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Faction Idea: Vikings


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AuthorFaction Idea: Vikings
wooooot finally someones dreaming up excellent ideas

+11111111111110000
for gell:
oh well, i love the norse names and i kinda disagree... but thanks =)

for dyax16:
I know this i researched norse monsters before making the faction, they deserved to be in here and i think that the Nidhogg and Jotnar were probably more powerful
for mageof10:
wow thats a really big compliment thank you =')
for Geia:
u need throwing axe men one of the most common norse troops
yes ive considered them, and i thought about making them tier 1 troops, but i already have a ranged troop (Jotnar) and making them upgrade is out of the question Einherjar must stay

they could be an altgrade for Axemen though, hows that sound?
I would make a Throwing-Axemen Altgrade concept but i dont know enough details on altgrades...
Talent Wheel:

Special =

Dragon's Blood (Cost: 6; Each stack has a 30% chance [when attacking directly] to heal 20HP+2*(Hero's Spell Power) and increase user-stacks' defense by 1. Using this talent costs 5 mana, if the hero does not have 5 mana, the talents won't trigger.)

Attack =

Basic offense (Cost: 7; Melee damage dealt is increased by 10%),
Advanced Offense (Cost 7; Melee damage dealt is increased by 20%, Requires: Basic offense),
Expert Offense (Cost: 7; Melee damage dealt is increased by 30%, Requires: Advanced offense),
Tactics (Cost: 7; The area available for pre-combat settlement is increased by 1, Requires: Basic offense),
Cold Blade (Cost: 7, Troops deal extra 15% water-damage, Requires: Basic offense),
Battle Fury (Cost: 7, Minimal and Maximum damage of all troops is increased by 1, Requires: Basic offense),
Sharpener (Cost: 7; When the Berserker ability is used, the user-stack's base attack increases for the duration of the battle, Requires: Dragon's Blood, Basic Offense),
Rime (Cost: 7; Ranged damage is increased by 20%, Requires: Basic Offense),
Battle Vigor (Cost: 7; Troops deal 5% extra physical damage per current morale parameter, Requires: advanced offense, Battle Fury),
Norse-Elf Enchantment (Cost: 7; Initiative of all troops is increased by 2, Requires: Advanced offense, Battle Fury)
Ok some unfinished bussiness >.>

axe man are way too over powered 15 axeman at lvl 1 oO

4-5 x 15=60-75 without factoring in attack
that is compared to fk
2-5 x 12= 24-60
rogues:
5-7 x 8=40-56

and that is supposed to be fair?
now for health:
15 x 15=225
fk:
12 x 12= 144
rogue:
8 x 16= 128

and:
4 attack 4 def?
fk:
3 att 2 def
rogue:
4 att 2 def


now with all those stats combined i don't see how you based the axe man off the fk like you said >.>
I also agree that 4-5 damage is a bit much for the axemen. If you think it's fair, I guess I can never really change your mind, but take a look at the necromancer's troops. tier 2 creatures are zombies...1-2 damage. Infected zombies....2-3. I know necromancers get raise dead and all, so I guess their troops really shouldn't cause quite as much damage, but at combat level 1, they only get one raise. I think 3-4 is more appropriate for axemen. Otherwise, good work. Seems you did a deal of research into different troops to create this, but remember, you can't just pick and choose the best troop out of each faction or tier and put them all together in a new faction and call it fair. It's like pitting the best fighters in the world against an average bunch of people (equal or similar numbers of course).
I also agree that 4-5 damage is a bit much for the axemen. If you think it's fair, I guess I can never really change your mind, but take a look at the necromancer's troops. tier 2 creatures are zombies...1-2 damage. Infected zombies....2-3. I know necromancers get raise dead and all, so I guess their troops really shouldn't cause quite as much damage, but at combat level 1, they only get one raise. I think 3-4 is more appropriate for axemen.

Okay yes i realize this, so i guess they should by "atk: 3-4"/"atk: 4-4"/"atk: 3-3"... you admin guys may choose

Seems you did a deal of research into different troops to create this, but remember, you can't just pick and choose the best troop out of each faction or tier and put them all together in a new faction and call it fair. It's like pitting the best fighters in the world against an average bunch of people (equal or similar numbers of course).

