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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Humanoid or beastlike Inferno?
Thread: Humanoid or beastlike Inferno? This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Minion
Minion


Legendary Hero
posted August 19, 2014 03:48 PM

Nice, I didn't think that far actually. In that way he would take pride in causing the enemies panic or stumble "you FOOLS"
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RMZ1989
RMZ1989


Supreme Hero
posted August 19, 2014 04:00 PM

OmegaDestroyer said:
As Hell factions go, I'd say that the Disciples series nailed it, especially with the creature upgrades.

As to Heroes 7, I'd prefer it to be more bestial myself.  

Pretty much what I think, I wish we can see something similar to that. :/

Maurice said:
Minion said:
First thing that comes to mind is that Devil should be Pride, as was Lucifer himself. Unmatched in the battlefield, with the attitude of "you DARE challenge MEEE". In despair I see something like a Nightmare with it's Fear attack (causing despair). I envision Nightmare as a black horse-shaped mist that flies (but looks like cavalry of course) It could get stronger the more units fear it.


While I can agree with the Nightmare, I am not sure about the Pride thing with Devils. With these sins, I would say that they either have to be detrimental for the enemy (like Gluttony or Lust), or beneficial to itself (like Wrath or Greed).

How would you envision a Devil getting benefit from Pride?

Edit: I think I have something that might be useful:

Pride: Devils, whenever an enemy stack suffers from bad luck or bad morale, Devils receive a buff to their stats until the end of combat. The buff increases with each triggering of this effect.

That would then include Nightmares for the Despair sin . But I would then perhaps not have the Despair effect present merely because they're on the battlefield, but rather as a triggered or activated effect that severly reduces enemy morale.

I like your sin idea quite a lot, and I agree with Minion about Pride. If you are going for that concept you should know that Pride is considered to be the worst sin of all, and it makes sense that Pride should be the strongest unit.

I think that your first Pride idea is better and can be easily done with the Champion unit with little modification.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 19, 2014 04:09 PM

Hmmyes, it could work just like that too. Considering how powerful my first concept was, it would fit Champion strength just as well. Wrongly instilled pride in the enemy will make them challenge tougher enemies and deem 'lesser' enemies unworthy of their time and effort.

Ok, with those considerations, the line-up looks like this now:

Cores:

Sloth: ???, anyone damaged by these creatures will suffer a debuff to both Initiative and Movement Speed for a while.

Gluttony: Cerberus (3-headed!), applied to the victim when attacking. Stacks with this debuff take extra damage from Cerberi.

Lust: Succubus, using this activated ability will Mind Control the victim for a short time. Only available to the upgrade.

Elites:

Despair: Nightmare, they can instill nightmares in their enemies through this activated ability, severly reducing morale in the effected stack.

Greed: <ranged attacker>, this activated (triggered?) ability removes all buffs from the target enemy stack and applies it to itself. The upgraded version steals all buffs from all stacks and applies it to itself, mass spells are also applied to friendly stacks. Remaining spell duration is not affected.

Envy: ???, this ability triggers on attack and will switch each stat with an enemy stack, if the respective stat of the enemy stack is higher. The switch remains until end of combat.

Champions:

Wrath: Pit Fiend, anyone who damaged these creatures will be debuffed for the rest of combat. Anyone with the debuff will take damage when the Pit Fiend retaliates to an attack.

Pride: Devil, can debuff an enemy stack with this activated ability. Stacks affected by it can only attack enemy stacks of same tier or higher. The upgraded version only allows the stack to attack enemies of higher tier (so Champions cannot attack anything). Buff lasts a few turns.

Note that I am not (yet) attributing other effects and abilities yet, like size, movement method or type of normal attack. I've made a few minor adjustments to the other sins / creatures.

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lokdron
lokdron


Famous Hero
posted August 19, 2014 05:03 PM

Maurice said:
Hmmyes, it could work just like that too. Considering how powerful my first concept was, it would fit Champion strength just as well. Wrongly instilled pride in the enemy will make them challenge tougher enemies and deem 'lesser' enemies unworthy of their time and effort.

