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Thread: werewolfs | This thread is pages long: 1 2 · NEXT» |
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LiZaRdMeN
Disgraceful
Known Hero
The king of Grimheim
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posted July 28, 2007 04:07 PM |
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werewolfs
"Rampant"
Soon,you will see My werewolf town,named "Rampant"
Rampant
history:Werewolves are a strange race,the oldest race[with the dragons] in the world of Ashan.From the creation of this world these savage warriors lived peacefully in the world.They have been driven from their lands by Humans and elves.Billions of this peaceful creatures are killed by humans and elves.The remaining werewolves escaped from the other races and formed a action,called ''bloodmoon''.The last werewolves have studied the magic,which is brought by the elves and the humans.They have waited for centurees for their vengeance.Their lord,Marcus is a formidable foe,who have mastered magic.
Motto:"We are eternal,and no mortal will stand in our path"
werewolf castle: http://www.thelandofshadow.com/mordorgate/1darkdomains/dolguldur/dolguldurB.jpg
level 1: dark wolf-dark wolves are fierce creatures,that are the close friends with the werewolves.Unlike their wild cousins,this wolves have been magically enchanted by their masters,the werewolf shamans.
http://www.wizards.com/dnd/images/eb_gallery/82170.jpg
abilities-Howl[ally units always have positive moral],magic enchanted[wolves have 35% magic resistance]
statistics:attack-4;defence-2;damage3-3;initiative-8;speed-5;health-15;groutgh-5.,cost300
level 1upgradeemonwolf-demonwoles are an experiment of Marcus,lord of the werewolves.The dragon-wolves are a succesfull experiment of the werewolves.They are beasts that fly up to the enemy ranks .Demonwolves are not as powerful as Devils. http://darkageofcamelot.com/lotm/monsters/images/MonsterDemonWolf.jpg
abillities:flying creature,,howl[ally units always have positive moral and enemies don't have positive moral[no more than 0]] ,magic enchanted[35% resistance to magic]
statistics:attack-6,defence-5,damage-5ß5,initiative-8,speed-7,health-15,growth 5,cost 400
level 2
Werewolf rogue-werewolf rogue are quickly killers that are formidable enemies
http://images.epilogue.net/users/mckenna/Werewolf.jpg
abilities:claws[there's chans that the unit will wound the enemy,i.e. lowing his initiative and speed by 20% for the whole combat]
statistics:attack-13,defence1,damage-6-7;initiative-8,speed-10,health-7,grouth-5,cost 200
werewolf assassin-the most quickly units in the werewolf army,that can hide in the shadows from enemies.
http://www.geocities.com/TimesSquare/Dungeon/3492/werewolf.gif
abilities:claws,shadow hand[the unit can become invisible for the wholebattle,until he attacks,unlimited times]
statistics:atack-13,defence-1,damage-8-8;initiative-9;speed-11,growth,cost 25o
level 3
Werewolf fighter-THe werewolf fighters atre the back bone of the armies of Marcus.Altrough they aren't the most powerefull fighters,they are a dangeroes foe.
http://images.epilogue.net/users/dominic/werewolf_epi.jpg
abilities:claws,poiseneus bite[same as assassins poinson]
statistics:atack-6,defence-8,damage-6-9;iniyiative-8;speed-6,grouthg,5,cost300
werewolf warrior-he werewolf-warriors strength is matched only by the werewolf knights.They are fearless enemy of those who oppose werewolves
http://www.ilmondodielena.it/tendress/lupo/werewolf-11.jpg
abilities:cripling wound,poisonous bite,damage 7-10,initiative-9,speed 6,groutgh-5,cost 320
level 4
werewolf priest-priests heal hurt werewolves but are also dangeours mages
http://www.wsu.edu/~mgorg/werewolves/img/heartsong_goldenwolf.jpg
abilities:Lay hand,claws,caster[fireball],mana35
statistics:health-35,damage 12-13,initiative 13;groutgh 4,cost 33o
werewolf shamans:shamnas are the religios leaders of the werewolves.They are able to summon spirits of the dead.
