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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Faction Recreation Contest #3: Inferno
Thread: Faction Recreation Contest #3: Inferno This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
PandaTar
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posted September 18, 2020 12:30 AM

Imagine if a bot posted a proposal here, out of the blue, which would be better than H7. ^_^
____________
"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."
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FirePaladin
FirePaladin


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posted September 19, 2020 12:07 AM

My submission is heavily updated. As usual, most stats are a rough estimation.
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Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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PandaTar
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posted September 19, 2020 01:26 AM

Hoorraaay! o/

Meanwhile, almost finishing Rampart's proposal. It got longer than Inferno's. Need to cut out some words here and there. ^_^

Voting starts tomorrow, then? Until Monday?
____________
"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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Alon
Alon


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posted September 19, 2020 02:01 AM

Is Rampart going next?

Actually, which towns are we even doing? The H3 eight?
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Jiriki9
Jiriki9


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posted September 19, 2020 07:57 AM
Edited by Jiriki9 at 08:00, 19 Sep 2020.

Alon said:
Is Rampart going next?

Actually, which towns are we even doing? The H3 eight?


Actually, RimGrabber has written in the Original Post that each town that has Been in an official release shall get their round, plus three rounds for own ideas (good neutral evil iirc?!).
Also, next in the list is dungeon.

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PandaTar
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posted September 19, 2020 08:33 AM

Dungeon? I thought he mentioned it would be Rampart. =(

Oh, boy, I'll have to start Dungeon then.
____________
"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."
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Jiriki9
Jiriki9


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posted September 19, 2020 11:07 AM

He made a list in the original thread.

...wow, you are working in advance?! O.O I can't even manage to finish as much as I want in time...

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Rimgrabber
Rimgrabber


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Voice in Gelu's Head
posted September 19, 2020 11:36 AM
Edited by Rimgrabber at 11:39, 19 Sep 2020.

Judging starts today!

Rampart was after Dungeon, but since you've already started I don't mind skipping around a bit, the order was meant to be pretty loose anyway since I used a randomizer to determine the order. Ostensibly, the order was this:

1. Necropolis
2. Castle/Haven
3. Inferno
4. Dungeon
5. Create-Your-Own (Good)
6. Create-Your-Own (Evil)
7. Forge/Factory
8. Create-Your-Own (Neutral)
9. Rampart/Sylvan
10. Stronghold
11. Sanctuary
12. Cove
13. Dwarf Fortress
14. Tower/Academy
15. Conflux
16. Swamp Fortress

but doing Forge so early felt a bit awkward to me personally, so I decided to move Rampart and Stronghold up because they were among the "classic" factions that appear in almost every game. I also feel like the Create-Your-Own rounds should probably be last after all the other factions, but whatever you guys want to do is fine by me. Anyway, sorry for the lateness of my own proposal(feel free to deduct points. ) I had a couple of concepts that I couldn't decide between and kind of just awkwardly mashed them together in a way that I don't think worked too well, but here it is anyway.

Inferno; Evil, Magic

Lore:  It is a common theme, in fact typically the central theme, of various religions throughout history that the many planes of existence are ruled over by a god, or a pantheon of gods. Typically, these deities have a strict moral code that is enforced through rewarding followers and punishing sinners by sending them to various planes after death. The Necropolis believes the Barrons to be these deities, eternal arbiters of justice, however, there was an offshoot of these heretics that believed that even the Barrons themselves answered to a higher power and made it their goal to contact these entities. Wielding eldritch magic beyond the comprehension of all but a select few, they began their work of unraveling the fabric of the universe to meet its creators and better serve them. This offshoot of Necropolis made great strides in demonology and planar sciences, discovering many new worlds and entities in their quest until at last, they reached their goal. They utilized their magics and sciences to look upon the fabric of existence itself and found nothing. No deity, benevolent, malevolent, or otherwise guiding the hand of the universe. Just cold, uncaring… nothing. They realized that they were alone. Using their newly acquired knowledge and spellcraft they set out to become gods themselves and bring meaning and order to existence. Inferno was born. The planes of existence from which Inferno’s armies come are called the Planes of Sin, although Inferno named them such because they correspond to sins of major religions, rather than any real force making them such.  (4th wall break: For example, the Plane of Gluttony is full of spirits and creatures that routinely murder and cannibalize each other while stripping clean the landscape of any food available not to punish the souls who go here for their gluttony, but because especially gluttonous souls gather on this plane, meaning there is a natural shortage of food and high demand for it. Also, while Dante’s works and many others portray the 7 deadly sins as a hierarchy where some are more severe than others, this is not the case here because there is no moral judgment being made. So, powerful and weak creatures exist in all the planes, just as they would in an elemental plane.)