Ok, with those considerations, the line-up looks like this now:

Cores:

Sloth: ???, anyone damaged by these creatures will suffer a debuff to both Initiative and Movement Speed for a while.

Gluttony: Cerberus (3-headed!), applied to the victim when attacking. Stacks with this debuff take extra damage from Cerberi.

Lust: Succubus, using this activated ability will Mind Control the victim for a short time. Only available to the upgrade.

Elites:

Despair: Nightmare, they can instill nightmares in their enemies through this activated ability, severly reducing morale in the effected stack.

Greed: <ranged attacker>, this activated (triggered?) ability removes all buffs from the target enemy stack and applies it to itself. The upgraded version steals all buffs from all stacks and applies it to itself, mass spells are also applied to friendly stacks. Remaining spell duration is not affected.

Envy: ???, this ability triggers on attack and will switch each stat with an enemy stack, if the respective stat of the enemy stack is higher. The switch remains until end of combat.

Champions:

Wrath: Pit Fiend, anyone who damaged these creatures will be debuffed for the rest of combat. Anyone with the debuff will take damage when the Pit Fiend retaliates to an attack.

Pride: Devil, can debuff an enemy stack with this activated ability. Stacks affected by it can only attack enemy stacks of same tier or higher. The upgraded version only allows the stack to attack enemies of higher tier (so Champions cannot attack anything). Buff lasts a few turns.

Note that I am not (yet) attributing other effects and abilities yet, like size, movement method or type of normal attack. I've made a few minor adjustments to the other sins / creatures.


I am really digging your idea's Maurice they sound cool if they go with this concept I think the faction would be really interesting. Considering their gating mechanic as well.

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AnkVaati
AnkVaati


Famous Hero
Nighonese National Front
posted August 20, 2014 06:13 PM

I'd actually prefer a somewhat human-based Inferno, like a faction of cultists worshipping destruction and summoning demons/red aliens through human sacrifices and torture. Of course, this is highly unlikely as long as the developers continue to use the current lore, but one can still dream about it.

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Dwarfurious
Dwarfurious


Adventuring Hero
posted August 21, 2014 10:48 PM

Do they differentiate between Demons and Devils ? I like a mix, the beast like ones were definitely terrifying, like the Breeder... and Nightmare is kind of a staple "fire/death horse" creature!

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ChrisD1
ChrisD1


Supreme Hero
posted August 25, 2014 01:14 PM

dark-whisperer said:
I would say no inferno at all. Most boring faction in the game since... forever.

did dwarfurius set you up to this? or are you dwarfurious? kidding
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lokdron
lokdron


Famous Hero
posted August 25, 2014 08:41 PM
Edited by lokdron at 20:42, 25 Aug 2014.

Dwarfurious said:
Do they differentiate between Demons and Devils ? I like a mix, the beast like ones were definitely terrifying, like the Breeder... and Nightmare is kind of a staple "fire/death horse" creature!


Well I recall there was a unit in H5 called devil demons in Ashan are like a mix of demons and devils like in dnd. Some are Charismatic and prefer diplomacy, Kha Beleth is an example and some prefer just breaking things and destruction, like veyer.  

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Custom Status
posted August 26, 2014 04:43 AM
Edited by blizzardboy at 05:00, 26 Aug 2014.

More humanoid than beastlike. I want Inferno to be belligerent, organized, tyrannical, and imperialistic, like in Heroes 3. They went a little over the top with the erratic and curvacious designs in H6. Almost felt like I was Zerg. Also, even H5 Inferno was a little too monochromatic for my tastes. I would prefer the succubus to be a human-looking sorceress, and maybe give a mid/upper tier demon unit a very dark purple and black coloration. You don't need to paint only with red and orange to maintain a demonic look to the faction.

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RMZ1989
RMZ1989


Supreme Hero
posted August 26, 2014 08:29 AM

blizzardboy said:
More humanoid than beastlike. I want Inferno to be belligerent, organized, tyrannical, and imperialistic, like in Heroes 3. They went a little over the top with the erratic and curvacious designs in H6. Almost felt like I was Zerg. Also, even H5 Inferno was a little too monochromatic for my tastes. I would prefer the succubus to be a human-looking sorceress, and maybe give a mid/upper tier demon unit a very dark purple and black coloration. You don't need to paint only with red and orange to maintain a demonic look to the faction.


