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AuthorNew Center Talents
These are based on racial skills...

Demons- In-gating, ability to gate creatures directly into their currently stacks. When this is done, when damage is dealt to a stack containing an in-gating, the gated units are automatically killed first, so the whole stack must be slayed to destroy to demon.

Elf- Second favoured enemy, but only 1.5 or 1.8 (around there) damage multiplier vs. the favoured enemies

Wizard- 50% more damage to neutrals, and the same miniarts can be equipped to multiple stacks.

DE- Plus 30% magic piercing, piercing over 100% results in ((magic pierceing)-100)% extra magic damage.

Barb- Plus 20% magic immunity, and darkness magic effects are cut by 40%

Necromancer- 20% more skeletons gained, and 50(?)% more skeletons can be brought into battle.

Knights- a 2x more effective rally talent.


Thoughts on balance and else??
Xefer, i made a topic awhile ago on hero upgrades that gave your hero new and better racial abilities, id like to incorperate your ideas into my designs.
Bump....thoughts??
I have to say I really like the idea of having talents who look more like racial abilities. However I do like to point out that having the same stacks as a wizard can be a very dangerous thing, for instance let's say you give them 3 times +1 speed, or 3 times +10 defence, or +10 attack, or even better giving them +10 initiative 3 times.
Wizards rich enough to buy them would become horrifying for any other race, as a wizard I quite like that last part, although I am not that wealthy ;)
I like the idea... but whats in it for elves if they hunt? all monsters are already favoured enemy...
4:

I meant like if you used a +2 speed on one stack, you could use it again on another stack...

Though maybe incorperating something like what you said, except only 2 of the same, so plus 4 speed or 6 luck...or 20 defense or attack.
5:

How about 2.5 damage multiplier for hunts?
but on the other hand, mini arts have unlimited durability =)
dont need to repair them
wizard = too powerful, thats y it was set the way it was. Perhaps the hero can deal additional spell damage by draining mana from its units. Say for each mana, it does an additional 3 damage multiplied by the amount in the stack it used additional mana from
Necro is already scary enough now your telling me they can bring 50% percent more skeles in to battle?
11:

Well at level 14 ++

They can bring 50% more skeletons in, so like 500 total or something. It's a lot but they die easily and fast. I also put a ? there because I wasn't sure, 20% didn't seem very good. But ok, I guess that makes sense. The DE would get 100% pierce and like 20% extra magic damage. Isn't that good too?
Demons ability is far too powerful. Sorry, but directly gate into stacks and die last, that means you face 50% more Troops stacked.
13:

Well ok, I can't deny I'm a little biased towards them. The in-gating is the main ability, so how about you have to kill down to half the gatings, AKA, half gating on "top" and half on the "bottom" of the stack, or something like that.
Wizard- 50% more damage to neutrals, and the same miniarts can be equipped to multiple stacks.

that's too powerful

Barb- Plus 20% magic immunity, and darkness magic effects are cut by 40%

thrusting might is better than thatKnights- a 2x more effective rally talent.

that will be a thrusting might but like foreverly will be used!

Necromancer- 20% more skeletons gained, and 50(?)% more skeletons can be brought into battle.

=P skeletal bowmen are too powerful and yet so little damaging but hard core for the numbers.should change it to 25 more effectiveness to raisings.
Okay here is some of my idea:
Rebellion of Elf
Favoured enemy appear on other elf's stack.
for my decision it's very very hard to balance everything,esp. in games whith big amount of races,and not all people want to feel like beta-testers)
17:

i wouldn't be so sure, this game hasn't had many updates, since well anytime.


for wizard no its not too powerful, its like plus 1 or 2 att or def to some stacks, extreme cases are + 1 and plus 1 luck and morale.

for barb, right maybe, dark effects cut by 60%, and 30% immunity. besides if they had a good center talent b4 that's their problem. these are based on racial skill.
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