Classes:

Demoniac(Might)

Demoniacs are those Inferno heroes that place more faith in science and learning than magic. Their study of the otherworldly creatures from the Planes of Sin borders on obsession, hence their title of Demoniac. Their might comes from contracts with entities who lay far beyond the abilities of mortals to truly comprehend, and nobody can say what the true price of these deals may be.

Likely Skills: Enlightenment, Luck, Offense

Unlikely Skills: Light Magic, Leadership, Occultism

Pariah(Magic)

Pariahs are wizards and former holy men and women who have become addicted to the chaotic and powerful magics used by the Infernos. They are among the most powerful and dangerous spellcasters in the universe, but their expertise and proficiency comes with a price. What remains of their original soul has been corrupted, damning and binding them to their chosen Plane of Sin, granting them access to powers no other mortals could dream of, but resigning their souls to an eternity of torment as a result.

Likely Skills: Sorcery, Destruction Magic, Dark Magic

Unlikely Skills: Defense, Warcries, Tactics

Conjuror(Magic)

More scientific than Pariahs, more magically attuned than Demoniacs, and less carelessly fanatical than either, Conjurors are perhaps the most dangerous heroes of the Inferno because they retain the most of their personality and self-control of their comrades. While Demoniacs allow themselves to be taken over by the creatures that serve them, and the Pariahs become slaves to the Planes themselves, Conjurors are in control of the beasts they summon forth, completely and utterly. It is thought by some members of other factions that Conjurors represent the single greatest threat to the world, as left unchecked, they will likely grow powerful enough to achieve Inferno’s dream of godhood.

Likely Skills: Enlightenment, Summoning Magic, Sorcery

Unlikely Skills: Leadership, War Machines, Luck

Heroes:

Haart(Demoniac)

It is said that Haart’s dealings with demons have allowed him to live, if you could call it that, for much longer than a human normally could, with some claiming he was once a nobleman at the height of humanity’s empire a thousand years ago. While Haart himself does not talk much about his past, his charisma and ability to inspire unfailing loyalty of the otherworldly creatures that follow him makes it seem like he is the one being worshipped, and not the other way around.

Starting Skills: Offense, Leadership

Specialization: Inferno troops can never have negative morale in this hero’s army. Additionally, Imps (and their upgrades) gain the Last Stand ability regardless of whether or not the hero has this perk.

Jezebeth(Demoniac)

Jezebeth is a Succubus, who legend says once started a civil war by sleeping with a king after his uneasy political marriage was struck. She is much more powerful than most of her kind, and they follow her fanatically hoping some of her power will rub off on them.

Starting Skills: Luck, Logistics
Specialization: All Lillims, Succubi, and Incubi gain +1 attack and defense every other level, starting at the first level. Additionally, Lillims gain the ranged retaliation ability of their upgrades.


Raelag(Pariah)

Raelag was once a gentle and kind-hearted elf with a talent for magic and a promising future. Unfortunately for him, he had a habit of falling in love with human women, who inevitably grew old and withered away before his very eyes. In an attempt to grant his love the same longevity of his people, he played with forces he didn’t understand and found his soul bound to the Plane of Wrath. Now there are few who willingly face this wily and intimidating warrior, and those that do realize it was a bad decision when he has to scrape them off his boots.

