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Tank Uniques
#1
How about every tank has a starting unique (lvl 0) passive. (Maybe i played too much LoL..)
These uniques will add some more specialty or small advantages to tanks.
I did not consider thinking of all uniques but something like that:
xxx Tank's Unique: resets ability cooldowns upon leveling. eg: helli
yyy Tank's Unique: CPTP costs 35 gold instead of 75. eg: antigrav
zzz Tank's Unique: Dead time is reduced by 25%. eg: ghost tank
vvv Tank's Unique: regenerates 0.2 more mana per second. eg: Infernal
etc etc..
These uniques will not require an ability slot and will write on tank's buff bar, (and on description)
If people like this and mappers agree, we brainstorm for passives for all tanks.
Trolololo
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#2
I hink unique abilties would be pretty hard to balance. If introduced, it should be as an optional extra mode only (at least at first)
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#3
in this matter take a look http://forum.btanks.net/viewtopic.php?f=60&t=2360
I would like more towers in BT - http://forum.btanks.net/viewtopic.php?f=60&t=2210
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#4
Quote:I hink unique abilties would be pretty hard to balance. If introduced, it should be as an optional extra mode only (at least at first)
I know it would be too hard to balance. But these passives will be mostly conditional and/or slight boosts. Also this could help some rare tanks.
Here are some other uniques:
- generates 1 gold every 4 seconds. eg: Trader
- generates 1 exp every 3 seconds. eg: Tinker
- Upon hitting under 25% health gains 25 speed. eg: Light Tank
- Whenever there is no enemy in 1300 range, gains 15 speed. eg: Scout
- Upon using an ability, regenerates 25 hp. eg: Medivac
- When attacking ground tanks, gains an extra 2% damage. eg: Demolisher
- TP Breakers stun duration is halved. eg: Shredder
- CPTP time is reduced by 0.5 sec. eg: Thunder Tank
- 25% evasion vs creeps and towers. eg: Zeppelin
- Healing rate is increased by 5hp/sec eg: Guard
- Gains an extra 15hp/lvl. eg: HT
- Deals 4% more damage to creeps. eg: Goblin Tank
- Upon hitting under 10% hp, will gain 1 second of invulnerability. (once per 2.5 min) eg: Earth Robot
- Deals 2% more damage to air tanks. eg: Sky Tank
- 50% of the time gains an extra 1 gold from kills. (100% for player tanks). eg: Hunter
- Gives 4% less bounty. eg: Demon Tank
- Upon killing a Player Tank, gains 35 speed for 5 seconds. eg: Frost Robot
- Upon using a teleporter, gains 20 speed for 5 seconds eg: Sky Fortress
- Every minute mark, this tank regains 5% of its max hp. eg: Titan


These values can be nerfed/boosted or changed. This values are my view of balance.

Edit:
Maybe it can be misunderstood. These abilities comes with tanks i wrote, not chosen by player. why i wrote "eg:" to all tanks is, they can be switched because this is just how i felt it fits. But I considered the concept of tanks so i liked it this way. Uniques are scaled by tank cost and game phase. So medivac's unique is useful for it and Titan's is useful for its phase of game..

Edit for VuDu:
Your values and passives are mostly too powerful and already got 1 or 2 of them which are compatible.
Trolololo
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#5
nice idea, but i think some abilities will be too good compare with others.. lets see what mapers will saySmile
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#6
I like the idea (makes tanks more unique) just balancing is the issue
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#7
I don't think that such an additional ability per tank is needed :/
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#8
Yes, i also think it would be too hard to balance.
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#9
Quote:I don't think that such an additional ability per tank is needed :/
Well centuries ago tanks had 2 unique skills and ppl didnt think there is need of 4 or 5 unique skillsBig Grin .

Quote:Yes, i also think it would be too hard to balance.
If you think it is a big job so be it...


When you are ready for a change, they are here.
Trolololo
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#10
Well, some of these abilities could be used as new passives for a tank or for new tanks in the future.
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#11
I am not against it ^_6
I am so good that I don't even need to type -rc because I never die !
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