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Thread: Precise magic! | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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MattII
Legendary Hero
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posted October 27, 2008 09:33 AM |
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Edited by MattII at 09:36, 27 Oct 2008.
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Quote: 25. Precise Retaliation - you choose who's attack on your unit will have retaliaton. No more attacks stealing retaliation with useless, sturdy units or incorporeal ones.
Brilliant idea, maybe as a sort of yes/no choice for every attack. Would work especially well with enraged creatures, since losing some of their stack might be allowed to boost their stats.
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Nebdar
Promising
Supreme Hero
Generation N
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posted October 27, 2008 12:47 PM |
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26. Precise Hero Primary Stats Increaser - every second level up(when gained 3,5,7,9,11 lvl and so on for example) you can choose which Primary Stats(Att, Def, Kn, SP) you want to boost with +1.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted October 27, 2008 01:53 PM |
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I like the Precise Retaliation one a lot
27. Mine bonus selector - Allows you to select which resources the Abandoned Mine gives you. You can use this spell any time and as many times as you want, even if the abandoned mine already produced some other resource.
For example you may want to switch from a resource to another, after you have too much one of them and lack the other.
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Nebdar
Promising
Supreme Hero
Generation N
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posted October 27, 2008 04:04 PM |
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Quote: Nice.
Quote: Brilliant idea, maybe as a sort of yes/no choice for every attack.
Quote: I like the Precise Retaliation one a lot
woow thanks(One good idea out of 100
28. Precise Spell - you can change and adjust the Spellpower (by lowering effective spellpower)of any spell so when you have for example 20 SP and Expert Destr Mastery and Ice Bolt that will deal 96 + 240 = 336 DMG but the enenmy creature stack needs only 216 DMG to kill it you can reduce effective Spellpower to 10 and cast it with -25% less Mana or spending less time on casting it.
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ebbafan
Promising
Famous Hero
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posted October 27, 2008 05:35 PM |
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28. Precise Spell - you can change and adjust the Spellpower (by lowering effective spellpower)of any spell so when you have for example 20 SP and Expert Destr Mastery and Ice Bolt that will deal 96 + 240 = 336 DMG but the enenmy creature stack needs only 216 DMG to kill it you can reduce effective Spellpower to 10 and cast it with -25% less Mana or spending less time on casting it.
very good idea. also, if you are casting a spell just for its non- damage effects, like master of fire's armor reduction or deep freeze's damage enhancer, being able to control the spellpower and reduce mana cost is great.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 27, 2008 06:16 PM |
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Yeah, that's a good idea. Maybe say that you can choose to scale spellpower, and if you reduce spellpower by X %, mana cost is reduced by 0.5 x 50 %. So if you decrease spellpower by 50 %, you pay 25 % less mana, and if you reduce spellpower by 100 % (to get only spellpower independant effects) you pay only 50 %.
To reduce micromanagement, one could make it so that a Destructive spell always deals only the maximum required to eliminate all targets within its AOE (if possible) - so that if you use Lightning Bolt, and max damage > stack health, you will only do damage = stack health and pay accordingly less mana. If you use Meteor Shower, however, and just one stack is stronger than max damage, you will do max damage by default.
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MattII
Legendary Hero
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posted October 27, 2008 08:50 PM |
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Quote: 26. Precise Hero Primary Stats Increaser - every second level up(when gained 3,5,7,9,11 lvl and so on for example) you can choose which Primary Stats(Att, Def, Kn, SP) you want to boost with +1.
Why only every second level-up? Also, I'm not sure if a straight choice is such a great idea, maybe you could get a choice of two stats each level.
Quote: 27. Mine bonus selector - Allows you to select which resources the Abandoned Mine gives you. You can use this spell any time and as many times as you want, even if the abandoned mine already produced some other resource.
Good idea.
Quote: 28. Precise Spell - you can change and adjust the Spellpower (by lowering effective spellpower)of any spell so when you have for example 20 SP and Expert Destr Mastery and Ice Bolt that will deal 96 + 240 = 336 DMG but the enenmy creature stack needs only 216 DMG to kill it you can reduce effective Spellpower to 10 and cast it with -25% less Mana or spending less time on casting it.
Quote: Yeah, that's a good idea. Maybe say that you can choose to scale spellpower, and if you reduce spellpower by X %, mana cost is reduced by 0.5 x 50 %. So if you decrease spellpower by 50 %, you pay 25 % less mana, and if you reduce spellpower by 100 % (to get only spellpower independant effects) you pay only 50 %.