You mean, color them like in Disciples 2?

But I agree, Demons being only red is painful. I liked those alternative upgrades in H5 quite a lot, color was important factor among other things.
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Danny
Danny


Famous Hero
posted August 26, 2014 10:18 AM

Disciples would be the worst inspiration for Heroes, these certainly don't look good at all:

http://users.atw.hu/badkelcsi/disciples_weblap/LegionsUnits.JPG

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted August 26, 2014 03:43 PM
Edited by TDL at 15:44, 26 Aug 2014.

I took the liberty of further developing the concept of seven sins into a potential inferno lineup (as I used to love doing in the past ). Knowing how the developers have waded through every single HOMM game in the series to find the things that worked best, I would not be surprised to see a somewhat rehashed lineup of infernal creatures. Combined with the awesome idea a certain someone posted in this thread, we could be in for a superb lineup.

CORE UNITS

Imp / Familiar* (could potentially be renamed such as Imp / Minion or vice versa)

Governed Cardinal Sin: GREED (or GLUTTONY)

Unit's Relationship with the Sin: Greed is defined as a sin of excess material possesions - while comparable to lust and gluttony. Canonically greed is governed by Mammon, with next to no description on its relation to the sin. Imps are traditionally depicted as mana thieves, therefore they correspond to the fact of being greedy, envious and gluttonous. However, since gluttony is based more on food overconsumption and envy would make them unable to obtain their desires, greed is most fitting based on their constant draining of mana.

Presentation: Small devil-like daemonic critters, with small mal-grown daemonic wings, traditional devil's tail and grouchy frail body. They may or may not hold an orb of fire or mana.

Potential Abilities:*

* The list of potential abilities does not denote that the unit has all the abilities. They may have them all, have them spread over base/upgraded forms or have a single or a certain combination.

ENERGY DRAIN(passive) - Creature drains a random amount of mana from enemy targets at the start of the battle or every time it takes its action. Mana may be randomly distributed to friendly targets, given to the hero both automatically and/or of its own volition.

ENERGY DRAIN(activated) - Creature drains a random amount of mana from enemy targets. Mana may be randomly distributed to friendly targets, given to the hero both automatically and/or of its own volition. (could be alternatively renamed into Mana Drain, Manifestation of Greed, etc.)

SOUL-EATER(activated) - Creature removes (all or a selective quantity of) positive spell effects from the target and transfers them to itself. Spell effect duration is unaffected. If the amount is quantified, the effect(s) stolen may be random.

SOUL-EATER(base attack) - Creature's attack removes a(ll) positive spell effect(s) from the target and transfers them to itself. Spell effect duration is unaffected.

MANA BURST(passive) - Positive spell cast on an enemy target has a chance to fail and/or have the effect transferred to the creature or a random target in the friendly army. If the caster is an enemy creature, the burst may damage it. (the burst damaging units would be more fitting with the motto of envy - "if I can't have it, no one can")

MANA BURST(passive alternative) - Every time a spell is cast by hostile creatures/hero, it can backfire damaging the caster and/or adjacent units.

* The aforementioned abilities are standardized over latest versions of HOMM. However, based on their appearance, description and relationship with other units, I would suggest a version of Minions based on the abilities below.

RANGED ATTACKER(base attack) - Creature deals damage while attacking from a distance. (ranged attack would make sense coupled with the depiction of imps with mana orbs in their paws -- they could literally attack by using the mana collected in the orb (which in turn would denote their ammo quantity, probably with limited mana at the beginning of the combat))


Hell Hound / Cerberus

Governed Cardinal Sin: GLUTTONY (or GREED)

Unit's Relationship with the Sin: . Gluttony is based on the idea of overconsumption of food, drinks, too much wealth, canonically listed as a sin of Beelzebub, who is alternatively known as the Devil/Satan. While weirdly unrelated to the sin based on historical depictions as guard dogs of hell, Cerberi are in fact given the Eye of Gluttony ability in Heroes 6. Therefore, its only basis relies on their canine nature,  the fact they constantly eat the souls of the living and prevent the dead from leaving the depths of hell and the potential link that Beelzebub is the prince of Hell in Gluttony and its faithful guard dogs do its bidding, adhering to its sin. In fact, no standard sin (save for canine instinctive Greed (as in greedy not to let into its protected vaults and greedy not to let anyone out as if it is their property)) conforms to their description.

