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Heroes Community > Tavern of the Rising Sun > Thread: HC Carnage - War house
Thread: HC Carnage - War house This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 13, 2009 08:29 PM

@Acu: 20 HP is very nice indeed since we have now oneshot fights.

@RSF: About random things, I think agility is enough random, but maybe add new stat like luck and give it effect like luck in HoMM would be cool.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted April 13, 2009 08:48 PM

Maybe have a critical hit system that does 50% more damage in some cases based on the specific weapon? (say, weapon X has 10% chance for criticals, while weapon Y has 25%, etc)
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Evasion
Evasion


Famous Hero
Groovy!
posted April 13, 2009 08:56 PM

That's a cool idea.

That maybe fits to Master Attack, or something like that
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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted April 13, 2009 09:55 PM

I dont know about the critical hit system.
Shoot we die with one hit on normal attacks .
Critical would just torture you Opponent.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 13, 2009 10:24 PM

I think the Random Damage Generator will give a healthy amount of chance or luck to the game making battles a lot more interesting.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted April 14, 2009 03:01 AM

Of course I was thinking of adding the critical system if you higher the HP to 20 or more, as it was said before. Right now battles are already too short
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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted April 14, 2009 07:38 AM

Maybe with a certain spell or weapon.
I think what we need to do is give people a chance lol.
I think we need to see what we can do about lasting in battles, where you dont die before you even get a chance.

I think maybe we can talk about Critical after we figure a way to fix it where we can actually have a match .

Critical hits would just be a one hit death with more HP's
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 14, 2009 04:15 PM
Edited by RedSoxFan3 at 16:28, 14 Apr 2009.

I've actually got another idea. Start with 15 HP, then after that each Victory Point gives you a +1 bonus to HP.

I also think that some changes should be made to the system, including a minimum 5% chance to miss for all spells, attacks, and retaliations.

Then of course the obvious buff to resistance and defense.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 14, 2009 07:59 PM

Quote:
then after that each Victory Point gives you a +1 bonus to HP.

So all those who are quite strong already will get even stronger and those who die after 1-2 hits will remain wimps? (No offense to lucky, acu and any other weakling I may have forgotten)
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 14, 2009 08:21 PM

Aculias is no wimp. If he goes first, he'll one-shot me.
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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted April 15, 2009 08:26 AM

Thats right. I am no fool
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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 15, 2009 11:58 AM

I think this game needs to add some bonus or something to make warriors that have spent some SPs on everything better, because as it is now, the best players are the players who are nost specialised (Used lots of SPs on one stat).
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 15, 2009 07:01 PM
Edited by RedSoxFan3 at 19:02, 15 Apr 2009.

Alright I've got an idea for an ability.

Jack of All Trades

Deals Damage based on a random stat other than health. A random number between 1 and 7 is generated to choose the stat. 1 for attack, 2 for defense, 3 for agility, 4 for initiative, 5 for magic resistance, 6 for spell power, and 7 for mana

Damage = (Your Stat - Enemy's Stat) * 5

So if I play against Lucky, and he gets agility.

Damage = (5 - 1) * 5 = 4 * 5 = 20

However this is a 1/7 chance for that to happen. Here are the damages for Lucky Dwarf against me, depending on each stat.

Attack - 5
Defense - 10
Agility - 20
Initiative - 0
Magic Resistance - 10
Spell Power - 0
Mana - 0

Total Damage - 45
Average Damage - 6.43
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 15, 2009 07:54 PM

That's not bad actually.

Another interesting idea evasion mentioned in the arena is limiting the skill distribution. The only thing I'd like to change is that instead of limit being X% of the given SP it should be tied with the level, e.g. a Novice can't raise any of his stats, except health, above 7. (just throwing a random number here).
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 15, 2009 08:16 PM
Edited by RedSoxFan3 at 20:24, 15 Apr 2009.

I don't really like the idea of capping stats very much at all.

There should just be more of a disadvantage for me not having as much of the other stats.
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Evasion
Evasion


Famous Hero
Groovy!
posted April 15, 2009 08:20 PM

What's wrong with that idea then?
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 15, 2009 08:33 PM
Edited by RedSoxFan3 at 20:47, 15 Apr 2009.

Alright let's put it this way.

As of right now defense and magic resistance are useless, because they are extremely inefficient, so people will just put the rest of the SP into health.

My build would simply add 2 points to mana and the rest of my spell power points into health.

So I'd have 7 spell power, 4 mana, 3 initiative, and 14 health.

Now instead of one-shotting lucky dwarf, I kill him in 2 hits. He's never going to beat me, because he put points into both spell power, attack, and agility.

Now suppose you try to improve defense and magic resistance, by changing the damage formulas.

Now I can just put 4 defense and 7 spell resistance, and 6 attack. Now every turn I fortify and I never take damage. Battles against anyone w/ 3 or more defense will never end, and battles against anyone w/ less than 3 defense, you'll always win.

However the real issue with this game is that no matter how close 2 people are in power, one person will always win 100% of the time, no matter what you do strategically. Battles are boring. I can calculate in my head the outcome of a battle before it even begins.

That's why I proposed a random damage formula, so that there is an element of chance in battles.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 16, 2009 12:32 AM

Quote:
Quote:
Well okay.

List of improvements required:

*Defense
*Inititative
*Magic Resistance
*Mana

Right?
Well, I don't think that mana and init need much improvement, now we need to prevent oneshot fights.
Here are some simple solutions.

1.) Damage = Attack - Defense

2.) Energy Orb Damage = Spell Power - Magic Resistance

3.) Give everyone 10 additional HP.


Another thing, I'd do is add a way to make the damage somewhat random, in that damage will happen over a range of values, rather than an exact value. This will allow battles to not simply be calculated in your head to see if you'll win or not. There will be some luck involved that will give anyone a chance to win.
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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted April 16, 2009 02:02 AM
Edited by mamgaeater at 03:36, 16 Apr 2009.

problem is the weapons. you guys forget the 'standard' weapon value is the only weapon value. 5 stars gets you an even more imba weapon.


And i don't think critical should be initiated. random numbers are fine (for a game based solely on luck) but critical isn't a very good idea.

And i may mention that Magic is either ridiculously weak or horrifically overpowered.



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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 16, 2009 04:33 AM

Yeah Rage and Weakness is kinda underpowered.
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