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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Artifacts
Thread: Artifacts This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 02:38 AM

Do you mean artifacts that creatures wield or artifacts that boost specific creature stats such as HP?

If the latter, yes.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted September 07, 2008 02:40 AM

Artifacts that would boost the creatures stats. I don't think it would be a good idea for a creature to be able to wield an artifact.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 02:45 AM
Edited by Adrius at 02:47, 07 Sep 2008.

Hmm... yeah maybe, things like 1+ attack aren't really that powerful and they affect creatures don't they?

Things like Speed, Hp, initiative on the other hand... those effects would probably need very rare materials...

there's no need for a once per creature or 3 times per hero thing, as long as the material is very rare.

EDIT: I'll listen to the "Get some Sleep Adrius!!" thing for now... goodnight HC, I'll check this thread tommorow... or wait, it's 2 am... later today then...

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william
william


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Undefeatable Hero
LummoxLewis
posted September 07, 2008 02:47 AM
Edited by william at 02:49, 07 Sep 2008.

Well I was thinking that such things like Defence, Attack, and Hit Points would be able to be done with the not so rare materials. However, things such as Speed, Damage, Initiative and perhaps morale and luck would require rare materials to be able to be increased.

EDIT: Yes, but what if the player decides to keep upgrading the creature over and over? This could pose a problem especially if the player has accumulated a lot of materials ranging from normal to rare. The creatures could become very powerful, perhaps even imbalanced.

EDIT 2: I'll see you later then. Great ideas in this thread so far. I hope they continue.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 11:14 AM
Edited by Adrius at 11:40, 07 Sep 2008.

If the player is able to get hold of that many rare materials to create many über-artifacts, I think he has deserved it, rare materials should really be rare.

I also think HP increasing materials should be rare and not unusual, it can do wonders to tier 1 creatures.

I also added some of our ideas to my artificer system on the first page.

Remember "The hero finds the item uninteresting and throws it away" thing I made? I evolved it with your ideas.

Materials are found on the Adventure map in chests and other places of interest, if the hero doesn't have the skill needed for the materials, a message will pop up indicating that you couldn't identify the object, and that it doesn't look interesting. The hero keeps the item in his inventory for later use, the unknown materials is a steel bar with a question mark on until you gain the skill needed to indentify it, so you'll have the Diablo 2 unknown artifact feeling for a while
If your hero has absolutely no use for the materials, you can either throw it away or sell it in a market.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 12:05 PM
Edited by Adrius at 12:10, 07 Sep 2008.

@Darksky: I don't understand what you're talking about. You'll not be able to get a hydra with 999 damage, there aren't that powerful materials, and you only have 3 enchantment slots.

Even if you fill your entire inventory with artifacts that increase creatures' stats you'll not reach that kind of IMBAness.

EDIT: Removed your post Darksky?

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted September 07, 2008 12:14 PM

Yeah, sorry. I misread Will's post
____________

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 07, 2008 12:23 PM

I've also have an Idea for an Artificier-like Skill. Mindo if I post if here?
____________
Coincidence? I think not!!!!

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 12:23 PM

I'm sure William doesn't mind, go ahead.

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Vexon
Vexon


Adventuring Hero
posted September 07, 2008 12:53 PM

Here's an idea that kind of Expansion-Packs on your Articifier idea. Maybe it could be one of the skills you can get through some combination of other skills, but I'll just list it. It's sort of correspondent with my last post on inserting magic artifacts in might artifacts, but it's more expansive.

Runebinding, it could be called, I guess. It'd be the practice of 'fusing' two already existing artifacts together. Let me grab the list of artifacts and see what I can come up with. Here we are.

Armor of Valor: +1 Defense and Morale.
Armor of the Forgotten Hero: +2 to primary stats, +20% magic resistance.

Here, the Armor of Valor is obviously the inferior artifact, so the wearer would immediately go for the Armor of the Forgotten Hero. However, using Runebinding, one could possibly extract the power from the Armor of Valor, or just simply magically bind them together, and add the power of the Armor of Valor to the Armor of the Forgotten Hero, creating, for instance;

Armor of the Valiant Hero: +2 to primary stats and Morale, +20% magic resistance.

Here the Armor of Valor wouldn't serve as a full artifact due to better options being available, but it would still serve a purpose as opposed to being discarded as some artifact you'll need to find a new hero for. So, instead, make it act as a buff to a better set of armor, filling maybe the 1 or 1 of the 2 slots you are allowed to fill this way. Perhaps 1 slot if you can use Major Buffifacts, or 2 if you're limited to Minor Buffifacts. I like that word.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 12:59 PM
Edited by Adrius at 13:01, 07 Sep 2008.

Nah, if we'll still have my material system, it would become very complicated to have this runebinding too.
After all, we wouldn't want to make Artificer a skill which is so great that it would be stupid not to choose it with every faction, that way we would be creating a H6 were everybody chooses the same skills.

This idea would also make normal artifacts incredibly inferior to custom ones, since you'd want artificer to fuse them into better ones. Without this idea, normal artifacts will still have some power and won't be completely overrun by custom artifacts.