Presentation: Hell Hounds and Cerberi are depicted as daemonic canines, with black fur or scaly obsidian skin, three-headed, with potentially burning paws and/or tails. Could also fit in with the shrouded inferno theme, where they are made of mist, or are invisible (*cough cough* Supernatural)

Potential Abilities:

THREE-HEADED(base attack) - Creature deals damage to targets in a front-arc formation (potentially friend or foe alike).

UNLIMITED RETALIATION(passive) - Creature may retaliate unlimited times.

NO RETALIATION(base attack) - Creature suffers no retaliation from enemy targets.

GLUTTONOUS(passive) - Creature deals additional damage to previously attacked enemy stack.

GLUTTONOUS(passive alternative) - Creature has a chance of attacking any passing adjacent enemy stacks while they are taking their action. The damage dealt is based on the times the stack has received damage from the creature. Their action remains further undisturbed.

SCAVENGER(activated) - Creature can consume a fallen enemy target stack, provided it is living. Creature does not lose its action. The action a) resurrects a fixed portion of the lost creature stack or b) gives a boost to initiative, damage and attack for the subsequent attack. (could be alternatively renamed into Gluttony, Voracious, etc.)

Succubus / Lilim (could potentially be renamed such as Temptress-Mistress / Succubus  or vice versa)

Governed Cardinal Sin: LUST

Unit's Relationship with the Sin: Succubi are the embodiment of lust. Canonically listed as a sin governed by prince Asmodeus, it denotes twisted sexual desires, immeasurable lust for power and material objects.

Presentation: A female-resemblant humanoid demon with daemonic horns/protrusions on her head, dark leathery wings (could potentially have them look as if made from ash or in fact they can be burnt to crisp) and hooves. Potentially a crossover of H5 shadow mistresses and succubi, utilizing whips in close combat.

Potential Abilities:

RANGED ATTACKER(base attack) - Creature deals damage while attacking from a distance.

FIREBOLT(base attack) - Creature's ranged attack deals fire damage, hence dealing reduced damage to fire-resistant and increased damage to ice/water-based targets.

* The two aforementioned abilities are standardized over latest versions of HOMM. However, based on their appearance, description and relationship with the sin, I would suggest a version of Succubi based on the abilities below.

OBSIDIAN (ASHEN) WINGS (flight) - Creature can fly over obstacles on the battlefield.

ENTHRALL(base attack) - Creature's melee attack has a chance of subverting the enemy target to the army's cause for a number of turns or until the battle is complete. Only applies to living creatures not immune to mind effects, morale and/or humanoids.

ENTHRALL(activated) - Creature can subvert the enemy target to the army's cause for a number of turns or until the battle is complete. Only applies to living creatures not immune to mind effects, morale and/or (male) humanoids. Alternatively, the creature can reduce the target's initiative or make it lose an amount of subsequent action.

EMBODIMENT OF LUST(passive) - Enemy male living creatures may lose their action whilst attacking the creature (the attack is unsuccessful) or may not retaliate.

EMBODIMENT OF LUST(passive alternative) - Enemy targets attacking the creature receive an increasing amount of damage based on the total damage dealt to the target over the course of their attacks whilst in combat (alternatively, total damage dealt to the army). (could be alternatively renamed into Infernal Retribution, Devourer of Sins, Pleasure in Sin, etc.)

ELITE UNITS

Juggernaut / Behemoth

Governed Cardinal Sin: SLOTH

Unit's Relationship with the Sin: Sloth is generally regarded as a spiritual fault, rather than the more prevalent physical laziness. While the units have no connection per se to the canonical representation of Belphegor, their archetypical bulky daemonic brute look indicates a bond, both in physical realm - slow, sturdy, bulky, - and in spiritual - mindless, blind, reliant on brute force.

