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


Honorable
Undefeatable Hero
Stand and fight!
posted December 11, 2010 02:55 AM bonus applied by alcibiades on 02 Jan 2011.
Edited by Adrius at 15:58, 03 May 2011.



Faction Name: The Coven
Associated colours: Black, dark blue and purple.
Worship: The Witches and many of their servants worship the Night-aspect of Sylanna as well as her nocturnal creatures, but worship of other Dragon deities is not unheard of, nor frowned upon.
Core philosophy:  "Do as you wish"
Country / kingdom: Controls a few territories in Ranaar.
Capital city: Magarie
Symbols:


Society: The Covens are known to the outside world as the home of thieves, murderers and other ill doers, though they are clearly much more to those who have visited one of their hidden cities. There are no official laws in the cities, and a criminal will find it easy to hide from the Empire's law in the many shady taverns and the like. Bounty hunters are naturally quite hated among the populace, and not many are willing to take the risk of entering a Coven city.

Despite having very few written laws and the major population being criminals there is a surprising amount of order in the Coven cities. With so many major assassin guilds nearby, one thinks twice before wronging another.  If one is assassinated, the friends of the victim can simply pay another assassins' guild for finding out who paid for the contract, and another assassin can be sent out to exact vengeance. A simple accident can however quickly spiral out of control, with hundreds of assassinations being carried out in just a few hours as the rivalling families try to kill off each other. These spirals of killing are known as "Blood Feasts" to the assassin guilds, who throw incredible celebrations with their new earned riches to mark the end of the killing streaks.

Worshippers of the Night-aspect of Sylanna, the ancient order of the Witches are the leaders and guardians of the Coven cities. Gifted with an unparalleled connection with the nocturnal creatures of the forest, these legendary spellcasters' abilities are an extremely important part of the Coven's defence.
With the Coven being quite the academy for shady arts of all categories, a Witch is generally an extremely capable user of harmful magic, especially such that is not approved by the Silver Cities.

Witches are, as the name suggests, only female. A male has the full potential of gaining Witch-like abilities, but the Coven traditions dictate that no man is taught its secrets; though some of its secrets have managed to slip out piece by piece. The ability to summon and control minor creatures of the night is not unheard of among the populace, but the true potential is held in the Witch's heritage. Descendants from the legendary Witch Arlyxia carry an untold potential in their blood, but any male descendants are deemed unworthy (part of Arlyxia's power is thought to have come from her gender) and are not allowed to train in Witch arts.

The Coven's leadership is -in theory- completely hereditary, with the richest noble houses (who of course also have an Arlyxian bloodline, allowing them to raise Witches) passing on the leadership to the oldest member of the house as their leaders pass on. The noble houses aren't very separated however, and inter-house marriages is not uncommon at all. This, combined with the very well established tradition of assassination, creates incredible schemes of murder as different noble houses employ assassins to wipe out certain nobles to allow their own to take control of the opposite house. Thus the core of the Coven leadership is not actually decided on hereditary terms, but rather on terms of systematic assassination.

The Coven also does not fret with recruiting generals from other factions that have been banned for their unorthodox ways, to control their armies of mercenaries and summoned nocturnal creatures. These leaders are naturally often quite insane in one way or another, and have been named nicknamed "Slayers" by the people, awestruck by the seas of blood their armies of mercenaries leave behind.

Faction Relations:

The Empire: The Empire's obsession with law and order is a constant thorn in the Coven's side, constantly demanding them to hand over criminals and sending bounty hunters, spies and inquisitors into the cities. The Empire looks upon the Coven with disgust, believing their extremely liberal views on life will eventually corrupt them and cause a demonic outbreak.

The Necromancers: Necromancy is quite a controversial area to specialize in, and many students of the art is assassinated in the Coven cities. Their obsession with order is not too liked either, but the Coven is content as long as they keep to their own business.

The Infernal Demons: If one is to study chaos magic relatively safely, the Coven cities is where to go. The liberal principles of the demons fit the Coven quite well, though most understand that summoning demonic powers rarely end well for the student. Like Necromancy, chaos magic is a controversial magic, and being assassinated for studying it is pretty common.
Unlike most factions, the Coven does not hate the demons at all, they simply see them as an unstable element, one that is best to be avoided. Most demons don't kill you because he hates you, he simply does it because he enjoys doing so, who he kills or why is not a concern. Because of this simple fact, holding a grudge against a demon is seen as foolish, whereas humans and other races always have a deeper reason for hurting someone and thus justifies revenge.