Another good idea (wish I could think of these things). Perhaps you could give a spell a damage-per-spell-point cost (Since Power is assumed to be a momentary constant).
Quote: To reduce micromanagement, one could make it so that a Destructive spell always deals only the maximum required to eliminate all targets within its AOE (if possible) - so that if you use Lightning Bolt, and max damage > stack health, you will only do damage = stack health and pay accordingly less mana. If you use Meteor Shower, however, and just one stack is stronger than max damage, you will do max damage by default.
Agreed
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted October 29, 2008 01:59 PM |
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29. Lucky Premonition - allows you to see when you deal a lucky shot.
Maybe this can work for Morale as well
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Nebdar
Promising
Supreme Hero
Generation N
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posted October 30, 2008 11:13 AM |
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Edited by Nebdar at 11:13, 30 Oct 2008.
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Quote: 29. Lucky Premonition - allows you to see when you deal a lucky shot.
Maybe this can work for Morale as well
yes i would love to have this skill feat
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted October 30, 2008 01:37 PM |
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Edited by Asheera at 14:31, 30 Oct 2008.
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Ok there's also one for Morale (30)
31. See in the future - allows you to see when your creature's abilities trigger (Bash, etc) and when you Miss a target with incorporeality.
32. Precise ATB start - Gives your creatures 0.25 ATB at the start of combat instead of a random value between 0 and 0.25 (this may be overpowered )
EDIT:
33. Seer Vision - Allows you to see the next week effect.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 30, 2008 03:51 PM |
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Quote: Ok there's also one for Morale (30)
29. + 30. Lucky Premonition - Morale Premonition: At first I thought they would be overpowered, but I think these could be good skills if combined with a suitable Magic feet, preferably something with Divination (I have Divination as a subclass for Arcane (Summoning) Magic in my scheme for instance, so this would be obvious).
Quote: 31. See in the future - allows you to see when your creature's abilities trigger (Bash, etc) and when you Miss a target with incorporeality.
Again, a useful ability. One might say we kill the excitement of battle, but hey, I guess a good strategist tries to minimize randomness.
Quote: 32. Precise ATB start - Gives your creatures 0.25 ATB at the start of combat instead of a random value between 0 and 0.25 (this may be overpowered )
This is overpowered. Something less could do it, however, something like a + 0.1 ATB bonus at start (but keep randomness). Would be very useful.
Quote: 33. Seer Vision - Allows you to see the next week effect.
An obvious skill, but honestly, would we waste a skill level on this? Could be something we group with Tear Of Asha Vision and others things under the simple skill caption "Scrying".
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What will happen now?
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xerox
Promising
Undefeatable Hero
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posted October 30, 2008 04:04 PM |
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Very nice idea. I hope you dont mind if I steal it and remakes it into a racial skill for my "Xerox HoMM6 II"
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted October 30, 2008 04:29 PM |
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Quote: This is overpowered. Something less could do it, however, something like a + 0.1 ATB bonus at start (but keep randomness). Would be very useful.
Indeed, I was thinking more like the "Divine Strength" effect, meaning that the minimum ATB gets increased to something like 0.1 (or 0.15) but the maximum still stays at 0.25
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 30, 2008 04:32 PM |
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Quote:
Quote: This is overpowered. Something less could do it, however, something like a + 0.1 ATB bonus at start (but keep randomness). Would be very useful.
Indeed, I was thinking more like the "Divine Strength" effect, meaning that the minimum ATB gets increased to something like 0.1 (or 0.15) but the maximum still stays at 0.25
Yes, that's another good opportunity, to simply say that the interval becomes, for instance, half as big, from 0.125 to 0.25. This gives an average ATB of 0.1875, whereas current value is 0.125, so not an extremely large boost, but still useful. Simply adding 0.10 shifts average to 0.225, so that's more powerful.
@ Xerox: Who was your question aimed at? If it was me, sure, just use anything.
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xerox
Promising
Undefeatable Hero
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posted October 30, 2008 05:00 PM |
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Just at the main post.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted October 31, 2008 04:23 PM |
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Precise Lightning Strikes (a sub-perk under Master of Storms)
Allows you to select the four targets that Chain Lightning will hit, instead of going through the closest targets only.
