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Heroes Community > Heroes 7+ Altar of Wishes > Thread: 4 hero classes per race
Thread: 4 hero classes per race This thread is 2 pages long: 1 2 · NEXT»
Unhackable
Unhackable


Bad-mannered
Known Hero
Banned
posted March 21, 2007 08:31 PM
Edited by Unhackable at 14:33, 23 Mar 2007.

4 hero classes per race

We shall have 4 hero classes per faction: a warior, adomnator, a mage and a priest.

Something like this:


The starting stats:


I know, you don't prefer it, but...

be contined, post more about it later...


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Serpent2
Serpent2


Famous Hero
Overlord of Tililea
posted March 21, 2007 08:41 PM

I guess a single class with two subclasses (might orientated and magic orientated) is fine
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[URL=http://www.ff-fan.com/chartest]Which Final Fantasy Characte... too long to display...

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted March 21, 2007 08:51 PM

Quote:
We shall have 4 hero classes per faction

ok, but why?
Quote:
adomnator

wtf? there is no word that i am a where of that could possibly match this word, what does it mean?
Quote:
Something like this:


some rather not abd examples
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 21, 2007 09:03 PM

racial skills

every hero class has a unique racial skill, that makes their faction different from all others.

four seperate, different, no-similar racial skills is indeed a ambitious challenge to take on. with completely unique subskills and individual hero specialisations as well.

are you up for the challenge!
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Card_Ximinez
Card_Ximinez


Famous Hero
no
posted March 21, 2007 09:12 PM
Edited by Card_Ximinez at 18:05, 22 Mar 2007.

You nicked Chaos Mage from me!

And BTW: We can't use creature names as class names. Warlord, Rune Priest, Druid.
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Unhackable
Unhackable


Bad-mannered
Known Hero
Banned
posted March 22, 2007 07:32 PM

Quote:
You nicked Chaos Mage from me!

And BTW: We can't use creature names as class names. Warlord, Rune Priest, Druid.


CAn you sugest any better than Chaos Mage? Fire Mage, huh? And I can use creature names, in Heroes 4 they are used too.

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted March 22, 2007 07:38 PM

Quote:
And I can use creature names, in Heroes 4 they are used too.
I can't believe it?!? where's the h?

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Unhackable
Unhackable


Bad-mannered
Known Hero
Banned
posted March 22, 2007 07:55 PM

Quote:
Quote:
And I can use creature names, in Heroes 4 they are used too.
I can't believe it?!? where's the h?


Hmmm...

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted March 22, 2007 07:59 PM

As for the name Chaos Mage, I think the part with Chaos is good, but the term Mage is already used too much.

Maybe Infernal, or Balor or perhaps Abyss Lord?

if you want "real" original (names) I can give you some (i.e NOT using normal english words). For example, Balrog (of course this is from LotR, but I may come up with something original).

By the way, I like your idea of adding more "choices" in a strategy game

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 22, 2007 08:05 PM

some suggestions:

Necro Lord -> Undead Lord
Rune Priest -> Battle Priest

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted March 22, 2007 08:14 PM

I'll give my try at Necro:

Instead of Death Knight use Blackguard
Instead of Dark Priest try Nammuk (heh, a high-ranking necromancer, my own word)

and for Dungeon's Shadow Priest, use Shadow Dancer

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted March 22, 2007 08:24 PM

Quote:
Quote:
Quote:
And I can use creature names, in Heroes 4 they are used too.
I can't believe it?!? where's the h?


Hmmm...


What is cool about miss spelling words? i see no logic in this

Quote:
some suggestions:

Necro Lord -> Undead Lord
Rune Priest -> Battle Priest


Undead Lord, not bad, very original, but some people may say that its too original
Battle Priest, man i hate saying this but..... ok Battle=Might, Priest=Magic, so if you have a Battle Priest, then you have Mighty Magician, its to overpowering to be both might and magic
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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 22, 2007 08:26 PM
Edited by ZombieLord at 20:27, 22 Mar 2007.