Coven Strategy: "Seek and Destroy"

The Coven excels at devastating single targets through powerful spells and combined abilities. They generally have weak area spells and prefer massive focused spells that target the enemy's most crucial elements, be it through sheer destruction or powerful curses.

* Strengths: Fast and deadly creatures, very powerful magic offense, special Dark versions of Air and Fire spells.
* Weaknesses: Creatures generally lack resilience, limited supportive magic, ranged attacks are limited to magic.
* Magic Racial Ability: Empowered Magic - heroes are able to temporarily increase the strength of their magic.
* Might Racial Ability: Fatal Strike - heroes can aid creatures by temporarily reducing enemy defences.







Core



Rogue
Characteristics: High damage, low resilience.
Animations:
Type 1 Attack: An overhead strike with both daggers.
Type 2 Attack: A spinning strike with the left dagger followed by a right hand stab.
Description: The liberal ways of the Coven attracts all sorts of shady people, which has made the Coven quite an academy for those seeking to study the more dishonourable ways of fighting. Though hardly loyal to the Witches' cause, a fat purse of gold is more than enough to motivate the many Rogues of the Coven towns to join forces and offer their special talents to the Coven armies.
Abilities: Small Creature, Opportunist (Passive Ability. When attacking creatures suffering from negative magic or ability effects, the Rogue does not suffer retaliation.)


Assassin
Appearance: More armour, darker clothing.
Description: Assassins, though quite expensive to hire, makes a valuable addition to most Coven armies. Though almost magical in appearance, the origin of their skills are not of the arcane, but of pure skill. They are masters of distraction, using the smallest opportunity to strike at the opponent's weak spots, and while approaching their target they blend into their surroundings like chameleons.
Abilities: Small Creature, Master Opportunist (Passive Ability. When attacking creatures suffering from negative magic or ability effects, the Assassin does not suffer retaliation and gains a 33% damage bonus), Fade (Activated Ability. The Assassin becomes immune to all forms of Ranged damage until its next turn.)



Wisp
Characteristics: High magic resilience, low physical damage.
Animations:
Attack: The Wisp releases a stream of energy into the enemy.
Cast: The Wisp starts to swirl and absorb energy from its surroundings, it then lets off a bright light and releases the spell.
Description: Wisps are beings of pure energy, and while they can only inflict minimal damage through physical means, they are able to unleash impressive powers through magic.
Abilities: Small Creature, Spiritual (Passive Ability. The Wisp receives 15% less damage from spells) Magic Strike (Activated Ability. The Wisp can cast basic curses, but can only do so by casting them in melee with an enemy. The Wisp may suffer retaliation when using Magic Strike)


Spook-Light
Appearance: Darker purple colour, small sparks fly off its body.
Description: When gathered in groups, Wisps can spontaneously fuse with each other and create beings called Spook-Lights. Though quite unstable and hard to control (which gave them their name in the first place, as they sometimes fly off and scare citizens) they are without doubt much more powerful than a normal Wisp, and a commander that can control them will find them a useful asset.
Abilities: Small Creature, Spiritual (Passive Ability. The Spooklight receives 15% less damage from spells) Magic Strike (Activated Ability. The Spook-Light can cast basic curses and a basic damage over time spell, but can only do so by casting them in melee with an enemy. The Spook-Light may suffer retaliation when using Magic Strike), Unstable (Passive Ability. After being struck by an enemy in melee, the Spook-Light casts its basic damage over time spell on the enemy. Using this ability does not drain Mana.)



Eye Catcher
Characteristics: High speed
Animations:
Attack: The Eye Catcher flies up in the air and then comes down with a strong blow of its beak.
Description: A favourite pet of the Witch is the raven, and when enhanced with dark energies they become powerful allies of battle. Known as Eye Catchers both for their beauty and their tendency to rip the enemy's eyes out, the incredibly strong beak of the Eye Catcher causes great agony for its victim.
Abilities: Small Creature, Flyer, Pester (Passive Ability. Attacked units receive a -25% Attack and Defence penalty until the Eye Catcher's next turn. The Pester effect stops if the Eye Catcher is killed, immobilized, moved from the enemy unit's adjacency or use Pester on a different unit.)


