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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Articun's Factions Ideas
Thread: Articun's Factions Ideas This thread is 2 pages long: 1 2 · NEXT»
articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 10, 2015 04:26 PM
Edited by articun at 12:10, 17 Jul 2015.

Articun's Factions Ideas

This is a work in progress that will be updated when i can. I post the outlines for the factions i have almost finished so far. More info will come soon.
As always, advice and/or suggestions are always welcome !!! Advice to trimming down abilities and balancing the lineup will be mostly appreciated because i tend to go overboard !!!

11/7/2015 - Created the Post
12/7/2015 - Added the core descriptions of Sylvan and Dungeon
14/7/2015 - Made some minor adjustments to the text and added another ability to Satyrs. Changed Erinyes/Furies to Dark Maidens/Dark Witches
15/7/2015 - Added weak elite for Dungeon and Sylvan
17/7/2015 - Added the other elite of Dungeon


DUNGEON
UNITS OUTLINE
Weak Core:    Lurker / Watcher
Normal Core:  Assassin / Shadow Blade
Strong Core:  Dark Maiden / Dark Witch
Weak Elite:   Centipede / Millipede or Behir / Prime Behir
Normal Elite: Darklord (construct) / Dreadlord (construct)
Strong Elite: Matron / Shadow Matriarch
Champion 1:   Black Dragon / Shadow Dragon
Champion 2:   Faceless / Faceless Puppeteer
Warfare Support: Shadow Seer
Warfare Catapult: Cave Troll
Warfare Offensive: Earth Worm

Dungeon Core Units
Assassin
Background: Men in the Matriarchal society of the Dark Elves have three options: work as servants, protect the houses and the Matrons as House Guard and finally, train as shadow warriors and spies, becoming assassins. The training is not an easy one and a good amount of them may die before graduation but those who succeed rarely fail their assignments.
Description: Male elven unit, wearing dark leather shirt and trousers, with pieces of armor (insectoid exoskeleton) on their chest where the heart is and neck.
Battle Abilities
1. Flanking expert: This unit has an increased multiplier when flaking enemies.
2. Invinsibility: This unit cannot be seen by the enemy until an enemy unit passes next to it or is caused damage.

Shadow Blade (Assassin Upgrade)
Background: More of a distinction title, Shadow blades are expert assassins. They are fast, agile and with movements so precise that they are invisible to the others. They have great knowledge over poisons that they consistently use.
Description: Just like the Assassins but having a mask covering their face and a small crossbow on their back.
Battle Abilities
1. Flanking expert: This unit has an increased multiplier when flaking enemies.
2. Invinsibility: This unit cannot be seen by the enemy until an enemy unit passes next to it or is caused damage.
3. Poison blade: Direct attack or retaliation from this unit will cause the enemy to be poisoned. Poisoned units are dealt 20% of their initial inflicted damage for 3 turns as earth damage.
4. Limited Shots: This unit is able to fire a total of 5 ranged shots.

Lurker
Background: A gift of Malassa and a spirit of Darkness embodying all unseen things and secrets. They manifest themselves as flying spheres of dark energies looking like eyes and are often seen emerging and disappearing in shadows.
Description: A sphere of Dark energy swirling constantly and sometimes appearing as an eye.
Battle Abilities
1. Spirit Form: Spirits benefit from +50% resistance to all damage at the start of each combat. Lasts until an action was taken by the creature.
2. Flyer: This unit is able to fly. This means it can move above obstacles and is not affected by terrain, but is vulnerable to spells that affect flyers.
3. Ranged

Watcher (Lurker Upgrade)
Background: No one knows if they possess a true intelligence. They are used as spies and remote vision instruments. But having a watcher staying still with its unblinking eye looking makes you wonder…
Description: More tangible form than Lurkers, they have a spherical body with tentacles coming out of it and a big eye in the center.
Battle Abilities
1. Ranged
2. Mind Probe (Activated): Target enemy creature stack suffers from a +15% damage increase from all sources until the end of the combat. Only one enemy creature stack may suffer from Mind Probe at a time.
3. Spirit Form: Spirits benefit from +50% resistance to all damage at the start of each combat. Lasts until an action was taken by the creature.
4. Harrowing Vision: The Watcher's ranged attack inflicts 20% damage-over-time (Darkness) on the enemy creature stack. Lasts 3 turns
5. Flyer: This unit is able to fly. This means it can move above obstacles and is not affected by terrain, but is vulnerable to spells that affect flyers.

Dark Maidens
Background: Since Tuidhana made the pact with the Faceless and their Matron Malassa, Dark elf women are born with great magical power that even a wizard would envy. Elves are magical by nature, but one could say that whatever magic once were inside the males, have all gone to the females of the race.
Description: Female elven unit with black long hair fashioned in a pony-tail, holding a sword in one hand and having magic emanating from the other. They wear leather shirt and trousers and have a long cloak. A base idea for Erinyes and Furies
Battle Abilities
1. Magic shooter: This unit is ranged able to shoot magic bolds, thus causing magic damage to enemies
2. Favored of Malassa: When this unit is critically hit by an enemy, it becomes invisible after it retaliates and can move as if it had good morale.

Dark Witches (Dark Maiden Upgrade)
Background: Witches are always under the tutelage of a Matron and learn to harness and control their magical powers both from themselves but also from death and darkness around them.  But you should not underestimate those ladies by looks alone. They are elves after all, and these elves are adept in the arts of fast and precise death.
Description: Female elven unit with black long hair that fall freely, holding a sword in one hand and having swirling magic emanating from the other. They wear a long dress cut to allow fast movement and have a long cloak.
Battle Abilities:
1. Magic shooter: This unit is ranged able to shoot magic bolds, thus causing magic damage to enemies
2. Favored of Malassa: When this unit is critically hit by an enemy, it becomes invisible after it retaliates and can move as if it had good morale.
3. Matron Bond (Activated): When this ability is used, the Blood Witch and Shadow Witch or Shadow Matriarch turn is used but they cast together a master level dark spell of the player choice.
4. Bond of Darkness: Any Dark spell attack cast by an enemy will provide half of the mana used to be cast to the hero. Any beneficial dark spell cast will also be cast on blood witch.

Dungeon Elite Units
Centipede*
Background: When the dark elves first entered the underground caves and started rebuilding ancient Faceless towns, they had to fight their way through various horrors that dwelled there. Giant insects, shades of the dark, restless spirits roaming. Some of them they managed to defeat others, they managed to tame or submit with other means. Giant centipedes are primal and thus easy to manipulate with dark magic. With time and effort they became tamed and the Dark elves have learned how to use them in battle effectively.
Description: A giant Centipede unit. An idea for the unit - Giant Centipede
Battle Abilities
1. Charge: Using advantage of their weight and speed, this unit can increase their damage dramatically when charging
2. Bind: This unit will is able to immobilize the enemy unit stack that it attacked for as long as it stands next to it.
3. Resistant to Blind: This unit has evolved to act in low light situations so sight is not its primary sense. This unit is highly unlikely to become blinded.

Millipede (Centipede Upgrade)
Background: Millipedes are bigger Dark and Earth Magic infused Centipedes that have poison and Regenerating abilities. With better defense, much more speed, these are the ideal predators of the deep.
Description: A giant Centipede unit -  Millipede basic idea
Battle Abilities
1. Charge (Activated): Using advantage of their weight and speed, this unit can increase their damage dramatically when charging
2. Bind: This unit will is able to immobilize the enemy unit stack that it attacked for as long as it stands next to it.
3. Resistant to Blind: This unit has evolved to act in low light situations so sight is not its primary sense. This unit is highly unlikely to become blinded.
4. Poison Attack: Each Attack or retaliation from this unit causes the enemy stack to be poisoned, receiving at the beginning of its turn 20% of the damage it took as earth damage for 3 turns.
5. Regeneration: This unit is able to regenerate and heal the wounds they just suffered at the end of each battle turn.

Darklord
Background: Darklords are constructs made from darksteel, insect carcasses and the blood of Faceless. They are controlled by Faceless and they are made so that they can instill fear and drain their enemies.
Description: Something like this: Darklord base idea
Battle Abilities:
1. Nightmarish presence: Core level creatures standing next to this unit are paralyzed by its presence.
2. Mana Drain: The 30% of the total damage from the attack of this unit converts into mana points that are directed to all other allied units with mana abilities and the rest to the hero.

Dreadlord (Darklord upgrade)
Background: Dreadlords are not a lot different from their Darklords. They have some enhancements for more efficient battle and some stronger magic that allows them to also steal life from their enemies. This units are mostly deployed to support the other units at the battlefield. They support the magic casters on the battlefield and the heroes that command them and also are able to transfer the life they steal to allied units healing them.
Description: Something like this: Dreadlord base idea
Battle Abilities:
1. Nightmarish presence: Core level creatures standing next to this unit are paralyzed by its presence.
2. Mana Drain: The 30% of the total damage from the attack of this unit converts into mana points that are directed to all other allied units with mana abilities and the rest to the hero.
3. Life transfer: The 30% of the total damage from the attack of this unit converts into health points that are shared equally to all other allied units present in the heroe’s army.

Matron
Background: Matrons are the women that run the dark elf society. They are trained as Dark Witches from a very young age to learn the art of seduction, manipulation and how to become cruel and ruthless. They are very adept in weakening their enemies and also provide support by use of powerful dark magic.
Description: Something like this: Matron base idea
Battle Abilities:
1. Matron Bond (Activated): When this ability is used, the Blood Witch and Shadow Witch or Shadow Matriarch turn is used but they cast together a master level dark spell of the player choice.
2. Weakening Strike: Any hit from this unit will lower the enemies’ defense by -8 for two turns.
3. Seduction: Any unit standing next to this unit has a chance to become seduced and loose its turn
4. Spellcaster: This unit has access to Dark and Earth offensive spells.

Dark Matriarch (Matron Upgrade)
Background: Each house is run by the most powerful female. This is called the Matriarch of the house. As such she is favored by Malassa. This allows them to transform in times of need in a being that has a dragon strength to wreak havoc on any enemy that endangers their house.
Description: Something like this: Dark Matriarch base idea
Battle Abilities
1. Matron Bond (Activated): When this ability is used, the Erinyes and Shadow Witch or Shadow Matriarch turn is used but they cast together a master level dark spell of the player choice.
2. Weakening Strike: Any hit from this unit will lower the enemies’ defense by -8 for two turns.
3. Seduction: Any unit standing next to this unit has a chance to become seduced and loose its turn
4. Spellcaster: This unit has access to Dark and Earth offensive spells.
5. Malassa’s Messenger: When this unit is critically hit or gains good morale, the ability to transform appears. When transformed, this unit melee attack will inflict the spell weakness and agony to its target. All stats are increased while in transformed form and the unit gains flying. During Transformation and de-transformation this unit will cause dark damage to all enemy units around it.

SYLVAN
UNITS OUTLINE
Weak Core:    Pixie/Sprite
Normal Core:  Satyr / Satyr Hoplite
Strong Core:  Archer / Sharpshooter
Weak Elite:   Unicorn / Alicorn
Normal Elite: Stag / Emerald Knight
Strong Elite: Treant / Ancient Treant
Champion 1:   Green Dragon / Jade Dragon
Champion 2:   Phoenix / Prime Phoenix
Warfare Support: Bard
Warfare Catapult: Forest Guardian
Warfare Offensive: Faery Dragon

Sylvan Core Units
SATYR
BACKROUND: When the orcs revolted against the slavery of their Wizard masters, many beastmen joined them and thus entered the ranks of the orc barbarians creating a new faction on Ashan. Some beastmen managed to keep a high ranking position in Academy as workers rather than slaves. Others managed to escape the mayhem to other parts of the continent. Satyrs were the ones that fled to the forests of Irollan in search of the elves. Half Stag and half human, these beings knew that the elves had the Sun Stag and Moon doe that half their nature originates to high esteem. The elves weren’t so keen to trusting them at first, but satyrs managed to show remarkable talents to both music and warfare, thus gaining some of the elven trust. A Satyr will rarely be seen gloomy. This attitute can be passed along to their comrades, making them resistant to movement impairing effects.
DESCRIPTION: Satyrs are highly mobile. Their Stag nature allows them for fast and steady footing giving them high initiative and movement range without considering rough terrain or obstacles that hinder movement.
They are humanlike but with stag feet, tail, horns and ears. Their eyes are also more deer like than human and their head more oval. Usually they are covered in fur from the bellybutton down.
This unit has light armor, meaning a leather chest-plate and a sword
BATTLE ABILITIES
1. Steady Feet: Prevents terrain penalty and allows for movement over small sized obstacles in battlefield.
2. Revel:  Allied units standing next to the Satyr are resistant to Movement impairing effects.

SATYR HOPLITE (Satyr Upgrade)
BACKGROUND: Not all Satyrs are oriented for the arts. Some are fiercer due to their more pronounced animal nature that makes them more competitive. These are seen training with the more war oriented Elves like the Blade Dancers, the Lancers and the Emerald Knights. In battle they can be very organized and disciplined, as long as an alpha male has proven his power among their ranks or if someone they respect is in charge of their platoon. This is what makes them charge in battle with great speed and accuracy.
DESCRIPTION: What changes from the normal Satyrs is that the Hoplites have Sylvan armor that covers their shoulders, chest and torso. They also wear a helmet and have a small shield. The armor is a mixture of Silvery-Gold and Silvery-Green hue with the Sylvan style and decorations.
BATTLE ABILITIES
1. Steady Feet: Prevents terrain penalty and allows for movement over small sized obstacles in battlefield.
2. Swift Strike: The first attack on target enemy unit is executed twice. If the unit walks a distance that is equal or more than the half of the battlefield to execute its attack, it also attacks twice.
3. Revel:  Allied units standing next to the Satyr are resistant to Movement impairing effects.

ARCHER
BACKGROUND: For elves, a fight is best won unseen. They are expert in hiding and dealing damage while being mobile. That’s why for the centuries of their existence, elves have become so accustomed to the bow that it is said that even an elven baby has it engraved to its DNA. For them shooting an arrow comes as second nature and in all Ashan only a special few can compete with an elf on this mastery.
DESCRIPTION: Your typical elf with light armor in green and brown hues to better resemble the forest colors.
BATTLE ABILITIES
1. No range penalty: Ranged attacks hit without penalty
2. Mobile shooter: This unit can either move and then shoot or shoot and then move.

SHARPSHOOTER (Archer Upgrade)
BACKGROUND: Sharpshooters are the unseen death that comes from afar. Precise, deadly and fast these elves will kill many before they are even detected by the enemy. Their ability to shoot and then move, make them impossible to pinpoint precisely and their precision is what make them able to strike at the more dangerous foes first causing confusion and panic before they take out the smaller threats.
DESCRIPTION: The bow of sharpshooters is larger and so are the arrows in their quiver. Their face is painted with tribal patterns and they wear a hood and cloak made of leaves that can hide their entire body if need be.
BATTLE ABILITIES
1. No range penalty: Ranged attacks hit without penalty
2. Mobile shooter: This unit can either move and then shoot or shoot and then move.
3. Giant slayer: Allows this creature to do extra damage to large and champion creatures.

PIXIE
BACKGROUND: Pixies are a small type of forest fairy. Though small, they can be extremely annoying when they need to be. They are humanoid in appearance but they don’t have human or elf like characteristics. They are more plant or animal like, and they have a teasing personality. They do poses the intelligence of a human child though and can communicate through sounds and gestures. In elven society they are kept as pets or helpers to various chores and pixies can bond in friendship with an elf usually for life.
DESCRIPTION: Pixies have 4 leaf like wings, one pair of wings bigger (that allows for flight) than the other (that is used for motion and stabilization while in flight). They have a humanoid body, this means they have a head with neck, two arms, two feet and a tail. Their body is covered with what looks like leafs and branches that is actually an exoskeleton but a softer skin like material is present in the inside.
BATTLE ABILITIES
1. Flyer: This unit is able to fly. This means it can move above obstacles and is not affected by terrain, but is vulnerable to spells that affect flyers.
2. Hindrance: This unit attack causes the initiative of the enemy target to decrease until end of turn

SPRITE (Pixie Upgrade)
BACKGROUND: Sprites are just a bit bigger than pixies. Not much is changed when a pixie transforms into a sprite. The process is like a caterpillar turning into a butterfly. Their wings become bigger and their whole body is more colorful. But what truly change is their speed. They become extreme able and fast flyers that can cause great hindrances to others simply by being annoying.
DESCRIPTION: Sprites are a bit bigger than pixies and are more colorful. Their wings have patterns like a butterfly and part of their bodies is covered with what resembles white fur.
BATTLE ABILITIES
1. Flying: Allows this creature to fly over obstacles, creatures, heroes and castle walls. It makes it weak against spells that affect flyers.
2. Hindrance: This units’ attack causes the initiative of the enemy target to decrease until end of turn
3. No retaliation: When this unit attacks, the enemy unit cannot retaliate.

SYLVAN ELITE UNITS
UNICORN
BACKGROUND: Unicorns are beings of both light and earth. From light they have their purity and the ability to have a faint glow around them, from earth they take their strength and magic defense. They may be rare but there is quite a number of them. They are shy creatures and will not appear just to anyone. This is the reason they became more legend that reality to the other races.
DESCRIPTION: A horse with a silver horn on its head, with a faint glow around it.
BATTLE ABILITIES
1. Blinding Attack: When this creature attacks the enemy, there is a chance that it will blind it in addition to inflicting regular damage. Blinded creatures cannot move or attack, but regain sight if attacked.
2. Aura of Magic Resistance: For this creature and all friendly units located on tiles adjacent to it, magic resistance increases by 30%

ALICORN (UNICORN UPGRADE)
BACKGROUND: Alicorns are a rare breed of Unicorns that have wings. It is often assumed that these Unicorns once bred with Pegasus. They are fewer than normal Unicorns and will prefer to stay on land rather than fly unless they are threatened.
DESCRIPTION: It keeps the visage of the normal unicorn but has wings and grows a longer mane and has more furry tail and hooves.
BATTLE ABILITIES
1. Bond of Air and Light: Any non-damaging Light or Air Magic spell cast in combat is also cast on the Alicorns, regardless of the caster.
2. Blinding Attack: When this creature attacks the enemy, there is a chance that it will blind it in addition to inflicting regular damage. Blinded creatures cannot move or attack, but regain sight if attacked.
3. Aura of Magic Resistance: For this creature and all friendly units located on tiles adjacent to it, magic resistance increases by 30%.
4. Flying: Allows this creature to fly over obstacles, creatures, heroes and castle walls. It makes it weak against spells that affect flyers.

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 10, 2015 04:28 PM

Reserved

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2015 04:45 PM

Not that much so far. But I see positive and negative things (for me) already.

On Dungeon...the lineup still seems to follow the "Ashan" way of a dark and gloomy shadow (In opposition to a hybrid-beast(men)) dungeon and, imo, could go a bit away from that. Centipede in Dungeon could be interesting.

On Sylvan...well it seems to work, to me. Issues are the name archer which is traditionally haven, Unicorn being the weakest Elite and of course I am not sure about the Stag, it would depend on how it is executed.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted July 10, 2015 04:51 PM

In proposals, generally speaking, I miss other kind of structure of tiers and war machines. I am aware this is a H7 wish-thing, but one could divert a bit the bonds of creativity for some substantial discussions other than the usual H7 ways of things.

But again, just a personal opinion. If, in this case Articun, likes the current structure (core, elite, champion and 3 war machines), then that's that. ^^

For the line ups, I find them quite appeasing, although I would feel better if they would come detached from the current game.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 10, 2015 04:52 PM

Jiriki9 said:
Not that much so far. But I see positive and negative things (for me) already.

On Dungeon...the lineup still seems to follow the "Ashan" way of a dark and gloomy shadow (In opposition to a hybrid-beast(men)) dungeon and, imo, could go a bit away from that. Centipede in Dungeon could be interesting.

On Sylvan...well it seems to work, to me. Issues are the name archer which is traditionally haven, Unicorn being the weakest Elite and of course I am not sure about the Stag, it would depend on how it is executed.


Truth be told, Dungeon is more of a Dark elf faction in this lineup, that much is true. I will try to include a more Myth/Beastmen oriented Faction in time with Minotaurs and Manticores. As for the Unicorn (please don't hit me) it is just a horse with a horn that provide magical assistance. The Stag is a magnificent Stag in normal form and mounted by an elven warrior in upgrade form so, it offers more in the visual department.

The general idea of the factions is indeed influenced by Ashan, i didn't want to go full creationist just yet, but i might in time

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 10, 2015 05:00 PM

can't really say much as there aren't many descriptions or nothing, but first impression are: too many elves. Especially in dungeon (man i hate furies). One in sylvan and zero in dungeon are enough as far as i'm concerned. Otherwise i find centipedes super interesting and shadow witches are still a really cool concept. Make shadow witches nagas and replace darklord with Minotaurs and I'd really like dungeon elite and up.

sylvan is all right. not sure about both stags and corns, but thats minor

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2015 05:06 PM

articun said:
Truth be told, Dungeon is more of a Dark elf faction in this lineup, that much is true. I will try to include a more Myth/Beastmen oriented Faction in time with Minotaurs and Manticores. As for the Unicorn (please don't hit me) it is just a horse with a horn that provide magical assistance. The Stag is a magnificent Stag in normal form and mounted by an elven warrior in upgrade form so, it offers more in the visual department.

The general idea of the factions is indeed influenced by Ashan, i didn't want to go full creationist just yet, but i might in time


Thanks for the quick reply. I look forward to that Myth/Beastmen faction!

Well...I will spare my judgement on the stack when I know it's ingame aspects.

And if you weant to stay to Ashan, I will try to complain about that from now on

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted July 10, 2015 05:13 PM

kiryu133 said:

sylvan is all right. not sure about both stags and corns, but thats minor


I think the idea is of a mounted unit, specially when it's upgraded? The stag, I mean.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 10, 2015 05:37 PM

PandaTar said:


I think the idea is of a mounted unit, specially when it's upgraded? The stag, I mean.


of course. still seems a bit off to  me.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 10, 2015 05:45 PM

kiryu133 said:
PandaTar said:


I think the idea is of a mounted unit, specially when it's upgraded? The stag, I mean.


of course. still seems a bit off to  me.


Why so? Because so far we've known only minor alterations to the upgrades?

@Panda
the system is indeed in tiers but it differentiates by javing variations between the same tier, thus creating the idea of 7 tiers.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 10, 2015 05:48 PM

articun said:


Why so? Because so far we've known only minor alterations to the upgrades?




because elite has two quadrupedal horse-y units.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 10, 2015 06:16 PM

Not so much alike :/
Emerald Knight

Alicorn

And they have different roles in gameplay so, while they may look alike, they are not the same. After all, Sylvan is not just the Faction of the Elves, but the Faction of the Forests

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted July 10, 2015 06:42 PM

See this is interesting! Loves do idea of the Behir, seems like a perfect addition to Dungeon!
Also, have you considered hero classes yet?

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 10, 2015 07:10 PM

Thnx Mediczero
I am more focused on the Lineups, abilities (that i tend to make overpowered - this is where i'll need the help of all of you here to balance out) and background of the units. Although, i have something gestating in my head about possible heroes and hero evolution (We'll see if it matures or not).
And i have the Sylvan finished but i will update it slowly. The Dungeon is close to finishing and i am also trying to work on a Forge  Faction (Ashan-Style so it is more of enhanced creatures or undead with weapons as limps etc, i'll see if it is working ok as a theme before posting it) and Jiriki (as well as the talks with you Med) gave me again the idea of creating a Dark-Myth Beastmen Faction closer to Dungeon of heroes 3.

So there are still a lot of stuff to come

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted July 10, 2015 08:01 PM

articun said:
Thnx Mediczero
And i have the Sylvan finished but i will update it slowly. The Dungeon is close to finishing and i am also trying to work on a Forge  Faction (Ashan-Style so it is more of enhanced creatures or undead with weapons as limps etc, i'll see if it is working ok as a theme before posting it) and Jiriki (as well as the talks with you Med) gave me again the idea of creating a Dark-Myth Beastmen Faction closer to Dungeon of heroes 3.

So there are still a lot of stuff to come


Ohh see that is interesting! If you would like, I could help you making an insect faction later on!

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted July 11, 2015 05:17 PM

Wow that's so cool!!! Love all the details you put into it!!!

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moonshade
moonshade


Known Hero
posted July 12, 2015 11:23 AM

For Dungeon...

if Minotaurs will be included in a dark beastmen faction, so I understand their removal. I still think u should change Matrons into Medusas, giving them a new origin story as Dark Elf casters "blessed" by Malassa- thus creating more difference between them and Furies (who kinda overlap now, being shooters/casters and all).

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 12, 2015 12:29 PM

moonshade said:
if Minotaurs will be included in a dark beastmen faction, so I understand their removal. I still think u should change Matrons into Medusas, giving them a new origin story as Dark Elf casters "blessed" by Malassa- thus creating more difference between them and Furies (who kinda overlap now, being shooters/casters and all).


Shadow Matriarchs are similar to the Furies yeah, but they differ a lot in abilities. Matriarchs are spellcasters with access to dark and earth offensive spells. The Dreadlord construct and the Fury ability replenish the mana she has. Also Matriarchs have an ability close to the one medusa has (seduction) which makes a unit approaching her loose its turn. So, you may consider her something between a Medusa and a Succubus of sorts. But she is not ranged.

As for the Minotaurs... I think they deserve their leave from this new Dungeon and maybe into a more fitting for them place where they are the dominant race. I am trying to come up with an interesting idea for them, but it proves hard.

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MattII
MattII


Legendary Hero
posted July 13, 2015 07:48 AM

I do have to ask, why bother with weak/normal/strong for the core and elite creatures rather than just using good old-fashioned levels?

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 13, 2015 09:29 AM

It's mentaly easier to differentiate the power level (at least in my mind) I don't know how to establish a lvl4 or lvl6 creature but i know that if i have 3 creatures of the same level i can make one a little weaker and the other a little stronger. Furthermore, having elites that are truly stronger than the stronger core, gives you a sense of power when building one.

It's like knowing that the normal core and normal elite is your baseline. You can tweak some stats or abilities a little lower for the weaker unit and a little higher for the stronger one.

But the barrier between core and elite puts a bump on the general stats pull. That way all core units can have a threshold they "cannot" go through because that will be elite territory and so on.

If i am repeating myself or not making sense, excuse me, it is still early and the situation here in Greece this morning is very gloom...

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