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Vexon
Vexon


Adventuring Hero
posted September 07, 2008 01:03 PM
Edited by Vexon at 13:07, 07 Sep 2008.

Hence why there'd only be one or two options to use it. Otherwise, I suppose it'd be possible to coincide with the material system to make them count towards the same limit of enhancements, with Runebinding basically just being a cheaper option, as the artifact for it already exists and doesn't have to be created first anymore.

I'm just suggesting it because it seems to me the ability to create and improve on artifacts constitutes the ability to sap the power out of others as well. If nothing else, perhaps we can just forget about Runebinding and have a Runedraining skill to sap materials out of already existing artifacts, as opposed to the bonuses themselves.

Edit after seeing your edit: Using the Runebinding skill to fuse artifacts wouldn't necessarily mean that the levelling capabilities of the outcome are undermined. For instance, this process could also be done with higher-level versions of the artifacts I mentioned, it would just be more expensive because their bonuses are elevated to let's say +2 Defense / Morale and +3 Primary / +30% Mag.res., which wuold result in +3 Primary / +3 Morale / +30% Mag.res. There's nothing in the idea I posted that has to undermine the system you proposed, so all there is to figure out is whether it is cost-effective when compared to the creating of artifacts themselves.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 01:09 PM
Edited by Adrius at 13:16, 07 Sep 2008.

Quote:
Runedraining skill to sap materials out of already existing artifacts, as opposed to the bonuses themselves.
That's a really good idea actually, destroying other artifacts to gain materials

I don't like the name though, sounds too "dwarfy", unless it's a dwarves only skill ofcourse. Maybe the skill could give a random normal/unusual material?

I'm still opposed to giving this Artificer skill too many abilities, I don't want other skills to become inferior to it.

EDIT: Normal artifacts (Sword of Dragon's Breath, Boots of the Open Road etc.) Can't be improved/enchanted. Custom artifacts are completely seperate from normal artifacts.

EDIT after seeing your EDIT EDIT...: I have no idea what you mean... I just want the normal artifacts left alone...

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william
william


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Undefeatable Hero
LummoxLewis
posted September 07, 2008 01:20 PM

@Vexon

Quote:


Runebinding, it could be called, I guess. It'd be the practice of 'fusing' two already existing artifacts together. Let me grab the list of artifacts and see what I can come up with. Here we are.


Good idea but perhaps it could just come under the artificer skill? Perhaps at Expert level, you might also gain the ability to fuse two already existing artifacts together? It wouldn't be too fun with so many skills, and I think it might actually end up being confusing for the player.

Quote:
Runedraining skill to sap materials out of already existing artifacts, as opposed to the bonuses themselves.


Wow, that's a really good idea. I agree with you. Would be cool to see that plus some of the other things that have been mentioned here.

@Adrius

Quote:
If the player is able to get hold of that many rare materials to create many über-artifacts, I think he has deserved it, rare materials should really be rare.



Perhaps the player has deserved it, but I think that there should be a limit on how many rare materials the hero is able to hold. Maybe it would be better if the player is able to hold 3 of each type of material class?


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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 01:26 PM

Why the 3 limit? I don't see the point really.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 01:34 PM

About this runedraining skill... (new name please?)

It's about drawing materials out of existing artifacts right? But do you mean Custom Artifacts or normal Artifacts?

I still think the normal artifacts should be left alone, but the idea of breaking your custom artifacts to get the materials you used for the creation sounds great!

Imagine defeating an enemy hero who has a whole array of Customised Artifacts, just melt them down and use the materials for something else!

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william
william


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Undefeatable Hero
LummoxLewis
posted September 07, 2008 01:36 PM

Quote:
Why the 3 limit? I don't see the point really.


So that the heroes don't have so many rare materials that could make them overpowered. It's like the level 40 limit. It stops the heroes from getting to powerful by having insane amounts of Attack, Defence etc. It really wouldn't be good having the heroes carry so many rare materials around imo.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 01:38 PM
Edited by Adrius at 13:41, 07 Sep 2008.

But how often does a hero reach level 40 in a match? It's completely unnecessary! If the enemy's hero haven't reached the same level than he/she has been incredibly lazy!

It's the same with the materials, there won't be overflowing amounts of them!

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william
william


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LummoxLewis
posted September 07, 2008 01:45 PM

Hmm, you have a good point.

A thought just occurred to me now. What about if it were possible to do something similar to Diablo 3 system like:

3 Normal Materials are able to be forged into 1 unusual item
3 Unusual Materials are able to be forged into 1 rare item

What do you think?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 07, 2008 01:52 PM
Edited by Adrius at 13:58, 07 Sep 2008.

Hmm... maybe, but I'd rather see:

3 normal materials can be forged into one Unusual Core.

3 unusual materials can be forged into one Rare Core.

Let's make a new rule here: Enchantments can't be more powerful than the core used in the Artifact. That means that you must have a Relic Core to use Relic Enchantments in it.

With the forge system above, you'd be able to get those cores that you need for your more powerful enchantments by sacrifing your weaker materials!


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