Shadewing
Appearance: Dark blue glowing eyes, Its body has a dark aura, making the air look thicker and darker around it.
Description: Shadewings are ravens permanently transformed by the dark energies used by the Witches. They typically circle around Coven towns, awaiting their master's orders and alerting them of danger. Their empowered form leaves a trail of shadow as its moves, causing confusing mirages and making it very hard to retaliate against their attacks.
Abilities: Small Creature, Flyer, Pester (Passive Ability. Attacked units receive a -25% Attack and Defence penalty until the Shadewing's next turn. The Pester effect stops if the Shade Wing is killed, immobilized, moved from the enemy unit's adjacency or uses Pester on a different unit.), Mirage (Passive Ability. The Shadewing receives 25% less damage from retaliations.), Unlimited Retaliation


Elite



Werewolf
Characteristics: High physical resilience, heavy damage dealer
Animations:
Type 1 Attack: The Werewolf growls at the enemy and then delivers a heavy slash with its right claw.
Type 2 Attack: The Werewolf bites the enemy and then snaps away from the enemy, seemingly tearing a piece of flesh away.
Description: The ancient disease of Lycanthropy has plagued Ashan for centuries, a vile curse of nature that turns its victim into a ferocious beast, its bloodlust governed by the movements of Ashan's Moon. Deemed evil and dangerous by the rest of Ashan, Werewolves are taken in by the Coven and taught the secrets necessary to control their curse and use its powers against their enemies.
Abilities: Large Creature, Unyielding Savagery (Passive Ability. The Werewolf is immune to spells and abilities that decrease its Attack or Damage)


Alpha Wolf
Appearance: Its skin has several scars, more muscular body.
Description: Experienced werewolves who have served the Coven for decades, Alpha Wolves are in complete control of their curse, and are able to summon the very utmost of its power.
Abilities: Large Creature, Unyielding Savagery (Passive Ability. The Alpha Wolf is immune to spells and abilities that decrease its Attack or Damage), Overpower (Passive Ability. The Alpha Wolf deals 20% extra damage to Core creatures)



Phooka
Characteristics: High speed and damage, high magical resilience.
Animations:
Attack: The Phooka's mane begins hovering slightly and then turns jet black, before turning into several sharp spines that impales the enemy repeatedly.
Description: A mysterious creature of the night seldom seen by mortals, the Phooka is an important creature of worship to the Coven Witches. Unlike the Kelpie, which drowns and devours its unfortunate victim, or the ferocious Nightmare whose mere presence fills a mortal's mind with horrible visions, a ride on top of a Phooka is a truly divine experience. Though said to only appear to warn the ill-fated of their future, Phookas are summoned to the Coven's side in times of need by experienced Witches.
Abilities: Large Creature, Dark Synergy (Passive Ability. If an adjacent enemy creature has a spell cast on it, the Phooka automatically attacks it with 33% of its normal damage, without suffering retaliation.)


Moon Phooka
Appearance: The Mane is pure white and much longer, almost covering the Phooka's entire back and sides, it hovers slightly, as if a very slow wind had caught it. The Phooka's eyes glow with increased strength and its skin has a slight glowing dark blue aura around it.
New Animations:
Attack: The Moon Phooka's huge mane rises magically and extends like a pair of white wings unto its sides. It then turns jet black and strikes the enemy multiple times with its shadow spines.
Description: Lords among their kind, Moon Phookas are summoned through great sacrifice. So powerful is the Moon Phooka that its mere presence unravels the boundary between the spiritual and material world, creating an aura of dark energies.
Abilities: Large Creature, Dark Synergy (Passive Ability. If an adjacent enemy creature has a spell cast on it, the Moon Phooka automatically attacks it with 33% of its normal damage, without suffering retaliation.), Rift Field (Passive Ability. Adjacent enemy creatures's magic protection is reduced. The magic protection reduced is the amount of [Moon Phookas * 1.5], calculated in percentage. E.g. 10 Moon Phookas equal -15% magic protection)



Dark Artist
Characteristics: High casting damage, low speed, average resilience.
Animations:
Melee Attack: Lightning envelops the Dark Artist's right hand, she then thrusts the hand into the enemy.
Description: Students of harmful magic, Dark Artists are capable of conjuring an impressive array of destruction and decay.
Abilities: Small Creature, Caster (advanced direct damage spells, a few powerful curses), Draining Aura (Passive Ability. When spells are used by enemy spellcasters, creatures and heroes alike, 25% of the Mana used is transferred to the Dark Artist.)

