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Thread: New factions and their advantages | This thread is pages long: 1 2 · «PREV |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted April 08, 2007 12:09 AM |
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If I had to guess from their theme alone I would go with dark and destructive. Both seem to be in character with the orcs though destructive has been used too many times so it will possibly be summoning instead. Still my bet is that even with these schools the chance to get the magic skill won't be as high.
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feluniozbunio
Promising
Supreme Hero
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posted April 08, 2007 12:44 AM |
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Few extra magic arrows agains lvl one shooters or ghosts may be helpful even when you are low on spellpower
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Homer171
Promising
Supreme Hero
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posted April 08, 2007 12:49 AM |
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Edited by Homer171 at 01:05, 08 Apr 2007.
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Quote: Few extra magic arrows agains lvl one shooters or ghosts may be helpful even when you are low on spellpower
Don't you mean Eldritch Arrow? Well some caster creatures could have destructive spells Arrow or Ice perhaps. Righteous Might or some new kinda attack\damage or even speed\initiative boost spells would be nice.
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Sanyu
Known Hero
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posted April 08, 2007 05:19 AM |
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I'll be glad if Orc faction creatures have rock bottom initiative but extremely high att/def. And giving them summoning magic and dark would be more into the theme. I can imagine them conjuring wards or some turret thingies.
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emilsn
Legendary Hero
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posted April 08, 2007 09:57 AM |
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No magic , they should have: High initiative, or atleast 9 and above, average speed, asleast so they can move half across battlefield, Huge att and def, A bit magic resistance to protect them from: Dungeon and academy. Nothing else. Ofcourse initiative and speed can be disgussed, but with low of both they will die, since no magic are in place! They need it, simpel
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted April 08, 2007 10:11 AM |
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Yeah, without magic, they have to be strong enough to fight buffed-to-oblivion haven army.. so they somehow need to have stronger units than the rest of the towns.
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted April 09, 2007 11:24 AM |
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Quote: Yeah, without magic, they have to be strong enough to fight buffed-to-oblivion haven army.. so they somehow need to have stronger units than the rest of the towns.
Actually, this will be very imbalanced. For example, when Haven doesn't have buffs already (rushes...)
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted April 09, 2007 11:55 AM |
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Yeah, it's very hard to figure out how to balance a faction that can't do magic. (or has very limited magic.)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 09, 2007 03:54 PM |
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Quote:
Quote: Just like in HoF, Fortress creatures have a whole new set of abilities and their heroes can learn new abilities. But the problem is, why cant all the other factions learn from the pool of new abilities. While abilities like Mana Burst can be learnt by many factions, Ignite is unique to the runemage. This sets me pondering whether it is fair that every new faction introduced gets to learn an unique set of abilities. Shouldn't all factions be revamped so that their heroes can learn those abilities too?
The dwarves aren't overpowered so I don't understand why you think the orcs will be. About the abilities I am rather divided. I believe that some MUST be unique but at the same time some should be redistributed or even with simpler prerequisites. If new factions weren't unique I'd be disappointed and I don't wish all abilities to be accessible by all-it's part of their identity.
Yes, I agree that not all avilities should be widely available, but some of the new ones are very nice and should be very welcome in some of the other classes. If someone wants to participate in developing a complete new set of skill-tress, they can easily be modded into the game - it just should be done with proper consideration, I think.
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