http://werewolves.monstrous.com/alpha_werewolves.jpg
health 50,damage 15-3o,initiative 12,grotgh 4,cost 340
lay hand,claws,spelcaster[fireball,righteous might]can summon ghost[number of shamans double ]
level 5
dendroid-dendroids are ancient defenders of the land,that have alied with the werewolves
http://stat7209381.beon.ru/i/users/4/3804/3804/67155/dendroid.jpeg
stats:13 atck,14 defence,13 ,inititative,speed 5
health 100,damage 10-15 ,i.-15;groutgh-3,cost 670
enetangling roots,can summon pixies on the battle field -7 per dendroid,large creature
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sheensher
Known Hero
and Slipknot FAn
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posted July 28, 2007 04:23 PM |
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Hmmm...Bloodmoon, some ideas will be from from TeS: III
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted July 28, 2007 06:15 PM |
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I don't know where to begin.
litterally.
I think the town has some promise, but your orginization is really shoddy. Almost no paragraph breaks, and no accents to show where one section starts and another begins. Plus, a level one dragon? I could understand level 5, but level 1, and described as bloodthirsty and formidable?
Bloodmoon: Is the name of the town? Expansion yes, night event yes, but town? Come on.
The art for the werewolf is really the only strong point.
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How exactly is luck a skill?
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LiZaRdMeN
Disgraceful
Known Hero
The king of Grimheim
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posted July 28, 2007 07:03 PM |
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Quote: I don't know where to begin.
litterally.
I think the town has some promise, but your orginization is really shoddy. Almost no paragraph breaks, and no accents to show where one section starts and another begins. Plus, a level one dragon? I could understand level 5, but level 1, and described as bloodthirsty and formidable?
Bloodmoon: Is the name of the town? Expansion yes, night event yes, but town? Come on.
The art for the werewolf is really the only strong point.
i'l expand this town,i'l find some cool music,and i should move the dragon-wolves,they should be level 5 units,and i shoul have cooler name for this town.
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted July 29, 2007 10:16 AM |
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This is for anyone who can't read what he wrote, i'm english, and i can "see through the lines better" for all!
Rampant
History: Werewolves are strange race,the oldest race [with dragons] in the world of Ashan. From the creation of this world. These savage warriors lived peacefuly in the world. They were driven from their lands by Humans and elves. Bilyons(?) of this peacefuly creatures are killed by humans and elves. The remaining werewolves escape from the other lands of Ashan and form a faction, called 'Bloodmoon'. The remaining werewolves have studied the magic, which is through the elves and the humans. They have waited for century's for their vengeance. Their lord, Marcus is a formidable foe, who has mastered magic.
Motto: "We are ethereal, and no mortal will stand in our path"
Werewolf Castle:
level 1: Dark Wolf- Dark Wolves are fierce creatures, that are the close friends with the werewolves. Unlike their wild cousins,these wolves have been magically enchanted by their masters, the werewolf shamans.
abilities- Howl [ally units always have positive moral], Magic Enchanted [wolves have 35% magic resistance]
statistics: attack-4; defence-2; damage3-3; initiative-8; speed-5; health-15; groutgh-5., cost-300
Level 1 upgrade: Demonwolf- Demonwolves are a result of an experiment by Marcus, to combine a Devil and a Werewolf. They are beasts that fly up to the enemy ranks and slay their enemies. Demonwolves are not a powerful foe as a Devil.
Abilities: Flying Creature, Howl [ally units always have positive moral and enemies don't have any positive moral], Magic Enchanted [35% resistance to magic]
Statistics: attack-6, defence-5, damage-55(?), initiative-8, speed-7, health-15, growth 5, cost 400
Level 2: Werewolf Rogue- Werewolf Rogue are quick killers and are formidable enemies.
Abilities: claws [there is a small chance that this unit will wound the enemy, i.e. lowing his initiative and speed by 20% for the whole combat]
Statistics: attack-13, defence-1, damage-6-7; initiative-8, speed-10, health-7, growth-5, cost 200
Level 2 Upgrade: Werewolf Assassin- the quickest unit in the werewolf army, that can hide in the shadows formed by enemies.