Invocator
Appearance: Has chains around her waist with potions and scrolls hanging from them. Her skin has a slight dark purple aura around it.
Description: Powerful sorceresses who have pledged their lives to the secrets of magic, Invocators are among the most feared and respected people in the Coven.
Abilities: Small Creature, Caster (advanced direct damage spells, powerful curses), Draining Aura (Passive Ability. When spells are used by enemy spellcasters, creatures and heroes alike, 25% of the Mana used is transferred to the Invocator.), Spellfire (Activated Ability. The Invocator targets an enemy Caster unit. After the enemy creature has used a spell, it receives damage equal to the [number of Invocators * 1.5] * Mana used by enemy Caster. Spellfire lasts for 3 turns and can be cleansed like a spell.)


Champion



Night Magus
Characteristics: High magic resilience, high physical damage.
Animations:
Attack: The Night Magus waves his arm towards the enemy and releases a stream of magical shrapnel into the enemy.
Lightning Sword: The Night Magus creates an orb of lightning in his palm, and then whips the arm upwards, conjuring a sword of pure lightning from it, and then brings it down upon his opponent with a loud thunderclap.
Description: Night Magi are among the most powerful allies the Coven. Extremely powerful though very hard to control, not many leaders are skilled enough to command these creatures, but the ones who do will be rewarded in full with the blood -or cinders- of their enemies.
Abilities: Small Creature, Teleportation, Shift (Activated Ability. The Night Magus targets an allied creature and swaps positions with it. If Shifting with a Large Creature, the Night Magus can choose the specific 1 of 4 tiles that it wishes to appear on. If shifting with a large creature, the Night Magus may move and attack if it has movement points left after moving to the allied creatures position. After using Shift, the Night Magus can attack if he is adjacent to an enemy creature.), Lightning Sword (Activated Ability. The Night Magus temporarily converts its Spellpower into Attack and strikes the enemy in melee with a blade of lightning. This ability cannot be used twice in a row. This ability is considered magical.)


Umbral Magus
Appearance: Carries a black crescent-moon axe. The body is covered in a dark blue aura. Beard is white.
Description: Even more terrifying than the mighty Night Magi, Umbral Magi are the greatest symbols of the Coven's might. Umbral Magi can use Witch magic to enhance their attacks, and are especially talented in mixing magic of the Dark and Air sphere to create devastating dark energy attacks.
Abilities: Small Creature, Teleportation, Shift (Activated Ability. The Umbral Magus targets an allied creature and swaps positions with it. If Shifting with a Large Creature, the Umbral Magus can choose the specific 1 of 4 tiles that it wishes to appear on. If shifting with a large creature, there must be room for the large creature around the Umbral Magus. After using Shift, the Umbral Magus can attack if he is adjacent to an enemy creature.), Umbral Sword (Activated Ability. The Umbral Magus temporarily converts its Spellpower into Attack and strikes the enemy in melee with a blade of dark lightning. This ability cannot be used twice in a row. This ability is considered magical, and can be enhanced with Empowered Magic.), Shadow Feed (Passive Ability. The damage that the Umbral Magus inflicts on enemies is calculated as being 50% bigger when determining the points added to the Empowered Magic or Fatal Strike Gauges.)









Magic Hero: Witch

The most powerful magicians of the Coven, the Witches are a power to be reckoned with on the battlefield.

By focusing on the Dark Sphere of magic combined with the Air or Fire sphere, a Witch can choose perks that grant them special harmful magic that combines the Dark Sphere with the Air or Fire Sphere. These spells are unique to the Coven, and are generally much more powerful (and costly) than normal spells.