Starting Skills: Dark Magic, Destruction Magic
Specialization: Enemy units have their initiative lowered by 1% for every 2 levels of the hero, starting at the first level. At level 20, their speed is also decreased by 1.

Cain(Pariah)

Many know the story of Cain the Kinslayer, who murdered his brother to avoid sharing the wealth they inherited from their parents. What most don’t know, however, is that he used demon magic to do it, and his soul has been bound to the Plane of Envy ever since. It is said that his soul burns so hot with jealousy that the very vegetation around him will burst into flames.

Starting Skills: Destruction Magic, Occultism

Specialization: Fire-based spells have their effective spellpower increased by 1 for every 3 levels, starting at the first level.

Biara(Conjuror)

Arguably the most dangerous mortal to exist in the universe, Biara’s skills at seduction, infiltration, and assassination are unrivaled. Her chaotic nature means that she is an extremely unpredictable opponent, and her almost masochistic self-discipline ensures that she will never rest until her goal is achieved.

Starting Skills: Sorcery, Destruction Magic

Specialization: Hero’s turn comes faster with level-up (windspeaker from H5)

Archibald(Conjuror)
Archibald is the leader of the entire Inferno, and one of the first to suggest their schism from Necropolis. His motivations for doing so are somewhat unclear, but one thing that’s not unclear is that should Inferno succeed in their mission, Archibald will likely become the ruler of this universe. For now, he waits patiently and continues his studies.

Starting Skills: Enlightenment, Summoning Magic

Specialization: The Animate Dead spell can permanently resurrect Inferno creatures as if they were undead.

Troops:

T1: Imp (Vermin/Familiar)

Minor spirits from the Plane of Greed, an Imps entire existence revolves around theft. Their wings enable them to fly over short distances, and their obsession over gold and precious metals means that they will hoard coins that the hero can retrieve at the beginning of every turn. Upgrading them into Familiar allows them to steal mana from enemy heroes, and upgrading them into Vermin will increase the damage they deal to constructs.

T2: Gargoyle (Horned Gargoyle/Venomous Gargoyle)

Originating from the Plane of Envy, Gargoyles are notoriously jealous creatures who are ashamed of their own hideous appearance and lash out aggressively towards anything they perceive as beautiful which, much to the misfortune of everyone that encounters one, includes all sentient lifeforms. Horned Gargoyles can retaliate an unlimited number of times, and Venomous Gargoyles have poisonous attacks that deal additional damage over time.

T3: Lillim (Succubus/Incubus)

Of all the creatures to exist on the Plane of Lust, Lillims are the most sadistic. Born from the souls of especially promiscuous humans, Lillims delight in the manipulation and seduction of their victims, after which they will steal their souls. Lillims are the only ranged creature in Inferno's army, making them indispensable. Upgrading them into either Succubi or Incubi gives them the unique ability to retaliate against ranged attacks with their own, while Succubi lower the attack of male heroes and Incubi lower the defense of female heroes.

T4: Shinigami (Vengeance/Blooddrinker)

The Shinigami are the souls of mortals who delighted in murder while they were alive, and were damned to exist in a constant kill or be killed state in the Plane of Wrath. They can never escape this, for if they are killed they will simply be reborn as a weaker Shinigami. They are fast, powerful, and capable of teleporting around the battlefield to kill foes with their dual katanas. When upgraded into a Vengeance, they deal triple damage the first time they attack a creature that previously killed a friendly stack. Blooddrinkers are able to restore 40% of their health when finishing off an enemy stack.

T5: Baku(Slumber/Dreameater)

Powerful spirits from the Plane of Sloth, Baku are typically sluggish creatures somewhat resembling a bear, but woe is to those who dare interrupt their slumber. Each consecutive retaliation deals 25% more damage. Upgrading them into Slumber allows them to enter a state of hibernation once per battle, cleansing them of negative effects and healing 10% of their stack's total HP per round. This lasts until they are either attacked or fully healed, but if ended via attack the Slumber has their speed increased by 3 for their next attack, and their next attack deals 50% more damage. Dreameaters can feed off of the mana of enemy spell casters. When attacking an enemy caster, that creature's mana is completely drained and an amount of Dreameaters equal to the amount of mana are resurrected. Additionally, if an enemy hero casts a spell on a Dreameater, their next turn comes 50% later.