Abilities: claws, shadow hand [the unit can become invisible for the entire battle OR until he attacks]
Statistics: attack-13, defence-1, damage-8-8; initiative-9; speed-11, growth4, cost 250
Level 3: Werewolf Fighter- The werewolf fighters are the backbone of the armies of Marcus. Although they aren't the most powerful fighters, they are a dangerous foe.
Abilities: claws, poisonous bite [same as assassins poison]
Statistics: attack-6, defence-8, damage-6-9; iniative-8; speed-6, growth-5, cost-300
Level 3 upgrade: Werewolf Warrior- only the werewolf knights match the werewolf-warriors strength. They are fearless enemies of those who oppose the werewolves.
Abilities: crippling wound, poisonous bite,
Statistics: attack-?, defence?, damage 7-10, initiative-9, speed 6, growth-5, cost 320
Level 4: Werewolf Priest- priests heal hurt werewolves but are also dangerous mages
Abilities: Lay hand, claws, caster [fireball], mana-35
Statistics: attack-?, defence?, health-35, damage 12-13, initiative 13; groutgh 4, cost 330
Level 4 upgrade: Werewolf Shamans: shaman’s are the religious leaders of the werewolves. They are able to summon spirits of the dead.
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Visit my Site!
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sheensher
Known Hero
and Slipknot FAn
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posted July 29, 2007 12:00 PM |
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted July 29, 2007 04:54 PM |
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There are too many werewolves in this town!
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How exactly is luck a skill?
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sheensher
Known Hero
and Slipknot FAn
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posted July 29, 2007 06:20 PM |
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Quote: There are too many werewolves in this town!
Yes, u should make wererat, werebear, weretiger or werelion. On 6th lvl. can be certain raider, on 8 something like weredragon
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LiZaRdMeN
Disgraceful
Known Hero
The king of Grimheim
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posted July 29, 2007 07:19 PM |
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Quote:
Quote: There are too many werewolves in this town!
Yes, u should make wererat, werebear, weretiger or werelion. On 6th lvl. can be certain raider, on 8 something like weredragon
I'l make for level 6 werewolf templars.
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sheensher
Known Hero
and Slipknot FAn
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posted July 29, 2007 07:54 PM |
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Quote:
Quote:
Quote: There are too many werewolves in this town!
Yes, u should make wererat, werebear, weretiger or werelion. On 6th lvl. can be certain raider, on 8 something like weredragon
I'l make for level 6 werewolf templars.
-_-" There are too many werewolves...
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted July 29, 2007 08:42 PM |
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so if there are too many, you should make less. Thus adding more is not good, because it does not acomlish the less makeage.
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How exactly is luck a skill?
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted July 29, 2007 11:37 PM |
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Edited by Ted at 16:13, 30 Jul 2007.
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talking like yoda is good, yes, bring piece to mind and body, yeahs, and new unit is not werewolf, i beileve it is more a spellcaster, yes
and now the time is commander
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Orfinn
Supreme Hero
Werewolf Duke
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posted July 30, 2007 03:58 PM |
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lol! well i like most of the units, but not like demonwolf etc hybrid snowt. and yes too many wolf things, but i just dont want any other werebeast in here either. Why not add other animals, just more savage. Like white tigers, panthers and maybe even introduce dendroids, guardians of the werewolves hideouts? just some wild thoughts
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sheensher
Known Hero
and Slipknot FAn
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posted July 30, 2007 04:08 PM |
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U can transmit vampires from necro to ther, an in necro add mommies or something like this
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted July 30, 2007 07:03 PM |
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Oh no, that is MY gig.
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How exactly is luck a skill?
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LiZaRdMeN
Disgraceful
Known Hero
The king of Grimheim
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posted July 31, 2007 07:05 PM |
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Quote: lol! well i like most of the units, but not like demonwolf etc hybrid snowt. and yes too many wolf things, but i just dont want any other werebeast in here either. Why not add other animals, just more savage. Like white tigers, panthers and maybe even introduce dendroids, guardians of the werewolves hideouts? just some wild thoughts
Well,this is a werewolf town .On friday I'l continue my work.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted July 31, 2007 07:57 PM |
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Yeah, but look at the Elf town: Only 3 actual elves.
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How exactly is luck a skill?
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted August 03, 2007 12:03 AM |
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Quote: Yeah, but look at the Elf town: Only 3 actual elves.
true. but all of their creatures are all mother nature and stuff, so they fit well
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Tenaka
Famous Hero
Makes sense
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posted August 09, 2007 04:15 PM |
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Edited by Tenaka at 18:05, 09 Aug 2007.
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Well, I'm afraid I don't like this town at all...
First of all, there's the werewolf concept problem. Werewolves in HOMM...Well, personally, I don't like them. They just don't...fit in in Ashan, I think. But, I suppose adding one creature for the die-hard fans...I could live with that...But a whole TOWN?! That's just...absurd. If werewolves get their own town and civilasation, they should be the center of the game...If that makes sense.
Then the history...Oldest creatures of Ashan? Alright, just as old as dragons...AS OLD AS DRAGONS? The concept here is also a bit lacking...Where did they come from? How did the dragons react to them, etc, etc. It's also a bit incomplete and undetailed, but you're still working on it, I guess...Before we continue to the creatures, the name rampant sounds a lot like the H3 rampart, by the way. What it means is the following:
rampant: standing on left hind foot, other feet raised to fight; this is the most frequent position for lions and the like, typically omitted in early blazon.
Well, I don't know if the name just popped into your head, or if you really knew what it meant, but I think it's quite fitting.
On to the creatures:
Well, the creatures are just completely imbalanced.
Just look at the Tier 1 creature: The wolves. I personally hate the idea on itself. Dark wolves, dragon wolves? Sounds a bit...far-fetched. It's also pretty obvious that they're not as strong as devils.
The statistics? Well...We already have a low growth, uber creature. The assasin. This'll seriously screw the faction over...A growth of 5, a cost of 300 (upgrade 400)?! Some stats actually surpass the original neutral creatures, who are tier 4. And, well, the growth is just plain...too low for a Tier 1.
Luckily, there are some imbalanced abilities to make up for this! 'Howl' alone makes you want to have this creature! It gives your army at least a +1 morale, and the enemy at least 0! Waw! It's stronger than a lot of artifacts! And a 35% magic resistance!
...In other words, I'm not a big fan of it...
Suggestions: Raise the growth, lower the cost and stats, and balance the abilities.
Tier 2:
Well, the idea of an all attacking unit is of course nice...Not original, but nice. Too bad it's imbalanced...again. The attack is way too high! It's higher than a Tier 4's! And well, you can't survive without defence, and a good amount of hp. They'll be down at the first shot. Yes, shot. Archers'll use 'em for target practice...The ability is pretty much overpowered, too. But I guess, since it'll never really reach the enemy lines...It's not fair for creeping, tough...
But the negative parts of the rogue are all wiped away with the upgrade! It can stay invisible for as long as it wants, until it attacks! That's ridiculous, I'm afraid. It can't stay invisible forever...Two turns, maybe, to reach the enemy...They'll die afterwards, anyway.
Suggestions: If you really want to keep it, again, raise the growth and cost so it's higher than the Tier 1 (the current growth is just plain absurd), balance defence and attack out, and balance the skills as well. Limit them to a certain turns of the of the combat, instead of forever.
Tier 3. Well, this is a bit more balanced, I guess...Lower the defence and damage a liiiittle bit, maybe? Oh, and raise the growth...It's still the same as the Tier 1 creature. It had the same ability as Tier 2, so it also has to be balanced.
The tier 4 seems alright, except that's it's again a werewolf. And I have my doubts about lay hands...But it's not completely done yet, so I can't judge it, really.
In general: You're faction is a bit chaotic. And not only the lay-out. It misses a lot of information - too short history and creature descriptions - and well, the growths, are plain awkward. The stats and abilities need to be revised very well, because now, every creature is pretty much overpowered, I believe.
That was as constructive as possible, I believe. I could've ranted a lot more about werewolves, but I've tried to mimimalize it.
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GenieLord
Honorable
Legendary Hero
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posted August 09, 2007 05:01 PM |
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Quote: First of all, there's the werewolf concept problem. Werewolves in HOMM...Well, personally, I don't like them. They just don't...fit in in Ashan. But, I suppose adding one creature for the die-hard fans...I could live with that...But, a whole TOWN?! That's just...absurd. If werewolves get their own town and civilasation, they should be the center of the game...
I think this is a matter of opinion. I sort of agree with you. I think that Werewolves has a place in HOMM5 only as a single neutral creature, but they might fit into HOMM6, and maybe that's his intention.
Quote: If that makes sense. Then the history...Oldest creatures of Ashan? Alright, just as old as dragons...AS OLD AS DRAGONS? The concept here is also a bit lacking...Where did they come from?
I agree with you here. They just can't come before the humans and the Wolves.
Werewolves are basicly, humans combined with Wolves, only basicly.
If you don't have humans and don't have wolves how can you have Werewolves?
Quote: How did the dragons react to them, etc, etc. It's also a bit incomplete and undetailed, but you're still working on it, I guess...Before we continue to the creatures, the name rampant sounds a lot like the H3 rampart, by the way. What it means is the following:
rampant: standing on left hind foot, other feet raised to fight; this is the most frequent position for lions and the like, typically omitted in early blazon.
Well, I don't know if the name just popped into your head, or if you really knew what it meant, but I think it's quite fitting.
Haha, I didn't even notice. I thought it's Rampart.
Quote: On to the creatures:
Well, the creatures are just completely imbalanced.
Just look at the Tier 1 creature: The wolves. I personally hate the idea on itself. Dark wolves, dragon wolves? Sounds a bit...far-fetched. It's also pretty obvious that they're not as strong as devils.
The statistics? Well...We already have a low growth, uber creature. The assasin. This'll seriously screw the faction over...A growth of 5, a cost of 300 (upgrade 400)?! Some stats actually surpass the original neutral creatures, who are tier 4. And, well, the growth is just plain...too low for a Tier 1.
Luckily, there are some imbalanced abilities to make up for this! 'Howl' alone makes you want to have this creature! It gives your army at least a +1 morale, and the enemy at least 0! Waw! It's stronger than a lot of artifacts! And a 35% magic resistance!
...In other words, I'm not a big fan of it...
Suggestions: Raise the growth, lower the cost and stats, and balance the abilities.
Tier 2:
Well, the idea of an all attacking unit is of course nice...Not original, but nice. Too bad it's imbalanced...again. The attack is way too high! It's higher than a Tier 4's! And well, you can't survive without defence, and a good amount of hp. They'll be down at the first shot. Yes, shot. Archers'll use 'em for target practice...The ability is pretty much overpowered, too. But I guess, since it'll never really reach the enemy lines...It's not fair for creeping, tough...
But the negative parts of the rogue are all wiped away with the upgrade! It can stay invisible for as long as it wants, until it attacks! That's ridiculous, I'm afraid. It can't stay invisible forever...Two turns, maybe, to reach the enemy...They'll die afterwards, anyway.
Suggestions: If you really want to keep it, again, raise the growth and cost so it's higher than the Tier 1 (the current growth is just plain absurd), balance defence and attack out, and balance the skills as well. Limit them to a certain turns of the of the combat, instead of forever.
Tier 3. Well, this is a bit more balanced, I guess...Lower the defence and damage a liiiittle bit, maybe? Oh, and raise the growth...It's still the same as the Tier 1 creature. It had the same ability as Tier 2, so it also has to be balanced.
The tier 4 seems alright, except that's it's again a werewolf. And I have my doubts about lay hands...But it's not completely done yet, so I can't judge it, really.
In general: You're faction is a bit chaotic. And not only the lay-out. It misses a lot of information - too short history and creature descriptions - and well, the growths, are plain awkward. The stats and abilities need to be revised very well, because now, every creature is pretty much overpowered, I believe.
I completely agree. Good (and maybe a bit harsh? ) review.
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