Witch Racial Ability: Empowered Magic
Inflicting and receiving damage feeds a special gauge for Witches called the Empowered Magic gauge. Once the gauge has enough power, a Witch can use it to empower one of their spells.

The gauge has 4 stages with higher effect bonuses per stage reached. A patient player can wait for the gauge to fill and unleash a devastating spell that can change the course of battle in an instant. A player can choose how many stages of the gauge they want to consume when using Empowered Magic.

Empowered Magic Stages:

1st stage: 25% effect bonus
2nd stage: 50% effect bonus
3rd Stage: 75% effect bonus
4th stage: 100% effect bonus

The effect bonus depends on the spell used.

If Empowered Magic is used on a direct damage spell, the Empowered bonus is simply added damage.
If Empowered Magic is used on a damage over time spell, the Empowered bonus will increase the damage done during each turn, but will not affect the duration of the spell at all.
If Empowered Magic is used on a cursing spell or blessing spell, meaning a spell that decreases or increases stats, the Empowered bonus will increase the stats decrease/increase, but will not affect the duration of the spell at all.
If Empowered Magic is used on a spell that causes a special status that doesn't involve stats, e.g. a Blind spell, the bonus will only affect the duration of the spell.

Empowered Magic also affects the spellpower needed to cleanse the spell. A 25% Empowered spell will require 25% more spellpower than usual to cleanse.

Note that Empowered Magic does not drain extra Mana, so using a 100% effect bonus spell is very cost-effective in comparison to a 25% effect bonus, but while waiting for the 100% bonus to stack up many tactical opportunities may pass by where a 25% bonus spell might have been a better option.

Might Hero: Slayer

Legends of the battlefield, a Slayer has earned his/her position through years of slaughter. Slayers are often recruited from the ranks of other factions'. Captains, generals and the like who have been banned for their unorthodox ways are more than welcome in the ranks of the Slayers.

Slayer Racial Ability: Fatal Strike
Inflicting and receiving damage feeds a special gauge for Slayers called the Fatal Strike gauge. Once the gauge has enough power, a Slayer can use it to temporarily lower the enemy's defensive capabilities.

MP - Magical Protection
DEF - Defence

Fatal Strike Stages:

1st stage: 25% MP and DEF reduction
2nd stage: 50% MP and DEF reduction
3rd Stage: 75% MP and DEF reduction
4th stage: 100% MP and DEF reduction

A Coven player can choose how many stages of the Fatal Strike Gauge they want to consume when triggering it.

Example:
It's a Rogue stack's turn, and the Fatal Strike Gauge is filled to reach the 50% stage. By triggering Fatal Strike the Rogue's next attack on an enemy will ignore 50% of its Magical Protection and Defence.
Fatal Strike is compatible with spells as well, so a Wisp triggering Fatal Strike can ignore a portion of the enemy's Magical Protection when using its magic.








Slaver's Lair
Exotic creatures for sale! The Slaver's Lair lets you purchase creatures from other factions as well as neutral ones. The selection of creatures includes all Core creatures, but with a bit of funding the slavers can grant you creatures from other tiers as well.
All creatures bought from the Slaver's Lair have the Quality Guaranteed ability (Passive Ability. As this creature falls in battle, its owner receives a 25% refund of the creature's cost)
PS - to make the enslaved creature look a bit more fitting in the Coven faction, they all receive a dark shader over their default texture.

Hall of Feasts
These halls are grand enough to support celebrations for an entire army! Show your assassins, sorceresses and creatures of the night that their master spares no expenses in rewarding them for their services. Spend gold and resources at the Hall of Feasts for massive Morale bonuses as well as increased weekly creature growth.

Energy Vortex
Barely contained by the magical structure surrounding it, the Energy Vortex is a marvel of dark sorcery. An entire city can tap into its energy flow, making the construction of Coven buildings and creature recruitment cheaper. Seeing an Energy Vortex swirling inside a Coven is a bad omen for any assaulter, as its power aids Coven casters defending their city as well, granting them increased Mana.

Black Academy
Ideals, morals... none of it really matters unless you win right? The Black Academy embraces every technique that might be to the individual's advantage. It is the home of poison-brewers, backstabbers and masters of dark arts. Having a Black Academy in your city attracts shady people from all of Ashan, and their experience is at your Heroes' disposal...
The Black Academy automatically generates experience points for your Heroes, which they may receive when visiting the academy. The amount of experience generated per day is fixed, but not capped. For example, you may visit your Black Academy many times with main hero to receive small doses of experience, or only visit it a few times and receive larger doses.





