What do you want to see in a DLC?
So what kind of things do you want to see in a new DLC?
For me I would like to see...
- Weavers return as new Defense Units Traps (You know like Archers and Guardians. Maybe call the DLC "Weaver of Destruction")
- Maybe a Act 3 for Story mode for a Story Expansion DLC. (I still felt OMD2 was short because of how OMD1 had 3 Acts in Story Mode while OMD2 has only 2 Acts. Ya we got more DLC stuff than back in OMD1 but back then OMD was just beginning to be a hit so it isn't as well funded as OMD2.)
I want lots of new challenges in the form of either new maps or new difficulties of the existing maps.
Trap Whisperer Mode.
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Shameless plug.
Maybe the 'Old Man" as a playable character with his own 2 unique traps and weapons. Though that might be a bit much,
I like this idea!
in principle i dont like the frosty-environment of the new dlc.. what about a orc-world-tour with dlc like "Orcs goes to Hawaii" with beach maps (dressed with coconut shells) or "Orcs goes to Egypt" with maps in pyramids (perhaps with new mummy guardians/enemys) or something similar? :)
"Orcs goes to Hawaii"
If the orcs are wearing palm-tree-print Hawaiian shirts with ticket stubs from their flights poking out of their breast pockets and carrying armfuls of luggage, I'd be sooooo down for this! =)
My idea for new trinket. :) Similar to Rift Defender one. It could by called "Rift restore" or something trinket.
Passive: 50% chance that monster, which enters the rift won't count.
Active: Restore 2 rifts points (5 minutes cooldown)
And yeah, I want some story related DLC, because the Story mode was really short.
I wouldn't mind paying extra for a larger expansion that adds a whole new act.
I'd also like to see more unique traps for each character class; listening to people constantly complain that sorc needs tar and warmage needs acid walls has made me realize that we should be expanding their differences and not collapsing them. They are both good at different things and this philosophy needs to be widened so people stop focusing on one key thing that seperates them.
Increasing the uniqueness of the character classes instead of removing it will make them more interesting to play.
I'd like to see more utility traps like the Coinforge. Traps that when you first look at them you think they probably aren't that good...but then some day you use them and they fit perfect in your setup.
Maybe the 'Old Man" as a playable character with his own 2 unique traps and weapons. Though that might be a bit much,
I was actually thinking the same thing. They could add him as a playable character if they add a story expansion DLC which explains what happened to him after Act 2.
On topic:
I also thought that they should probably expand deeper into the world of the Orcs. We have only seen the Orc World from inside the Fortresses all this time. Maybe they should add some new Maps so we kill the Orcs outside the Fortresses in the Orc world for once.
I'm also interested in seeing some new maps in place other than fortress in the Orc World and Outside in the Human World.
The new map in Are we there Yeti was nice since it was another part of the Human world but I was still hoping for some expanding on the Orc World. Maybe the Gnoll City or Orc City as new maps in DLCs.
I'd like to see an Endless version of Killing Fields or Great Gorge. 2 of my (and my dad's) absolute favorite OMD1 maps. After Tower endless, we want more!
For a new trap: I have no idea what I'd want it to do, but items with non-tile placement (like Boom Barrels, Decoys, and Guardians) would be interesting to see more of.
Maybe the 'Old Man" as a playable character with his own 2 unique traps and weapons. Though that might be a bit much,
I was actually thinking the same thing. They could add him as a playable character if they add a story expansion DLC which explains what happened to him after Act 2.
I wouldn't mind paying extra for a larger expansion that adds a whole new act.
I'd also like to see more unique traps for each character class; listening to people constantly complain that sorc needs tar and warmage needs acid walls has made me realize that we should be expanding their differences and not collapsing them. They are both good at different things and this philosophy needs to be widened so people stop focusing on one key thing that seperates them.
Increasing the uniqueness of the character classes instead of removing it will make them more interesting to play.
I know that Robot has said they won't do these, but I'd like to have a true sandbox mode to play around in, and a level editor.
As for something more likely to actually get implemented, what about a spellcaster-type gaurdian? They could be based on the Weavers from the first game. Something along the lines of:
Weaver Gaurdian - Casts a basic ranged spell bolt at enemies who get within their area of effect, similar to a spell-damage version of the Archer. In addition, they generate an aura area around themself that increases the damage dealt by all players within the area by 10%.
Basic Upgrade: Increases the aura damage bonus to 15/20/25%.
Unique Upgrade 1: Changes to Elemental Weaver, whose basic attack is an ice blast similar to the Ice Amulet primary fire. In addition, the aura area now also very slowly heals and restores mana to all players and gaurdians within the area of effect.
Unique Upgrade 2: Changes to Steel Weaver, whose basic attack is a fireball similar to the Flame Bracer primary fire. In addition, the aura area now also gives its +% damage to all traps and gaurdians within the area of effect.
