• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(707199)

Recruit
1 Badges
Mar 17, 2013
1
0
  • Dungeonland
Back story
Long ago Mischief (The name of the DM for this story) had tried to open a Dungeonland before. Sadly little mischief only had one band of monsters who would work for him. The goblins. The sad part about the goblins is they were weak and were constantly beaten. Their king faired no better. Now in the new Dungeon land a hero has opened the berried caverns where the goblins still roam. Mischief now grown seeing this as a wonderful way to expand has opened it up as a official part of the park.

Buying this DLC the DM is given 3 new monsters, 2 new Special monster, and a new boss
Heros are given a all new hero.
every one gets to enjoy a new map (even with out the dlc.... actually maybe only dlc users..... this is a disision left up to the makers.)

Monsters
Goblins:For half of 1 mana you can summon 10 goblins. Goblins are much like imps, they wield a shield (brakes in one hit) but are much faster. Sadly this speed and small size also make them easy to kill. one hit on the head and the thing is dead.
Goblin Riders:for 1 mana you can summon a group of 5. The little ones made even faster and stronger riding wolves. They dont wield swords but they carry a bow(n'arrow). Able to charge at a hero doing small damage and knockback and can shoot from a good bit of range these guys are the king of hit and run. They can handle 2 hits before they die. sorta sad but this is a dungeon crawl.
Drake:has more health then a dragon and spews lava. Relatively slow. When at low health his spew attack is replaced with a bite that can do large damage.

Special Monsters
Goblin General: A Large goblin wielding a shield (could be compared to an imp but has a little less health). Has the ability to summon 6 goblins to help out the fight. Hes slow, making it hard for him to get away. His melee attack is strong enough to push heros back.
Goblin Necromancer: A Large goblin capable healing monsters and bringing them back from the dead (necromancers unlike the Resurrection Tower brings the monster back as a undead version. The undead versions Are heavy hitters but as they loose health they loose the possible damage they could give). He has low health and is slow but has a teleport ability.
His main attack is a ranged electric orb that can stun heros.

(Note: Undead monsters while can do heavy damage are slow and as they loose health they loose the amount of damage they can give to heros. Undead can only be spawned on the map or )

Boss
Goblin king: A large fat, green guy wearing a loin cloth. hes missing a leg, 2 arms, and has a scar along his chest. One arm is covered by a spiky shoulder pad. that arm is missing at the shoulder though.... the second arm is only missing as the elbow with a stuffed Moose Head being used to replace the forearm.
Default ability: Moose smash: a melee attack that does decant damage.
Swarm: barfs up a bunch of goblins to fight for him. The barf pile also does damage when stepped on by heros and last for a decant amount of time.
Gobble: If a hero is in range the King uses his long tong to pick up a hero and eat him. He then spits him out doing minor damage but the hero will gain continuous damage via the saliva on him.
Toxic breath:Out both ends comes toxic gas that if a hero enters or is hit by will be slowed down and take damage.
After lunch: The King takes anther barf all of his monsters in it become undead.
Ultra:Mad Munchies: The goblin turns red lowering his mouth so the heros can be easier to get. durring this time he takes less damage and increased speed. For every hero he gets in his mouth the more damage the heros will receive when spat out.
Afterburn:The kings heart soon catches on fire and the stitches on his chest open. Damage out put is increased but he takes extraordinary damage.

The new map
This map is all under ground and is much like a ruined version of the normal park. It gives a little better loot then the normal one but is longer at the same time.
Unlike the other dungeons in the back this under cavern when selected will ask for ether DM mode or Hero force mode. Hero force is just like the 3 player strict version when you get to play harder difficulties. DM mode works like normal DM mode.
When the evil bar is at max you can for 4 mana summon a undead monkey horde, or a goblin horde
The zombie monkeys do higher damage then the normal monkeys but are slower. More health they loose the less damage they give.
The goblin horde is 10 normal goblins, 10 goblin riders, and 1 goblin general


NEW HERO
Yep new hero has emerged and she is mad.
Yes I said she
She is the SUmmoner and is a well balanced hero indeed. SHe has the ability to summon a Golem to fight for her and can do moderate melee damage.
She can switch between a golem (Melee) Crocodile (range) and a magic banana (for magic).