And... creative outburst complete!

Praise and constructive criticism is more than welcome as always.
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MattII
MattII


Legendary Hero
posted December 11, 2010 03:08 AM

IMO this'd be a nice faction, enough humans to establish a sense of control, but not so many that it gets boring. Not sure about the name 'Guildmaster' for the might hero but really, that's neither her nor there. Overall, I'd like to see how this turns out.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 11, 2010 03:09 AM

What software are you using for the design?
____________
"Folks, I don't trust children. They're here to replace us."

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 11, 2010 03:11 AM
Edited by Adrius at 03:12, 11 Dec 2010.

GIMP, the cheap man's photoshop.

Googled celtic frame, googled old paper, resized, changed colour levels etc, punched the pieces together and voila.

@MattII: Hmm yeah I'm not too sure about the name myself. Fits pretty well with the lore though... feel free to suggest something else.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted December 11, 2010 04:10 AM

I feel like playing it right now, and I'm not even drunk. I think it resembles Asylum, which is my all-time favorite town.

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xerox
xerox


Promising
Undefeatable Hero
posted December 11, 2010 04:17 AM

Don't you think it is better to start making H6 factions when the game is released and we know all details and mechanics surrounding it?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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invictus7
invictus7


Adventuring Hero
Lurking About...
posted December 11, 2010 04:54 AM

Wow, amazing.

Did you draw the artwork yourself, using GIMP? Or did you use existing images and mix them together?
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Question Convention

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Lichking012
Lichking012


Known Hero
posted December 11, 2010 06:31 AM

Overall this a great faction. It reminds a bit of H5 dungeon, but that's hardly a bad thing. You took that concept and fine tuned it. Overall your unit selection is good, I'm not sure how I feel about the birds of prey though. I think that a harpy may be more appropriate since they are commonly associated with this type of town. I also love your tier 7 unit. It's a Minotaur on steroids and it looks awesome. I hope that you find a way to mod this into the game once heroes comes out.

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MattII
MattII


Legendary Hero
posted December 11, 2010 08:08 AM

Quote:
Don't you think it is better to start making H6 factions when the game is released and we know all details and mechanics surrounding it?
Don't see why, Ubihole probably already knows pretty much the factions they want in Vanilla and both expansions, so I think the chances of this seeing light in the game are (unfortunately) small.

Quote:
I'm not sure how I feel about the birds of prey though. I think that a harpy may be more appropriate since they are commonly associated with this type of town.
Nah, IMO those'd go better with a barbarian oriented town than a warlock oriented one.

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Lichking012
Lichking012


Known Hero
posted December 11, 2010 08:29 AM

Quote:
Nah, IMO those'd go better with a barbarian oriented town than a warlock oriented one


fair enough, but I just don't see what's so cool about a flock of pigeons. I mentioned the harpy because it is also an avian flying unit. I don't think the birds are BAD, they just seem kind of underwhelming idea wise in comparison to the rest. I have to say their abilities DO seem interesting though.

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evinin
evinin


Supreme Hero
Servant of Asha
posted December 11, 2010 08:43 AM

The Coven is an awesome idea. I just love the creatures. Too bad it's not a real faction, I would really love playing with it.
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MattII
MattII


Legendary Hero
posted December 11, 2010 08:44 AM

I don't think that their abilities suggest an all-out offensive unit, more an offensive supporter (ie, attacked units are more vulnerable to attack, and do less damage to other units.

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Aatos
Aatos


Adventuring Hero
Heroic Adventurer
posted December 11, 2010 08:50 AM
Edited by Aatos at 09:08, 11 Dec 2010.

Praises:

Pictures: Excellent
Names: Excellent
Town philosophy and theme: Excellent
Creatures: Good
Faction hero ability: Good

Constructive criticism:

Creatures:

Many creatures are in some way protected from retaliation. Rogue/Assassin - Opportunist, Dark Flock - Swarm, Werewolf/Alpha Wolf - no enemy retaliation. I think that this increases their resilience which they are supposed to lack.