It's not, it's 50% might 50% magic others are 100% magic for example

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted March 22, 2007 08:28 PM

Quote:
It's not, it's 50% might 50% magic others are 100% magic for example


didnt think of that, well i suppose, but it depends on the skills you give the hero overall
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 23, 2007 12:23 AM

I wonder when we will see the 5 Hero class per faction topic. So far, we have discussed two Hero classes (which seems fairly obvious), three Hero classes (perhaps slightly less obvious), and here we have a suggestion for four - without any explanation as to what the point of this should be!
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What will happen now?

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted March 23, 2007 04:08 PM

@alc: Well I think it goes like this:

Warrior --> might oriented classes for fighting
Domnator (whatever) --> good as secondary hero, it's like a manager or army leader
Mage --> magic oriented class
Priest --> faith oriented class (with magic as well)

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted March 23, 2007 04:40 PM

i wonder what the 5th one will be?
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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted March 23, 2007 04:54 PM

Personally I have nothing against more choices. However it requires extra developing time, so hence it is not always a good idea. But otherwise I think it's perfectly ok.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 23, 2007 11:37 PM

what about:

These we have.

Ranger: Avenger
Warlock: Elementalism thingy
Demon Lord: Gating
Knight: Training
Mage: Artificer
Necropolis: Necromancy
Dwarves: Rune Magic

In addition, a hero can learn from one of the following guilds by entering the tavern.

Warrior's Guild: Battle Plans
Archer's Guild: Improvisation
Mage Guild: Weather Magic
Healer's Guild: Apothocary
Guardian's Guild: Barriers
Assasin's Guild: Assasination


Battle Plans: Creatures have a (10%/20%/30%) chance of dodging an attack and running to a preordered location.  Creatures are given one of the following orders:
STAND GROUND (Don't move when attacked)
CIRCLE AROUND (Run behind attacker and attack it)
DODGE: (Move to the left/right of an oncoming creature, which will miss and run past)

Improvisation: All Creatures learn to use anything and everything as a ranged weapon.   This can include throwing their primary weapon, though they must reclaim it before regaining former attack stats.

Weather Magic: Different Weather patterns can help or hinder creatures.  For instance, the "Frost" spell weakens demons and most elves, though gremlins quite enjoy it.

Apothocary: Creatures are able to learn healing abilities.  They can use their turn to heal creatures near them.

Barriers: Creatures can errect barriers of varrying strength, which can be attacked and destroyed.

Assasination: Hero can attack the enemy hero, weakening his/her abilities and frequency of attack.

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Unhackable
Unhackable


Bad-mannered
Known Hero
Banned
posted March 23, 2007 11:40 PM

Quote:
what about:

These we have.

Ranger: Avenger
Warlock: Elementalism thingy
Demon Lord: Gating
Knight: Training
Mage: Artificer
Necropolis: Necromancy
Dwarves: Rune Magic

In addition, a hero can learn from one of the following guilds by entering the tavern.

Warrior's Guild: Battle Plans
Archer's Guild: Improvisation
Mage Guild: Weather Magic
Healer's Guild: Apothocary
Guardian's Guild: Barriers
Assasin's Guild: Assasination


Battle Plans: Creatures have a (10%/20%/30%) chance of dodging an attack and running to a preordered location.  Creatures are given one of the following orders:
STAND GROUND (Don't move when attacked)
CIRCLE AROUND (Run behind attacker and attack it)
DODGE: (Move to the left/right of an oncoming creature, which will miss and run past)

Improvisation: All Creatures learn to use anything and everything as a ranged weapon.   This can include throwing their primary weapon, though they must reclaim it before regaining former attack stats.

Weather Magic: Different Weather patterns can help or hinder creatures.  For instance, the "Frost" spell weakens demons and most elves, though gremlins quite enjoy it.

Apothocary: Creatures are able to learn healing abilities.  They can use their turn to heal creatures near them.

Barriers: Creatures can errect barriers of varrying strength, which can be attacked and destroyed.

Assasination: Hero can attack the enemy hero, weakening his/her abilities and frequency of attack.



Hmmmm...

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