Presentation: As aforementioned, the juggernauts are the archetypical demon. Closely reminiscent in style of both H5 and H6, the juggernaut is an animalistic daemonic muscular creature, standing on all four claws (hunchback), with long horn-like protrusions atop their scalps, fiery blazing breath and a rhinoceros-like horn.

Potential Abilities:

BERSERK(base attack) - The creature moves towards the target area hitting all stacks in its path, including structures.

RAVAGING STOMP(activated) - Creature jumps into the air, stomping the ground and dealing damage to all adjacent units as well as knocking small creatures one square backwards and reducing (or having a chance of reducing) their initiative. The ability has a cooldown effect of several turns, making the creature lose an amount of their subsequent action and/or ineligible to retaliate.

INNATE SLOTH(passive, activated) - Creature's defence and resistance (or other) stats increase upon choosing to skip its action (through wait or defend). Bonuses are cumulative and last until the end of the battle.

MINDLESS BRUTE - Creature is not affected by Mind-affecting spells and effects.

Ifrit / Master Ifrit

Governed Cardinal Sin: ENVY

Unit's Relationship with the Sin: Albeit canonically governed by the water-monster Leviathan, the cardinal sin Envy has a lot in correlation with the Efreeti. Efreeti (ifrit) are generally depicted as are malevolent shapeshifting fiery djinn in the Arabic folklore, who live underground and frequent ruins. According to most prominent arabic literature, efreeti exhibit vengefulness and envy (based on '[url="http://en.wikipedia.org/wiki/Ifrit"]One Thousand and One Nights[/url]', the most descriptive piece to date). Therefore, it is kind of logical that efreeti, locked away as demons in the eternal fires of Sheogh, feel envious of living beings in the mortal plane. However, it ends here - there is only a connection, rather than physical manifestation.

Presentation: Efreeti are the reverse mirror image of the Djinn - male, fiery, semi-incorporeal beings. The lower body is a blazing mist of fire, whereas the upper body is a daemonic red-skinned scaly muscular humanoid with fiery glowing eyes. Various near-asian appendices on its body may also be present.

Potential Abilities:

INCORPOREAL(standard) - Creature receives reduced damage from physical melee and ranged attacks.

INCORPOREAL(revised) - Creature can pass through solid material obstacles en route to its target.

BLAZING SOUL - Creature manifests itself in physical realm as a fire spirit. Therefore, it has the capability of flight/passing through obstacles, receives reduced damage from fire-based as well as physical melee and ranged attacks, while being susceptible to magic, especially cold/water-based spells. Damage dealt by the creature is also fire-based, thus subjected to fire resistance and susceptibility.

SPITEFUL FLAMES - Creature reflects a portion of melee damage dealt to its stack back to the attacker as fire damage.

HELLFIRE(activated) - Creature can place a certain AoE wall of fire on the battlefield (adventure map), preventing enemy creatures from passing without taking fire-damage.

HELLFIRE(activated alternative) - Creature can surround an enemy target with a wall of fire, preventing enemy creature from taking action without taking fire-damage, as well as damaging adjacent targets upon movement.

SPIRIT FORM(passive) - Creature receives +50% resistance to all damage at the start of the combat until it makes a move.


Thestral / Nightmare (could potentially be renamed such as Hell Steed / Nightmare, Hell Stallion, Nightmare / Terror, Phantasm / Nightmare  or vice versa)

Governed Cardinal Sin: DESPAIR

Unit's Relationship with the Sin: While not a cardinal sin as listed in the 7 deadly sins, it is officially recognized as one of the worst possible sins. Nightmares definitively exhibit an aura of despair, instilling terror upon anyone who sees it, hears it, feels it nearby, etc. Since originally they are depicted as stallions of hell (potentially the steed of dullahans, the headless riders, in Irish mythology), the sound of their hooves approaching is enough to seed despair. In fiction, the steeds of Mordor (the ones depicted in Fellowship of the Ring) are the closest resemblant to how nightmares and despair intertwine.

