Board Thread:Suggestions/@comment-27819584-20160617035402

In this game-mode, all players are on the same team and have to get to different points inside of a fortress guarded by many guards. They have to fight through those guards and get to the three points throughout the map to open the gate, which reveals a mini-boss which they have to defeat before completing the game-mode.

The mode lasts for 15 minutes, enough to get to the mini-boss and finish it without time-strains. This mode can only happen if there is a minimum of 5 players as well.

Guards:

Archer: These fighters are specificaly placed upon towers and high vantage points, easily dealing damage and staying out of danger. When confronted in close range, they flee across the wall until fighting back after being cornered, trying to shoot you with their bow. [20 health, 2-3 damage per arrow shot, 1 arrow every two seconds] (1,0.8,1)

Warrior: Your typical swordsman, they are much more durable than regular fighters and can take a beating before falling. Excelling at close-range, they fall short at long range and due to their heavy armor they are unable to pursue. [30 health, 4-5 damage per swing, 1 swing every 3 seconds, can block with sword hilt and cause stagger verses physical attacks] (0.9,1,0.8

Mage: The mana-using fire-ball potion-throwing wizard is the warrior's main target to defend. Mages can deal extremely high damage for being so easy to defeat, but are rare and only appears in one's or twos. [15 health, 8-14 damage, 1 fireball every 5 seconds] (1,0.7,1)

Field Medic: Warrior's best friend, the field medic helps heal allies by using their healing abilities appearing as an orb that heals all s by a certain amount. Unable to fight, they are in the very back and once confronted by itself it is useless. [15 health, heals 5 health, heals every 3 seconds] (0,1,1)

Shield Bearers: These are the literal meat shield keeping the mage and field medics from being attacked from, with immense health and defense but lacking in the damage department. They can easily cause stuns and push back enemies to regain ground. [40 health, 3-5 damage, one swing every 4 seconds, can charge to instantly stagger hit enemies and deal 5-8 damage) (0.8,1.1,0.8)

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Corrupted Paladin: A once great hero corrupted by an unknown source of pure evil, he does not relent while fighting and uses foul play whenever possible. Having slaughtered thousands with a single blow from Light, his once glorious hammer now reduced to a simple tool.

The paladin has a normal 250 health with a +25 per extra player from 5. He also has stats of 1.5 attack, 3 defense, and 0.9 speed.

[E]Army: The paladin stomps the ground, dealing a small 3-5 defense-ignoring damage while causing a purple field to appear around it. This field constantly spawns random guards for 15 seconds. If any field medics spawn, they focus on the paladin only and ignore allies.

[Z]Corruption: Corrupted Paladin smashes the ground once with Light, causing a large shockwave that deals a high 10-15 damage and staggers. Any players caught in the shockwave are corrupted, taking 1-3 damage a second for 4 seconds.

[X] Unwavering Rage: Grabbing Light strongly, the Paladin smashes it infront of him three times, moving forward each hit. One hit deals a low 1-5 damage and reduces defense by 0.1, but stacked will deal substantial harm.

[C]Lost Hope: This attack can only be activated after Army has been used, causing the paladin to lift up Light and cause a shining light to appear. This buffs all guards by 0.1 and debuffs enemies by 0.1, although he is vulnerable during this form due to the massive 1.0 drop in defense. buffed guards also now cause corruption, but instead having it deal 1-2 damage and last for 2 seconds.

[V]Clouded Judgement: The Paladin has to have a player in range of Light in order to preform this skill. He first holds up his hammer ready to strike, glowing for two second before attacking. Slamming light down, if it hits the player it will cause huge cracks in the ground and cause a large area whereas characters are staggered. The hit player is dealt a shocking 50 damage before being suspended in the air by a beam of light in the middle of the cracked area. The player cannot be hurt while suspended and is let back onto the ground after 4 seconds.

(Sorry, i had to go to sleep, i'll put everything else here tomorrow) 