Many creatures are partialy protected from magical attacks. Wisp/Spook Light - Spiritual, Phooka/Moon Phooka - Spiritual, Moon Lord/Realm Guard - Spiritual. I think that it would be better to protect one creature from magical attacks by a large amount rather then protect a few creatures by a small amount.

The Champion creature is able to hit 3 creatures at once, which would deal a lot of damage and in combination with it's other ability charge up the Empowered Spells gauge quite fast.

The Alpha Wolf's Overpower ability seems, haha, well, somewhat to powerful. I think that it's alright to have an ability which enables a core creature to deal more damage to a champion creature like the Halfling's Giant Killer ability, but since champion and elite creatures are already more powerful than core creatures they should probably not have an ability which enables them to deal more damage to core creatures.

Faction hero ability:

It seems that a 100% empowered direct damage spell combined with the Moon Phooka's Rift Field ability would be the obvious choice most of the time.
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fail.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 11, 2010 11:46 AM
Edited by Adrius at 11:49, 11 Dec 2010.

Thank you everyone.

Quote:
Don't you think it is better to start making H6 factions when the game is released and we know all details and mechanics surrounding it?

And wait for them to reveal a faction similar to this one? HELL NO! I'm posting it while it's still original

Besides, it's an imagination craze in the Altar right now. There couldn't be a better time for feedback.


Quote:
Wow, amazing.

Did you draw the artwork yourself, using GIMP? Or did you use existing images and mix them together?

Thank you.

I used existing images and edited them in GIMP, quite heavily most of the time. The Phooka was a hell to make... damn mane

Quote:
I don't think that their abilities suggest an all-out offensive unit, more an offensive supporter (ie, attacked units are more vulnerable to attack, and do less damage to other units.

Exactly. They serve the role as a harassing unit, making sure that the Coven doesn't suffer too much damage.

You also have to consider that it ain't just 3 birds, that's just all I could fit on the picture without it looking retarded

They're a flock of birds, about 10 of them or so.

Quote:
Nah, IMO those'd go better with a barbarian oriented town than a warlock oriented one.

The Harpy was actually part of the line-up at the start, but I reached the same conclusion as you. They look better in a barbarian town

Quote:
Many creatures are in some way protected from retaliation. Rogue/Assassin - Opportunist, Dark Flock - Swarm, Werewolf/Alpha Wolf - no enemy retaliation. I think that this increases their resilience which they are supposed to lack.

That's actually a feature.

What their low resilience refers to is that when they do take damage, they really do take damage. Part of the Coven's strategy is using combined creature abilities (e.g. the Wisp's curse on enemies to allow Rogues/Assassins to strike with Opportunist) to be able to do damage to the opponent without taking damage themselves.

However, I do think that lowering the Swarm ability's retaliation defence is needed.

EDIT: Reduced Swarm's retaliation reduction from 50% to 25%.

Quote:

Many creatures are partialy protected from magical attacks. Wisp/Spook Light - Spiritual, Phooka/Moon Phooka - Spiritual, Moon Lord/Realm Guard - Spiritual. I think that it would be better to protect one creature from magical attacks by a large amount rather then protect a few creatures by a small amount.

The Spiritual ability's main purpose is tying all the Moonrealm creatures together, so that I can add support perks, artifacts and stuff for them later.

The 15% magical protection isn't much, but remember, they have other stats as well. Magical protection is part of the normal stats nowadays if I remember correctly, so a unit could indeed have Spiritual protection as well as a high magical protection stat.

Quote:
The Champion creature is able to hit 3 creatures at once, which would deal a lot of damage and in combination with it's other ability charge up the Empowered Spells gauge quite fast.

Also a feature. It's a champion after all, an upgraded one too

Quote:

The Alpha Wolf's Overpower ability seems, haha, well, somewhat to powerful. I think that it's alright to have an ability which enables a core creature to deal more damage to a champion creature like the Halfling's Giant Killer ability, but since champion and elite creatures are already more powerful than core creatures they should probably not have an ability which enables them to deal more damage to core creatures.

Werewolves need something that makes them attractive in comparison to the Dark Artist and Phooka, not sure if I consider it that overpowered... Setting it lower makes the ability feel neglectable.