Presentation: Nightmarish shroudy black stallions, potentially with burning mane, eyes, hooves and/or tail. Depending on depiction they can a) either be incorporeal and ghost-like, totally black, as if death itself came unto you (x-ray bone vision), b) be pitch black with aforementioned fiery appendices or a combination of both.

Potential Abilities: (ability titles can intermingle and be swapped with one another)

INCORPOREAL(standard) - Creature receives reduced damage from physical melee and ranged attacks.

INCORPOREAL(revised) - Creature can pass through solid material obstacles en route to its target. (Ability can alternatively be renamed into Aura of Despair, Shroud of Despair, Shroud of Darkness, etc.)

AURA OF DESPAIR(passive) - Adjacent living creatures affected by morale and mind spells receive a decrease in morale stat and/or also defence (since they are susceptible to attacks while frozen with terror and cowering away).

AURA OF DESPAIR(passive alternative) - Adjacent living creatures affected by morale and mind spells have a chance of losing their next action (initiative) and potentially move away several steps from the creature.

WOEFUL CHARGE(base attack) - Creature's attack lowers stack's morale/initiative on creatures affected by morale and mind spells.

WOEFUL CHARGE(base alternative) - Creature may attack without retaliation against targets affected by morale and mind spells. The enemy target will try to move away several steps from the creature.

BALEFUL GAZE(activated) - Creature can cast "Terror" upon creatures affected by morale and mind spells, reducing its initiative, morale, or alternatively, make it lose an amount of subsequent action.

CHAMPION UNITS

Pit Fiend / Pit Lord (could potentially be renamed such as Pit Lord / Abyssal Lord or vice versa)

Governed Cardinal Sin: WRATH

Unit's Relationship with the Sin: Wrath (or rage) is a cardinal sin, corresponding to uncontrollable feelings of hatred and anger. Governed by Satan, it is the epitome of malevolent destructive sins. Pit Fiends are the pure embodiments of hatred, albeit they are rather non-canonical beings in folklore. As Wrath is the most destructive sin, Pit Fiends conform to the ideology by the virtue of being champion units in the lineup. Also, former version of HOMM included pit fiends with abilities related to hatred and rage, therefore solidifying their relation to the sin.

Presentation: Rather identical to former installments, pit fiends are hunchback lizard like archdemon, standing on its hind legs, with its burning runic obsidian sword driven into the ground, with lava-like substance oozing from the spot it is placed. Two horn-like protractions adorn the scalp (albeit smaller in comparison to the devils), as well as two burnt off obsidian (or ashen) wings along its back. Closer in style to H5 rather than H6.

Potential Abilities:

SMITE(base attack) - Creature's base attack triggers a chain reaction, hitting multiple targets in its curved line, friend or foe alike. Visual representation shows pit fiend driving the sword through the enemy creature straight into the ground which erupts and cracks in a curved line.

EMBODIMENT OF HATRED(activated) - Creature's attack inflicts Hatred upon its targets, forcing them to randomly attack adjacent units.

BLINDED BY RAGE(passive) - Creature is immune to hostile spell effects affecting Movement and Initiative, as well as Mind-affecting spells.

CARDINAL VENGEANCE(passive) - Creature deals increased (additional) fire damage to creatures who have dealt damage to friendly creatures (bonuses stack  up).

BLAZING WRATH(passive) - Creature leaves a fiery trail while moving, which deals damage to any passing creatures.

OBSIDIAN (ASHEN) WINGS (flight) - Creature can fly over obstacles on the battlefield. (could visually be made to look as if those small burnt off wings use fire to move around)

Archdemon / Archdevil

Governed Cardinal Sin: PRIDE

Unit's Relationship with the Sin: Lucifer is the de facto emperor of hell and its downfall from heavendom came due to his pride. Pride is the ultimate sin and archdemons/devils are the direct manifestation. Based on Dante's definition, "love of self perverted to hatred and contempt", the archdevils are more sly and cunning than their more feral champion counterparts.

Presentation: Archdevils are the most humanoid demons in appearance. A large humanoid demon with devil like (ram) horns/protrusions on its head and hooves. The unit may even have a sort of weird looking headgear through which the horns protrude but stay a little bit concealed. However, the inhumane sized torso is clad in a lord-of-hell type of armor, with a burnt off ashen cape flowing from its back (potentially with ouroboros on it). May wield a scythe, a cross or a large hellsword. Closest reminiscent to H3 archdevils.