What yall think? sorry if it was a little long winded. I hope yall liked it.
 
Last edited:
Back story
Long ago Mischief (The name of the DM for this story) had tried to open a Dungeonland before. Sadly little mischief only had one band of monsters who would work for him. The goblins. The sad part about the goblins is they were weak and were constantly beaten. Their king faired no better. Now in the new Dungeon land a hero has opened the berried caverns where the goblins still roam. Mischief now grown seeing this as a wonderful way to expand has opened it up as a official part of the park.

Irrelevant, story doesn't really matter in the game. They probably don't even have people actively working on the story.


Monsters
Goblins:For half of 1 mana you can summon 10 goblins. Goblins are much like imps, they wield a shield (brakes in one hit) but are much faster. Sadly this speed and small size also make them easy to kill. one hit on the head and the thing is dead.
Goblin Riders:for 1 mana you can summon a group of 5. The little ones made even faster and stronger riding wolves. They dont wield swords but they cary a bow(n'arrow). Able to charge at a hero doing decant damage and knockback and can shoot from a good bit of range these guys are the king of hit and run. They can handle 2 hits before they die. sorta sad but this is a dungeon crawl.
Goblin Drake:You can spawn in 2 for 2 mana. A slightly large goblin (inbatween the size of a general and a normal one) who uses a dragon for a flamethrower. Do heavy damage and stun. This however is shortlived as after the dragon spits its flame it turns to ash. The goblin drake has low health like other goblins making is useless once the drake is used.

Special Monsters
Goblin General: A Large goblin wielding a shield (could be compared to an imp but has a little less health). Has the ability to summon 6 goblins to help out the fight. Hes slow, making it hard for him to get away. His melee attack is strong enough to push heros back.
Goblin Necromancer: A Large goblin capable healing monsters and bringing them back from the dead (necromancers unlike the Resurrection Tower brings the monster back as a undead version. The undead versions Are heavy hitters but as they loose health they loose the possible damage they could give). He has low health and is slow but has a teleport ability.

(Note: Undead monsters while can do heavy damage are slow and as they loose health they loose the amount of damage they can give to heros. Undead can only be spawned on the map or )

Too many goblins, goblins aren't all that interesting. They don't deserve three basic units and two specials devoted to them, as well as a boss. I would like some variety. We have a "shape" shifting phoenix, a giant spider, and a ninja ratman, a rabbit breeder, a monkey squad, a wizard squad, killer bees, baby dragons, orc berserkers, and club wielding trolls. I think you should give it a bit more creativity when trying to come up with new monsters.

Goblins fodder that always takes two hits from the front to kill. I don't think that synergizes with any DM skill or monster set. Additionally, it seems weird to have shielding that is basis against slow attacks or attacks that hit a single unit.

Goblin riders that have bows and no melee weapons..... But they also charge at enemies? It seems like a mismatched set of abilities. They also sound better than other ranged options, having a knock back, range, and being fairly mobile seems weird to have in the same kit of a normal monster. Health wise, a dragon takes 2 hits from a gun, or 3 from knifes, (I don't recall for sure, maybe it is 4 knifes) compared to that, how much health would goblin riders have? Enough to be 2 shot with knifes but not be 1 shoted with the gun?

Having low health and a flamethrower doesn't sound smart for the design of a unit, seems like ranged can snipe them off quickly with no trouble at all. Or are you suggesting that the drake would be able to tank a bit of damage for the goblin drake? (drakethrower?)

I don't really understand the Goblin General. It sounds like he is incapable of making heroes deal with him like other special monsters. Since you haven't specified the type of goblin I will assume they are the weakest kind. This would mean that he would be too slow to get into combat, and would add to the minion limit with one of the weakest monster types. Even if his goblins didn't add to the minion limit, I would still say he doesn't force heroes to deal with him, like every other special monster currently does.