T6: Hunger(Cannibal/Ravager)

Giants coming from the Plane of Gluttony, the aptly named Hunger are eternally insatiable, bloodthirsty monsters that live to consume. They will always kill at least 1 creature in any stack they attack, and can eat an Imp from an adjacent friendly stack to restore 100% of the first Hunger's missing health. When upgraded into Cannibals, they can instantly kill and eat a stack of enemy small creatures with 15% or less of their original numbers remaining. When upgraded into Ravagers, they get a large increase in speed and initiative after consuming an Imp.

T7: Dracolich(Arcane Dragolich/Eternal Dracolich)

Dragons are inherently prideful creatures, so its no surprise that many of them go to the Plane of Pride when they finally die. The Plane of Pride is a world of constant power struggles, and some Dragons there have developed a method of consuming the souls of their defeated brethren and possessing the bodies of their younger victims. As such, a Dracolich cannot truly die. Their breath attack enables them to attack several closely grouped opponents at once. Upgrading them into Arcane Dragoliches enables them to cast many powerful destruction spells, and upgrading them into Eternal Dracoliches enables them to restore 1-3 of their fallen after a battle.

Unique Builings:

Mana Vortex - Visiting heroes have their maximum mana increased by 50%

Prison of the Damned - For every enemy hero defeated, a town with this building increases the spell power of a visiting hero permanently by 1.

Grail: Tower of Sin - Increases gold income by 5000, creature growth in this town by 50%, and the spell power and knowledge of defending heroes by +10 each. Additionally, all Inferno heroes will get a bonus corresponding to one of the Planes of Sin depending on the day of the week:

On day 1, their luck is increased by 1 (lust)

On day 2, their troops gain +10% Hp (gluttony)

On day 3, they will pick up +20% more resources (greed)

On day 4, they have increase movement points (sloth)

On day 5, they get +2 attack (wrath)

On day 6, chests are more likely to yield artifacts (envy)

On Day 7, their morale is increased by 1 (pride)



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PandaTar
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posted September 19, 2020 09:27 PM
Edited by PandaTar at 01:28, 20 Sep 2020.

Rimgrabber said:

1. Necropolis
2. Castle/Haven
3. Inferno
4. Dungeon
5. Create-Your-Own (Good)
6. Create-Your-Own (Evil)
7. Forge/Factory
8. Create-Your-Own (Neutral)
9. Rampart/Sylvan
10. Stronghold
11. Sanctuary
12. Cove
13. Dwarf Fortress
14. Tower/Academy
15. Conflux
16. Swamp Fortress



Hm, if no one else objects, could we make Rampart then?

Then Forge skips ahead (I won't make a Forge proposal, btw. I have 12 really set factions and finding room for a Forge-like thing might be a bit ... overwhelming to my creative efforts HOHOHOHO, specially because there's already a steampunk-like faction among those 12). Accordingly to that list, I have 1, 2, 3, 4, 9, 10, 11, 13, 14, 16. Atlantis and Oasis could be 6 and 8. There are a lot of neutral units, though, but not sure if they would make an interesting line up to fill in the 4 remaining factions.



Accordingly to the first post, I'll set scores based on:

1. Heroes
2. Units
3. Structures
4. Bonuses (Lore, depth, overall creativity – which might give additional points, if the other three situations do not fill the whole score)


Jiriki9 = 9

I liked the overall picture. Could be a bit more daring, but I appreciated the result all the same.

1. Heroes & Skills
    All classes are well-defined and feel flexible enough to hold many strategies, added to singular Heroes' specialties. Skills also give an interesting view on how faction would play out.
2. Units
    I liked basically all units (didn't grasp Imp's Annoy ability, seems odd), aside the fact they are pretty much a standard Inferno line up, as they felt refreshed.
3. Structures
    I liked both unique buildings in the description, with imaginative effects, focus on information and even permanently changing a hero's physiology in a sacrifice; which is kind of exotic.
4. Bonuses
    Additional units are nice. Lore helped give harmony to the whole thing.


Alon = 9

It is a nice setting, pretty much in a way that I was considering mine here and there.

1. Heroes & Skills
    Both classes feel solid and skills consisting on the proper use of information and exploiting weaknesses feel preety much as something that faction would do.
2. Units
    I got a good feel upon those units and all of them felt right in place. Apparently, didn't miss cerberus or devil-like beast either. Oh, here it's your potential stalker.
3. Structures
    Interesting buildings with variable scopes.
4. Bonuses
    Information upon strenghts and weaknesses of the faction itself, having greater vulnerability to some specific factions, is something I wanted to see more on MM universe. Sometimes you'll be on the wrong page, and there's not much you can do about it. So, you need to tweak the circumstance as much as you can. Also, describing combination of units help envision strategies better. That's a nice thing to place on a proposal – I just won't do that to avoid an even lengthier bible. Also, the explanation around why you designed the town that way is rather enlightnening.


Galaad = 3

Well, apparently, it is a regular Inferno town ^_^.

1. Heroes & Skills
    Pretty much what we see in past games.
2. Units
    The new units were the most interesting. Limitation on the number of some ability casting per battle might be a bit jarring, if you enter lengthy battles; those units become quite bland.
3. Structures
    Unfinished.
4. Bonuses
    None.


FirePaladin = 9

I like this more tech-evolved sort of Inferno.

1. Heroes & Skills
    Not much surprises here, but functional. I was expecting things a tad more exotic, taking into consideration the rest of the designs, you see. It's not a negative punctuation, though.
2. Units
    I enjoyed line ups on a whole. Some ability effects lasting only 1 turn and just once per battle is not something I prefer, though. Specially if you consider long battles, it might fall short and innefective, unless it's a very overpowered thing. Added equipment is a real plus on my point of view, sometimes enough not to make upgrades so forced or frivolous.
3. Structures
    Clear usage, classical. Even a place to find fiery hoes, hmmm. Grail has a different effect than the usual income and growth boost and personalized from dwelling to dwelling, which is nice.
4. Bonuses
    Added information on mechanics, settings and lore helps with ambiance and understanding the faction better. Added factions relationship. Added siege machinery akin to the infernal theme. Nice picture of some spells. Well, mosquitoes are the things that kill humans the most in rl, so there's that!


Rimgrabber = 9

The overall vibe of the town is quite fun, as the number of sins matches with a lot of things that can be done on this proposal. o/

1. Heroes & Skills
    Very captivating classes and skills, hopefully imagining how these less controlled classes would play out, if their chaotic and fanatic nature would transpire a lot more as they evolved, and how would that make them 'inferior' to the third class.
2. Units
    I enjoyed the proposed units, but most notable the Baku one. They fit quite well with their sins, but some upgrades felt like they could be a bit more structured, just like other detailed features on this proposal.
3. Structures
    Simple effects (I personally don't like these buildings that give a single permanent bonus and go into oblivion because it has no other use, but that's a personal input only) and Grail has an everchanging bonus effect depending on days of the week. Kinda cool.
4. Bonuses
    As usual, very interesting setting, with lore and functionality matching very well the theme of Sins. !


Apparently, 9 was the new black this time. hohohohohoho I think I didn't miss anyone? And again, tried to see it past my preferences over upgrades, tier-style, etc. Any questions, just ask.
____________
"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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FirePaladin
FirePaladin


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posted September 20, 2020 12:54 AM

Thanks for the feedback! I hope now I will have time to vote each idea.

Well, to be honest, Castle for me was mostly just a trial version. My first Inferno version was an evolved trial one, and I was starting to restructure it and such. The heroes were next as well as some rework about the Occult Magic, but it was too late. I might finish/rework it sometime after all contests end. Just explaining a bit of my ideas and how it all went up until now, btw.
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted September 20, 2020 12:57 AM

Quote:
Hm, if no one else objects, could we make Rampart then?

Then Forge skips ahead (I won't make a Forge proposal, btw. I have 12 really set factions and finding room for a Forge-like thing might be a bit ... overwhelming to my creative efforts HOHOHOHO, specially because there's already a steampunk-like faction among those 12). Accordingly to that list, I have 1, 2, 3, 4, 9, 10, 11, 13, 14, 16. Atlantis and Oasis could be 6 and 8. There are a lot of neutral units, though, but not sure if they would make an interesting line up to fill in the 4 remaining factions.


I do not work much with previously-made concepts here, so I am fine with anything. (I would like to do all of them, though.)

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PandaTar
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posted September 21, 2020 02:25 PM

Last day voting? To try having a consistency and not to delay too much every round?
____________
"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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Rimgrabber
Rimgrabber


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Voice in Gelu's Head
posted September 21, 2020 03:38 PM
Edited by Rimgrabber at 08:30, 22 Sep 2020.

3 days didn't seem like enough last time I'll bump it up to 5 if that's okay with everyone. I'll still do my scores today though.

PandaTar: Pretty much no negative criticisms about this. It's innovative, but it still feels enough like Inferno that I'd love to see it in a real Heroes game. The Gorgons work very well here, and I especially like the Pazuzu as a more "spiritual" demon and less the typical fire-and-brimstone feel. Supports units are scary and have interesting abilities, Heroes are cool. 10/10

Jiriki9 Wheel of Torment is a very cool unit that stands out in an otherwise conservative lineup, but all the units have very unique and interesting abilities that set them apart from their real game counterparts. Corruption skill fits the faction very well and is quite unique. Not much to say about the heroes, other than its neat how you repurposed heroes from other factions and made them into your own characters. 8/10

Alon I really, really like the concept of a more mind-affecting Inferno than a fiery Inferno, and you pulled it off quite well. The creatures are less scary in the normal sense and more creepy. Unique buildings fit with the theme very well. 9/10

Galaad Unfortunately, not very innovative and unfinished to boot. Not to be mean or anything. I do really like the goat though. 3/10

FirePaladin Occultism is a cool faction skill, similar to the H4 magic system which was one of my favorite things about that game. I like the idea of a technologically advanced Inferno, reminds me of the old joke that since all the scientists went to hell it's probably air-conditioned by now. I assume that the Succubi are going to vaguely resemble Pokimane since you have to build a simp twitch stream before you can build the succubus horde building. Fallen Angels are always a cool unit to have and I'm a bit disappointed we never saw it in real Heroes. 9/10




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PandaTar
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posted September 22, 2020 07:46 PM

HOORRAAAY! Thanks, Rimgrabber. ^_^

It seems I got a bit inspired to look for materials for the other 4 non-planned factions. They'll be short creations, but at least they'll be there. |o|
____________
"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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FirePaladin
FirePaladin


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DoR Modder
posted September 22, 2020 08:30 PM
Edited by FirePaladin at 00:47, 23 Sep 2020.

PandaTar: It's very well-made and thought in literally all/most aspects, as well as very detailed. However, its greatest and probably only flaw is that it totally goes against HoMM's core style, which is easy-to-learn, hard-to-play, and as such, I can't give it a perfect score; the reason is that everything has an effect, specialty, feature, etc., as well as there being very much stuff to take into account when playing. I would personally reserve the game style for a HoMM "spin-off" and not a direct sequel (eg. HoMM: Smt instead of HoMM8). For a HoMM "spin-off", it might totally be a 10/10. As a HoMM sequel, it would be an 8/10 I say.

Jiriki9: Classic fantasy setting. It's good in all aspects, and resembles H5 subskills, although the Fortress/Town thing is a bit complicated and I wouldn't really have it in a HoMM8 or spiritual successor. Also has faction relationship and such, so that's kinda neat. 9/10

Alon: He's got some interesting concepts going on (not like everyone else doesn't, but he puts an accent on it). I'm personally totally ok with a fiery-less Inferno as well, after all the most fiery aspect about my own Inferno is that it just happens to be able to dwell near magma haha. Anyway, the lineup is recognizable, there are also strategies for units and such, as well as an interesting faction skill. 9/10

Galaad: We're all getting banned for this. To be honest, its main drawback is that it's a pretty simple/short/undeveloped idea. Because of that, I have to give it a 5/10.

Rimgrabber: An interesting idea, and the Sin part is well made and combined with the units. The daily bonuses are nice, units are recognizable, there are tribute heroes as well (although I'm not a huge fan of that myself; won't affect my vote). The hero section is also pretty detailed. I say a 9.5/10.

Now that I have voted each post, I want to clarify some stuff about mine (just for the sake of clarifying it, not for the score lol):

* The Grail for Inferno does give the default bonus (dunno, gold and growth?) as well.
* Things that last 1 turn might as well last 2, 3 or even 4, depending on final balance. After all, as I said, most of what I wrote there is somewhat of a rough sketch, at least regarding ability numbers and such.
* The lower-areas Inferno is full of tech, not wasting much of it in the upper areas (for now).
* Mosquitos can be neutral or secret units affiliated with Inferno or not, although as neutrals they'd have to be weaker and not just meme-tier.
* I was mostly meme-ing with the Simp part, since it all started with someone realizing Simp is a good pun for Imps. In a final faction, not sure if the term Simp would be there, except maybe just as an easter egg. And well yes, the Succubi could resemble Pokimane haha.
* I luckily had enough time on my hands to develop my own idea, although not as much as I'd want (the heroes section is lacking).

Also, I'd like Create-Your-Own to be last, so I see can see what faction I'd want there after all relationships and lineups for all other factions are done.
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 22, 2020 09:33 PM

Hey everybody. I won't bne able to do this in detail but I want to do it at least basically...

PandaTar
As always, a nice, thought through, creative, detailed and beautiful entry. Some points I mentioned before stay, and are mainly summable as "this is great, but is it truly HoMM?". And while I try not to be overwhelmed by that general feeling, I cannot take it out, because I have to ask myself "would I like this in a future HoMM."
I really liked the backstory, though it feels pretty classical. And I liked what I saw of the Campaign. I can honestly say I'd love to play through this campaign. Same goes for the heroes, which look very interesting.
The units...they are interesting and creative. But it somehow feels a bit much to me. I mean, including upgrades thats 18 units plus 4 unique War Machines. And each unit is very special and unique, as well as the unit-tier-structure does not feel very straight. And I am partial about that. Pros: it fits Inferno (both individual creatures and the lineup) and it has a lot of creativity and variety, which I like (not mentioning the detail and the work you must've put in it - you deserve praise for that alone!). Cons: it is hard for me to wrap my head around it and to imagine this as a lineup to work and fight with. I especially liked the Contractor, it felt very fitting. Homunculus and your vision of the "classical" inferno units felt really nice to me as well. Was not that much a fan of Hecatoncheires and Red Dragon in Inferno feels odd, though you certainly did fit it in.
8/10

Alon
As, it seems, most, I do like the different faction concept here.
I loved the hero abilities.
The buildings are fine.
I did like the units as well, as far as I can say. Not typical Inferno, but fitting for your vision of it.
Generally, I would really like to get more detail on things, as this got me really intrigued, but I would love to get more, both in terms of gameplay and backstory.
9/10

Galaad
unfinsihed, sadly. I actually liked to have this very classical approach in, and it felt well-done to me. But it misses to much for higher scores.
4/10

FirePaladin
Wow, you gav ea lot of detail on the unit stats. COmpliments on the work. Overall, feels like a classical inferno.
I liked the town buildings given.
The heroes were solid, to me. The "Faction Skill" (so to call it) of occult magic was...well it is ok and feels fitting. Faction-specific Magic schools are not so my stuff these days, though. It feels like there are more interesting things out there.
The unit lineup feels good, though not outstanding, to me.
Liked to get faction relations.
7/10

Rimgrabber
Well, I really liked your approach. Using the 7 sins feels not forced at all, but really contributing to the faction.
In the town, the vortex is not really new, but the others I do love.
I really liked the lineup as well, not at all classical, but in your version, really fitting. It is not "oh my god this is perfect!" but it is "Well, that is good, I'd enjoy that."
The heroes...well that's a great part of your proposal for me. The way you wove in Heroes from the former games was really done well for me. Some Faction Skill would have made this even better, imo.
9/10

I hope that I was fair and not too harsh and my judging understandable!