Potential Abilities:

VAINGLORY(passive) - Every time the creature receives damage, it receives a huge buff in morale, initiative and damage output.

HELLGATE(passive) - Creature's movement is through open hellgates in the physical plane, therefore no battlefield restrictions apply and the creature can reach any target on the battlefield.

HELLGATE(activated) - Creature can open hellgates in the physical plane to teleport other creatures across the battlefield. Creature transfer is limited, for example, to line of sight (cannot trasnfer creatures over walls, if adjacent units block its path).

BLADE OF HUMILITY(passive) - Creature's attack (may) cause(s) enemy targets to be unable to attack creatures of higher tier than the target itself for a number of turns.

UNLIMITED RETALIATION(passive) - Creature may retaliate unlimited times.

SENSE OF VANITY(passive) - Friendly creatures affected by morale start the battle with boosted morale until their action is taken.

FALSE PRIDE(base attack) - Creature's attack (may) cause(s) enemy targets to be unable to attack creatures of lower tier than the target itself for a number of turns.

FALSE PRIDE(activated or base attack) - Creature instills pride in its living morale-affected target not immune to mind-affecting effects, restricting it from performing an attacking function on subsequent turns. In turn, the creature receives unlimited retaliation.

FALSE PRIDE(activated alternative or base alternative) - Creature instills pride in its living morale-affected target not immune to mind-affecting effects, forcing them to attack the nearest adjacent unit of the highest tier, friend or foe alike.


* The lineup should all have the basic abilities "Living", "Demonic", "Resistant to Fire", "Vulnerability to Light".

As you can see, this lineup heavily conforms to the deadly sins, as well as the notion that the demons rely on numbers, brute force, total destruction and swift aggressive combat. With the majority of their lineup capable of swift movement, they can quickly overwhelm enemy foes or, through gating, survive in prolonged battles. I also think this lineup has at least three humanoid creatures (or four, depending how imp is envisaged), which makes it at least a bit less beastlike. Now, based on this whole lineup with the multiple potential abilities, the ideal lineup for me would be :

CORE UNITS

Imp (Ranged Attacker, Energy Drain (passive), Soul-Eater (base attack))
(Upgrade) Familiar (Ranged Attacker, Energy Drain (activated), Soul-Eater (base attack), Mana Burst(passive))

Hell Hound (Gluttonous (passive), Unlimited Retaliation)
(Upgrade) Cerberus (Gluttonous (passive), Unlimited Retaliation, Scavenger (activated), Three-Headed)

Temptress (Obsidian Wings, Embodiment of Lust (passive), Enthrall (base attack))
(Upgrade) Succubus (Obsidian Wings, Embodiment of Lust (passive), Enthrall (activated), Pleasure in Sin(passive alternative))

ELITE UNITS

Juggernaut (Mindless Brute (passive), Innate Sloth (passive), Berserk (base attack))
(Upgrade) Behemoth (Mindless Brute (passive), Innate Sloth (passive), Berserk (base attack), Ravaging Stomp (activated))

Ifrit (Spirit Form (passive), Blazing Soul (passive), Spiteful Flames (passive))
(Upgrade) Master Ifrit (Spirit Form (passive), Blazing Soul (passive), Spiteful Flames (passive), Hellfire (activated alternative))

Hell Stallion/Thestral (Incorporeal (standard+revised), Aura of Despair (passive alternative))
(Upgrade) Nightmare (Incorporeal (standard+revised), Aura of Despair (passive alternative), Baleful Gaze (activated), Woeful Charge (base alternative))

CHAMPION UNITS

Pit Fiend (Smite (base attack), Obsidian Wings, Embodiment of Hatred (activated), Blinded By Rage (passive))
(Upgrade) Pit Lord (Smite (base attack), Obsidian Wings, Embodiment of Hatred (activated), Blinded By Rage (passive), Cardinal Vengeance (passive), Blazing Wrath (passive))