The necromancer sounds boring to control, you have only given it supportive skills which it would probably be doing automatically anyways and there is never an interesting way to target a corpse to rez from the dead. It seems like a job better fit for the resurrection tower, then they wouldn't even have to make an undead version of every basic unit (reundead skeletons!) in the game. If you are only referring to raising goblins back from the death, then you would force this special to be used with other goblin units which makes no sense to me.


Boss
Goblin king: A large fat, green guy wearing a loin cloth. hes missing a leg, 2 arms, and has a scar along his chest. One arm is covered by a spiky shoulder pad. that arm is missing at the shoulder though.... the second arm is only missing as the elbow with a stuffed Moose Head being used to replace the forearm.
Default ability: Moose smash: a melee attack that does decant damage.
Swarm: barfs up a bunch of goblins to fight for him. The barf pile also does damage when stepped on by heros and last for a decant amount of time.
Gobble: If a hero is in range the King uses his long tong to pick up a hero and eat him. He then spits him out doing minor damage but the hero will gain continuous damage via the saliva on him.
Toxic breath:Out both ends comes toxic gas that if a hero enters or is hit by will be slowed down and take damage.
After lunch: The King takes anther barf all of his monsters in it become undead.
Ultra:Mad Munchies: The goblin turns red lowering his mouth so the heros can be easier to get. durring this time he takes less damage and increased speed. For every hero he gets in his mouth the more damage the heros will receive when spat out.
Afterburn:The kings heart soon catches on fire and the stitches on his chest open. Damage out put is increased but he takes extraordinary damage.

Are you saying he is missing a leg and two arms or are you saying he is missing a leg and has two arms? Basic melee attack barely has a description. I dislike the idea of a DOT being inflicted on heroes, as you can't do anything about it once it already on you, it just makes more sense to me for the damage to just be instant rather than over time. I don't understand why the minions that he is barfing up wouldn't already be undead, if they were in his stomach and his vomit makes ones out on the field undead anyways. I don't understand what is interesting about the playstyle of the boss. Gobble seems like an ability that only a warrior would ever get hit by, with no ranged CC on what I can only assume is a fairly slow boss. It seems like it would be difficult for him to stop people from rezzing their allies.


The new map
This map is all under ground and is much like a ruined version of the normal park. It gives a little better loot then the normal one but is longer at the same time.
Unlike the other dungeons in the back this under cavern when selected will ask for ether DM mode or Hero force mode. Hero force is just like the 3 player strict version when you get to play harder difficulties. DM mode works like normal DM mode.
When the evil bar is at max you can for 4 mana summon a undead monkey horde, or a goblin horde
The zombie monkeys do higher damage then the normal monkeys but are slower. More health they loose the less damage they give.
The goblin horde is 10 normal goblins, 10 goblin riders, and 1 goblin general

Why are you suggesting having a map give more money than the normal one? Why are you suggesting different functions for the evil bar, which are basically the same as the ones we have currently, but for specific monsters that should have been picked at the start up screen if you wanted them?


NEW HERO
Yep new hero has emerged and she is mad.
Yes I said she
She is the SUmmoner and is a well balanced hero indeed. SHe has the ability to summon a Golem to fight for her and can do moderate melee damage.
She can switch between a golem (Melee) Crocodile (range) and a magic banana (for magic).

You have given me no information to work with here. What do you mean by "well balanced"? Is she incapable of tripping over? Does she do decent damage while having a decently sized health pool? Or is she just not OP or UP? Why is a crocodile "ranged"? What would some of her visual elements be? What does she specifically bring to the table that the other heroes don't? Is the only thing she does is bring out a "4th party member"? What would her potions do? How would she attack? With a wand, only her summoned creature or what? Why would the 3rd sub class be a magical option when she is a summoner? If people didn't want to summon a creature, shouldn't they just go play another class? What is her right click ability? Why would you want a ranged summon when you could just play a class with ranged damage? What would be interesting to control about her over other heroes? The warrior has a focus on controlling the battlefield. The mage has a focus on support allies. The rogue has a focus on damage. What would the summoner's focus be?
 
Last edited: