes through it.

*Piercing Bullet: Pointing in a direction and clicking will allow you to fire a special bullet that will travel through the entire map without range restriction and pierce through any enemy it hits, dealing X% of your damage. Costs Y mana.
**Explosive Bullet: Every time the bullet hits an enemy it explodes, dealing X% of your damage in a Y yard radius.
**Concussive Bullet: Your Piercing Bullet stuns any enemy it damages for X seconds. Bosses are instead slowed down by Y%.

*Automaton: Deploys an clockwork robot that will patrol the area. Automaton has X% of your attributes (and a movement speed equal to Y% of your range), loses Z health per second (upgrading reduces this number), and will attack enemies with arm-mounted blades. Enemies will prefer attacking your automaton to you and other teammates. Can only deploy one Automaton at a time. Costs K mana.
**Grenadier: Your Automaton throws bombs at X% of your fire rate that deal Y% of your damage in a Z yard radius.
**Self-Destruct: Upon death your Automaton explodes, dealing X% of your damage in a Y yard radius.

-Talents:
*Tier 1:
**Hunting Rifle: Your rifle attack fires out X secondary bullets in a spread, each dealing Y% of the main shot's damage.
**Heavy Munitions: Your rifle attacks push enemies back X yards. Bosses are pushed back for half the amount.
**Battery: You start out with X energy charges, indicated next to your mana globe. The next time you use a skill, you deplete one energy charge and increase the power of the skill by Y%. Charges fully recharge upon daybreak, and killing a boss restores one charge.
*Tier 2:
**Final Creation: Upon death you spawn a clockwork turret at your location lasting X seconds that will shoot enemies for Y% of your damage, range and fire rate. Enemies don't attack the turret.
**Gifted: Increases the effects of all power-ups you receive by X%.
**Creative Mind: Castle purchases cost X% less gold. Also allows you to purchase castle powers during nighttime for Y% extra gold (upgrading reduces this number).
*Tier 3:
**Exploit Weakness: You deal X% extra damage against enemies under any effects (i.e. stunned, slowed down, frozen, poisoned, on fire...)
**Combo: Each hit you deal against the same enemy deals X% more damage than the previous one. This effect stacks up to Y times and lasts until the enemy dies or you switch targets.
**Repairman: If the castle is within your range it will regenerate X health per second.

Occultist
Type: Assist

-A common complaint with the Magician is that he ends up having a passive playstyle, having to heal teammates non-stop with minimal combat involvement save for the occasional Fire Ball. The Occultist, on the other hand, could be more of a "combat medic", able to heal as he deals damage and being much more active in fights.

-Description: To differentiate him from the Magician and the Necromancer, he could have a set of tattered grey robes and a hood that'd hide his face completely, save for a long white beard. As a weapon he could use his hands to fire continuous lightning at his enemies (like Emperor Palpatine's electric hand attack). In return for a smaller mana pool and less range the Occultist could have more health and deal more damage than the Magician.

-Skills:
*Power Nova[b]: Every enemy in your range takes X% of your damage while teammates are instantly healed for Y% of their health. Can heal the castle this way. Costs Z mana.
**[b]Energize
: The area of your Power Nova remains bathed in energy for X seconds. Enemies within the area take Y damage per second while teammates (including you, but not the castle) regenerate Z% of their health and K% of their mana every second.
**Shockwave: All enemies hit by your Power Nova blast are knocked back X yards. Bosses are knocked back for half the amount.

*Thunderstorm: Clicking in an area within your range allows you to create a cloud X yards wide above the ground. The cloud will fire lightning at every enemy under it at Y% of your fire rate and dealing Z% of your damage. Cloud lasts K seconds, and can only have one cloud at a time. Costs M mana.
**Electrocute: Enemies hit by your Thunderstorm are stunned for X seconds. Bosses are instead slowed down by Y%.
**Weakening Rain: Enemies under your Thunderstorm take X% extra damage from all other attacks.

*Shapeshift: You turn into a werewolf. Effect lasts X seconds. While in werewolf form your attributes are increased by X% and your movement speed is increased by Y% of your range. You also regenerate Z% of your health every second as well as K extra mana. Your lightning attack is replaced by a melee claw attack while in werewolf form. Costs M mana.
**Power Infusion: While in werewolf form your skills cost X% less mana and have their cooldown reduced by Y%.
**Howl: While in werewolf form your Shapeshift skill is replaced by a howl that will send all enemies in your range running away in fear from your castle for X seconds. Bosses instead deal Y% less damage. Howling costs Z mana and has a K second cooldown (upgrading reduces these numbers).

-Talents:
*Tier 1:
**Chain Lightning: Your lightning attack jumps to another enemy after hitting the main target. Can jump to X enemies maximum, dealing Y% less damage per next enemy (upgrading reduces this number).
**Weathered Soul: Increases your health by X%.
**Blood Magic: If you cast a spell and don't have enough mana, the remainder of the mana cost is paid in health. Each point of health is worth X points of mana.
*Tier 2:
**Elementalist: For X seconds after using a skill your main attack has a Y% chance to inflict an elemental effect on enemies. After using Power Nova your attack could set enemies on fire, dealing Z damage over time, after using Thunderstorm your attack could freeze enemies for K seconds, and after using Shapeshift your attack (which would be your claw attack) would poison enemies, reducing their attributes by M%.
**True Form: Upon losing all of your health you turn into a werewolf as if you just Shapeshifted, with X% of all the associated bonuses (from the baseline, so it doesn't matter whether you upgraded Shapeshift or not). However, instead of regenerating health you lose Y health per second (upgrading reduces this amount). In addition, you cannot use any powers and you're stuck in werewolf form until you die or until daybreak.
**Regeneration: You regenerate X% of your health per second. Regeneration is doubled when not fighting anyone.
*Tier 3:
**Static Electricity: You send out a lightning shock all around you at a radius equal to X% of your range upon receiving a melee attack, dealing Y% of your damage and stunning enemies for Z seconds. Bosses are slowed down by K% instead.
**Synergy: For X seconds after healing someone your damage is increased by Y%, and for X seconds after using a damaging skill your healing is increased by Y%.
**Recharge: Your lightning attack restores X% of your mana per second.

Good, now that you've gone through all of that I'd like to hear from you. Post your thoughts! If you don't agree with something or want to add new ideas, feel free to do so!

  • 4 Replies
Teridax68
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Teridax68
29 posts
Peasant

*Post reserved for suggestions from other users.*

ScouseWarrior
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ScouseWarrior
1,391 posts
Nomad

The Ranger, needs a further attack than the Mage, he's supposed to be a far attacking unit but the mage gets more distance to a shot.

dabomb48
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dabomb48
9 posts
Peasant

I'd say the list is good but wouldn't just be better if they added a few of the necromacing skills to the mage,(JUST A FEW, like 3 or 4) that way if they add this they wont have to make a whole new type of unit with similar skill's to that of a mage.

Oh and I think 4 people should be able to play on Last castle, I really dont mind if they add the list of ideas I just want at least 4 people, so that 2 can pair up an defend both sides, with similar firepower.

Teridax68
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Teridax68
29 posts
Peasant

I just found out you can't edit your own posts. Dammit.

@ScouseWarrior: I agree that the Ranger should be able to hit farther than the Magician, although the latter should also be able to heal at a distance. I thought a range-increasing passive buff accessible from the start (Eagle Eye, see Ranger section) could help him hit far right from the start.

@dabomb48: I completely agree that there should be an option for more players per map. Although I disagree on piling on too many powers per class, I definitely think there should be a wider range of skills in the game as a whole.

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