Archdemon (Hellgate (passive), False Pride (activated/base alternative), Sense of Vanity (passive), Unlimited Retaliation)
(Upgrade) Archdevil (Vainglory (passive), Hellgate (passive+activated), False Pride (activated/base alternative), Sense of Vanity (passive), Unlimited Retaliation)


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Doomhammer
Doomhammer


Known Hero
Smasher of pasties
posted September 23, 2014 08:37 AM

I think H5 got it about right with the style of inferno, so something like that but with a few new additions would be great.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted September 23, 2014 08:41 AM

Both, depending on their characteristic.
When it comes to Devils, I'd like to see a return of the more humane form since the Pit Fiend got beastified.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 23, 2014 08:56 AM

@ TDL
Interesting non-Ashan concept TDL.
Interesting also, that the cardinal sins (can) work both ways: a unit can represent the cardinal sin - say a three-headed Cerberus and gluttony - but it can also INVOKE a deadly sin: a Succubus might invoke lust in others, Pit Lord might invoke Wrath (Berserk) in others, a Nightmare invokes Despair.
It would somehow be nice, if the basic unit had ONE ability that would either use a cardinal sin-based ability for itself or against an enemy and the upgrade would get the other.
So a basic Nightmare might have an Aura of Despair, while the upgrade might use the decrease in moral that comes with it for an increase of their own with the same radius, like Thriving on Despair or some such.

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Pavijan
Pavijan


Adventuring Hero
posted September 23, 2014 06:01 PM

OmegaDestroyer said:
As Hell factions go, I'd say that the Disciples series nailed it, especially with the creature upgrades.


Oh yes! I adore Disciples art style, and those demons are maybe the best looking in any franchise ever. All other devs should really take  some lessons from these guys.
Danny said:
Disciples would be the worst inspiration for Heroes, these certainly don't look good at all:

http://users.atw.hu/badkelcsi/disciples_weblap/LegionsUnits.JPG

Those thumbnails don't do them a favor, you should really see them in game in full grandeur to appreciate their looks.


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Stormcaller
Stormcaller


Famous Hero
posted September 23, 2014 09:30 PM

Beast like. I'm getting tired of cliche demons in almost every fantasy universee I see. Even warhammer/40k has some seriously generic demons, for all it's popularity. ( worst being bloodletters and bloodthirsters )

We could use something akin to Nurgle's demons who are not that generic and are generally quite disgusting.

But oh well, people want their " fire and lava ".


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What makes a King? Some say it is a birthright, while others call it a destiny.

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lokdron
lokdron


Famous Hero
posted September 23, 2014 09:38 PM
Edited by lokdron at 21:39, 23 Sep 2014.

Well If I had the choice I would prefer a mix between the two bestial and humanoid. So all facets of the faction are represented I personal don't care for what play style the developers come up with I just like the lore and world building of the inferno faction.

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EPICUSDOOMICUS
EPICUSDOOMICUS


Known Hero
posted September 23, 2014 09:54 PM
Edited by EPICUSDOOMICUS at 22:01, 23 Sep 2014.

Well, as I have pointed out an other threads, I am really not into Inferno at all. But if I was forced by the devs to bear it for another HMM installment and if my opinion still counts I'd say beastlike.
When it comes to hell, someone thinks of "hellish" abominations far from any humanoids. With the exception of the succubus who I am rather fond of

For instance, Breeder was a nice change imo
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To die in battle is the greatest glory.
To choose to do so is the greatest honor!

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lokdron
lokdron


Famous Hero
posted September 23, 2014 10:07 PM
Edited by lokdron at 22:07, 23 Sep 2014.

EPICUSDOOMICUS said:
Well, as I have pointed out an other threads, I am really not into Inferno at all. But if I was forced by the devs to bear it for another HMM installment and if my opinion still counts I'd say beastlike.
When it comes to hell, someone thinks of "hellish" abominations far from any humanoids. With the exception of the succubus who I am rather fond of

For instance, Breeder was a nice change imo



OOOh I love the breeder personally I think the legion that it comes from would be the most scary to face in battle. I mean seriously protect your men and women I mean it they are the most vile and dangerous. Oh and pain legion I would not want to face them either.

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