Unique Upgrade 3: Changes to Knowledge Weaver, whose basic attack is a chain lightning similar to the Ring of Lightning primary fire. In addition, the aura area now also increases coin earned from enemies killed within its area of effect.
Only one Weaver type may be summoned in a level, even if playing co-op.
Ya they could make the weavers have passive effects for being near them
Elemental Weavers - Improve Character's damage and reduce damage recieved for being nearby.
Steel Weavers - Improve Trap Damage and reduce reset time for nearby traps. Also provide HP regen(or improved HP regen if they have regen passive) to nearby Defense Units (Dwarfs, Guardians, and Archers)
Knowledge Weavers- Enemies who are killed near Knowledge weaver have a chance to return as Undead Minions and being near Knowledge Weaver gives increase movement speed.
However, this makes Weavers best for a last defense type units where if a wave of enemies manage to break through the main traps and force you back to the rift the traps near the weavers and yourself will be more effective fighting them.
Hopefully this gets read by the devs...
I like the idea of playing the "Old Man" as well. Maybe with a backstory about the rivalry with the Dark Lord (a skeletor like orc) who taunts him through increasingly scary levels (orc rifts). Sounds like the plot for #3.
Weapons:
Halberd (polearm), pokes enemy and pushes them away, Alt sweeps the legs and knocks them down
Flame Thrower (tank on back), gouts of short range flames, Alt places temporary patches of flame that burn next orc
Bubble Gun (soap bubbles), shoots stream of bubbles that pop with small concussions, Alt inflates target orcs until they pop
Acid Bath (same as Acid Sprayer), sprays acid, Alt leaves a temporary pool that melts next orc
Grease Gun (tank of black oil on back), coats targets in a spray of blinding oil so they run around frantically, Alt leaves a temporary oil slick
Note: I particularly like the oil slick idea, targets walking over it would slip and fall repeatedly, targets pushed onto it would slide. Targets coated in oil are more flammable. Perhaps spraying mechanical traps with oil would temporarily increase their efficiency (Upgrade?).
Traps:
Trampoline, orcs bounce off, uses inertia from other traps, can be put on walls too (used by player to jump?)
Turnstile, all orcs passing through have to deposit coins, slows them down (must be emptied by player, at intervals)
Spring Trap, boxing glove from floor, 'Ow! My Balls!'
Oil Slick, works as mentioned above, recharges like brimstone
Enemies:
Kobold Thief, grabs one weapon or trinket from player then runs to the rift, item is returned next level or if Thief is killed
Blob, like waterling but leaves damaging acid trail
Air Elemental, like a tornado that knocks the player down, Becomes winds on death
Winds, flyer, very fast , do little damage but vex the player by buffeting and spoiling aim
How about pets? You use them like trinkets. Fetch potions, fetch gold, buff player
I like your idea of a Wind Elemental where the Windlings become fliers.
Maybe the 'Old Man" as a playable character with his own 2 unique traps and weapons. Though that might be a bit much,
I would kind of like to see the weavers return with some different upgrades. I also want an Orcs Must Die 1 Sorceress costume- you know, the one with that crazy headress she had in the last game?
Would like to see more floor traps please
edit:
Also some trap for air enemies. Something like net that falls from ceiling, tangles them up and they fall to there death.
DEATH MATCH mode
Unlimited cash right at the beginning and you can fill the whole map with traps before first wave.
To balance this, the maps should have much more limited trap placement possibilties. Also enemies should be very difficult. Along with such mode should come new enemies like fliers that move as fast as kobolds and fliers that don't move as fast but are as hard to kill as ogres.
I'd like to see a new difficulty for existing maps, adding the new enemy types from the DLC's in to the mix.
I'd love for them to give us possibility to place environmental traps, rolling logs as a one time buy, and another, smaller rolling log that respawns but isn't as great (breaks on heavy enemies like a cart dealing damages), being able to buy a minecart and send it on the tracks, maybe be able to add a boom barrel on it, more guardians (would love having guardians that buff you, or alchemists who transform enemies into potions, that kinda stuff.)
I know that Robot has said they won't do these, but I'd like to have a true sandbox mode to play around in, and a level editor.
I was just about to suggest something similar.
i was thinking about a new trinket, i'm not sure yet about the passive ability,
but the active ability makes orges and other big guys behave like the orcs, traps wise.
they will be affected by steam/spring traps just like the small orcs are.
so instead of filtering the ogres you use this trinket and let them fly trough your killbox.
rogotin suggested the name "anti gravity trinket" or something like that.








Maybe the 'Old Man" as a playable character with his own 2 unique traps and weapons. Though that might be a bit much,
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