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted September 23, 2020 12:14 AM

@Fire Paladin and Jiriki9

It's fairly understandable, as it doesn't follow strickly any sort of previous Heroes games' tier system or so, and there's a lot of information to take in. Overwhelms a bit, when you're not the one creating it. After I read it a couple of times, things seem much simpler and organic, so it feels like things are clear; and they are not quite clear.

In my defense, I was reading the original post to check if it should follow something specific, and there was nothing. That's why I am not taking into consideration if I would play these factions in any actual base-game, but mainly to feel the general vibe of the faction, if they are really convincing, if they would make me curious how they would fare; and that's how I am basing my judgement when giving scores also. Of course, a lot of things needs polishing because it is the crude format, with many things noted that might be divided and redirected somewhere else (it's like a big notepad). Not all creatures are available at the same time at town, and some have their upgrades – that part still needs to be addressed on all proposals. I am also not considering balances or multiplayer (I hate multiplayer's influence on Heroes games).

My motivation upon creating these factions rests on the fact that you must learn each faction uniqueness and the uniqueness of their heroes, actually learn them. And not being forced to follow strickly other Heroes' systems is a plus in my book, as today I feel like old Heroes games are much too simple and uninteresting, even with mods.

Strangely, this time I am having some fun with lore. I was never too fond of lore before these proposals. But it does help with ambiance. ^_^

____________
"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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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 23, 2020 12:32 AM
Edited by Galaad at 00:33, 23 Sep 2020.

Thank you all, to be honest I expected to get even lower scores given how little work I've put into it compared to you guys. I will still continue to participate.

And congratulations to you all, you've made some pretty impressive entries! PS If I were a mod in the Altar you'd all get +QPs
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FirePaladin
FirePaladin


Promising
Legendary Hero
DoR Modder
posted September 23, 2020 12:45 AM
Edited by FirePaladin at 00:48, 23 Sep 2020.

@PandaTar

Yeah, I figured/knew that already (seen your posts on other threads, etc., I usually remember what people like and such). I'm mostly giving scores based on both how I personally like/rate the faction and how fit for a HoMM sequel it would be (and I do personally rate your idea 9.5/10). Actually, I'm also making my own posts based on this and partly my own ideas.

I didn't mention this in my "votes" post, but I think having more pov in terms of voting can give a more "accurate" rating for the ideas in the end.

And well, yeah, they usually were a bit too simple for me as well, but once I discovered MP and pro levels of playing H3.... (but you hate MP anyway, so....)

Also, just gonna throw a fun-fact in, the original Inferno in H3 was most possibly supposed to contain visible tech in it (eg. tier 7 artwork).
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted September 23, 2020 01:10 AM

FirePaladin said:
Also, just gonna throw a fun-fact in, the original Inferno in H3 was most possibly supposed to contain visible tech in it (eg. tier 7 artwork).


Did they change for the supposedly Forge release that never came, I wonder?

Quote:
I discovered MP and pro levels of playing H3.


Enjoying mainly single player games is, in a way, problematic, because you depend on good AI programing and a broad range of features to keep the game interesting and your mind busy, discovering things here and there, somewhat in your own pace, not bound to anyone else. That's one reason I prefer RPGs over StrategyGs. The only multiplayer game I used to play (almost 8,000 hours of it, actually) was Dota 2, and I have quit it definitely; and some cooperative games, hotseat, but not competitive. I think I alwasy tried to protect my psychic condition and I am very touchy with failure, self-demanding, really nasty thing to deal with.


____________
"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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