Quote:
It seems that a 100% empowered direct damage spell combined with the Moon Phooka's Rift Field ability would be the obvious choice most of the time.

Yeah, if your opponent lets your Phookas live long enough to let you do that. Going for 100% takes time.
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted December 11, 2010 12:59 PM

It all looks awesome. I want to go inside that town and take a look around.

And the cresent hand is perfect. I'm sending a necro over to steal a banner, since I can't find a t-shirt
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 11, 2010 02:24 PM
Edited by Adrius at 15:14, 11 Dec 2010.

Thank you, I like symbols. They're fun to design

Some quick changes:

- Werewolves and Alpha Wolves no longer have No Enemy Retaliation (The Coven's retaliation defence is already sufficiently effective.).
- Werewolves now have the Alpha Wolves' Unyielding Savagery.
- The Moon Phooka's Rift Field ability no longer gives spell-damage bonuses. It reduces enemy Magic Protection instead, allowing a curse-focused hero to reap the benefits of the ability as well.
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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 11, 2010 03:45 PM
Edited by SkrentyzMienty at 15:49, 11 Dec 2010.

I love the concept of your faction, all it's units and abilities. The overall colour palette of black and dark purple is very suiting for the atmosphere IMO

It is a very similar idea to the one I had for my "Transylvania" faction, amongst others, in http://heroescommunity.com/viewthread.php3?TID=34086 if you would like to look there


TRANSLYVANIA
CORE:
Bat – Vampire Bat/Night Echo (Flyer, life steal like Vampire/Flyer-Shooter due to emitted ultrasounds, short range)
Evil Bunny Doll – Evil Rabbit Doll/Voodoo Rabbit (Walker/Caster)
Pumpkin – Pumpking/Mutant Pumpkin (Walker/Walker, both "jump" around the battlefield xD )
ELITE:
Gargoyle – Gargoyle Observer/Dungeon Keeper (Flyer/Flyer)
Scarecrow – Crow Tamer/Raven Wizard (Walker/Caster)
Witch - Ocultist/Shadow Hag (Shooter-Caster/Shooter-Caster)
CHAMPION:
Werewolf - Terror Howl/Moon Werewolf (Walker/Walker)

*the units' have two upgrades, because I thought the alternate upgrades would return in H6 (and maybe they will)

Edit: why isn't the link working?


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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 11, 2010 04:10 PM

Uh yeah, evil voddoo killer bunnies and pumpkins.

Very similar indeed
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 11, 2010 04:19 PM
Edited by blizzardboy at 16:26, 11 Dec 2010.

I'm somehow unsatisfied with the tier 7 creature. Tier 7s are often the hardest creature to choose and design.

The Moon Lord just seems like a creature where you said to yourself "Ok, I need a powerful tier 7 creature, so I'm just going to make up a big powerful creature and call it a 'Moon Lord' so it perfectly fits in with the theme." It's almost like the equivalent of Haven's angel or Inferno's devil. It's a convenient creature but somewhat anti-climatic.

Chimera. Nightshade. Nightcrawler. Shadow. Shadow Elemental. Phantasm. Gorgon. Rhinoceros. Maybe even some kind of giant avian creature, sort of like the kenku.

I dunno. Something might fit. It's subjective but I try to keep tier 7s from being predictable.

Bleh! This little talk is giving me horrible faction-making cravings.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 11, 2010 04:30 PM

A Chimera was my other option, unfortunately that creature is in my Abyss faction lineup already. I don't re-use creatures

One of the themes of this faction is occultism... like satanism and stuff. All the forbidden thingies.

You know Baphomet right? The goat god? The Moon Lord was inspired by him.
It was originally just a small creature Caster with a goatface, using this artwork.

I've made small creature tier 7/Champion units before, but in the context of what has been revealed so far for H6, I guess it would've been pretty original.

However, I felt that I didn't want to make the magic support too great in this faction, going Might should still be an option, and somehow a giant brute who still carries the theme seems like the best thing.
Magic support was added to the upgrade to balance it out.

Personally I love the current Champion, it's exactly what I was aiming at

A different ability might give it the uniqueness you want. The Axe Sweep certainly ain't my greatest invention I admit.
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