This can be very useful not only from not hitting your own units, but also from hitting more strategically. For example, it's a lot better to strike fragile and/or high-defense units than low-level tanks (which have low defense). Not to mention sometimes it hits some weak War Machines that don't even have a mastery in the skill.
For example, consider some Marksmen protected by Squires. Normally it would go Marksman Squire Paladin Griffin
Much better would be to hit: Marksman Archangel Paladin Griffin
There also should be an ability to see when Magic Mirror triggers.
This doesn't make Magic Mirror useless at all, since you'll still not be able to Puppet the Rakshasas when it says that Magic Mirror will trigger. It will somewhat 'weaken' Magic Mirror, but not neutralize it completely.
The only problem I see with this ability is that it would be useless when not fighting Academy. It wouldn't be a problem if the skill system was not random, since you would just not pick it, but now it may annoy you when it pops up
Finally I'd like to say the we should be able to control the City Towers when defending from a siege. I don't know if this should be an ability in War Machines or somewhere else, or if it should be an ability at all or not (meaning that you can control the towers all the time, without needing any ability)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 31, 2008 05:37 PM |
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Quote: Precise Lightning Strikes (a sub-perk under Master of Storms)
Well, that should be a part of the "Precise Magic" skill I think, which lets you shape destructive spells.
Quote: There also should be an ability to see when Magic Mirror triggers.
I'm not too keen on that one. First of all, like you say, it's very specific, and it does nerf a prime Academy skill a lot. After all, the power of Magic Mirror is not only when it triggers, but the fact that you might refrain from using certain spells because it could trigger.
Quote: Finally I'd like to say the we should be able to control the City Towers when defending from a siege. I don't know if this should be an ability in War Machines or somewhere else, or if it should be an ability at all or not (meaning that you can control the towers all the time, without needing any ability)
This is currently an inherent part of the War Machines skill, right? However, that is stupid, I hate it when my Arrow Towers waste 10 shots on trying to kill 5 Spectres and Incorporeal makes them miss all the time, while the stack of 10 Vampires keep resurrecting themselves because they are not targeted, so I don't see why you can't always control them, at least when a hero is present.
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What will happen now?
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted October 31, 2008 05:48 PM |
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Edited by Asheera at 18:37, 31 Oct 2008.
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I don't think it works even with War Machines now... or does it? Still, as you say you should be able to control the towers.
About Magic Mirror, actually I thought that ability is kinda underpowered. I mean, you use one slot for Magic Mirror, and the enemy uses one slot to predict when it triggers. If it would neutralize it completely it would be perfectly balanced; So, that ability is actually underpowered
EDIT:
A Knight Perk: Precise Griffin Landing - you select where the Griffins land after using their Battle Dive ability.
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MattII
Legendary Hero
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posted November 01, 2008 09:34 AM |
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Quote: Precise Lightning Strikes (a sub-perk under Master of Storms)
Allows you to select the four targets that Chain Lightning will hit, instead of going through the closest targets only.
This can be very useful not only from not hitting your own units, but also from hitting more strategically. For example, it's a lot better to strike fragile and/or high-defense units than low-level tanks (which have low defense). Not to mention sometimes it hits some weak War Machines that don't even have a mastery in the skill.
Nah, leave it be, Chain Lightning is a pretty powerful spell, that much power ought to require that much control to use properly.
Quote: Finally I'd like to say the we should be able to control the City Towers when defending from a siege. I don't know if this should be an ability in War Machines or somewhere else, or if it should be an ability at all or not (meaning that you can control the towers all the time, without needing any ability)
Agreed, except for requiring an ability bit. It's my opinion that not only should Turrets be controllable right off the bat, the same should go for Siege Weapons as well, after all you own them, so why not?
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted November 01, 2008 09:57 AM |
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Edited by Azagal at 09:59, 01 Nov 2008.
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Quote: 31. See in the future - allows you to see when your creature's abilities trigger (Bash, etc) and when you Miss a target with incorporeality.
Yeah that really kills the excitement of battle. Which would be a major loss for me.
1. This would render rune of etherlesness and soldiers luck (to a degree) almost obsolete.
2. It's all part of the game to NOT know when these things are going to happen.
3. The feeling you get when your unicorns blind/squires bash/nightmares fear stack x which suddenly turns the tide of the battle is awesome and that skill would pretty much take the thrill out of the game. But yeah I guess I'm a bad strategist for prefering "excitement" over date.
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"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord
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