Yes i love norse mythology, so i used personal knowledge, age of empires: mythologies, D&D, and wikipedia for combined researched. Thank you =]...
and also i said before that i based the monsters on existing creatures that i thought were most similar. I used them as reference, not for comparison or making purposely over-powered troops or anything. I made physical and concept knowledge to specifically make stats based on SIMILAR monsters, and was careful to make sure that iwas looking at monsters of the same tier.

Ex.
Wolfhounds = Fenris
Valkyries = Genies
Nidhoggs = Devils
Ravens/Kobolds = Imps/Goblins (both for both and each, like cross-referencing)
for diversecity:
Ya that does look kinda dumb, thank you very much for your math skills, honestly, no sarcasm intended. Although i did take a glance at other monsters. like demons, they get 15 demons AND 16 imps, demons have 13 HP while imps have 4 HP, but yes it is an unfair comparison (even though there is only 10 ravens upward)

Also, the way i base stats is i use a trade systam. I take a similar monster (of the same tier, or else i wouldve accidentally based them on swordsmen =P), and i take some stats away and give some stats accordingly to what they have. for instance, i try to make things realistic, so i look at armor and sheilds and weapons.
To make it a little more comprehensible, i did over power their combat skills by raising atk by 1 and def by 2, and then going and rasing damage min and max by 1... but i also took away one spd and gave it low initiative, making it slow to move... but i did get a little carried away and i apologize...
Talent Wheel Continued:

Defense:

Basic defense (Cost: 10; Troops take 10% less melee damage),
Advanced defense (Cost: 10; Troops take 20% less melee damage, Requires: Basic defense)
Expert defense (Cost:; Troops take 30% less melee damage, Requires: Advanced defense),
Barrier (Cost: 10; Troops gain 20% magic shield, Requires: Basic defense),
Vitality (Cost: 10; Hit points of all troops are increased by 2, Requires: Basic defense),
Avoidance (Cost: 10; Troops gain 20% less ranged damage, Requires: Basic defense),
Endurance (Cost: 10; Hero gains +4 defense, Requires: Advanced defense, Barrier),
Endure Blizzards (Cost: 10; All troops gain 20% resistance to water-damage, Requires: Barrier)
Bark of Yggdrasil (Cost: 10; Troops gain +10% less ranged damage, Requires: Vitality),
Last Breath (Cost: 10; If a stack with more than one creature is dealt enough damage to be destroyed, 1 creature with 1 HP will survive, Requires: Avoidance, Advanced defense),
Hel's mercy (Cost: 10, hero's troops gain a 20% chance to heal 10 HP when a creature in their stack is killed but this ability will not trigger if the fallen creature's HP will overfill if it heals 10 HP, Requires: Advanced defence, Barrier),
Dragon Skin (Cost: 10; hero's troops will gain 75% damage defense upon defending instead of 30% and will gain +1 Initiative until the defending stack's next turn if it was attacked, Requires: Expert defense)
Geia ... you are doing an amazing job ... don't worry about mistakes ... it is very difficult to make a balanced faction ... If a day we will ever have a Vikings faction, I promise I will switch to it immediately ;)
well i agree with what mizzk is saying. It seems as if you are taking the best from each tier, changing the name and some stats and making them into a faction.
Every faction has to have one troop that is probly the worst or one of the worse in that tier. But with your troops it seems that they are one of the best for each tier but....

it is very difficult to make a balanced faction
On another note:
From the talent wheel you have given so far it seems that they will have the most talents by far. They have alot of special skills that only they have. Most factions are lucky to have one special talent (other than center ofc).
for tier 1 creature:
he cannot have an ability of flyer and teleporter couse these two abilitys meand the same thing(for instancevampira count, n also devil can moove like they would have an ability of a flyer but they of course can't fly so there is just another word for flyer-> teleporter


n every single creature is little too strong

but still a good idea..
Haha lol ive taken some looks at other factions talent wheels and yes i see my mistake in there =P... Nevermind the talents just go with whatever you think they should have

also, i dont know why i have to keep explaining how im not just basing my troops on monsters that i think are the best... Maybe some people arent reading the whole forum before making critisism? I dont know

but thanks everyone youre being really helpful, i will cut some stats on some of the monsters wen i get the time
Tier 5 Upgrade: Fallen Angels
Either this name or Elite Valkyries, just wanted to change it up.
Atk: 12
Def: 10
Damage: 12-15
HP: 45
Spd: 7
Int: 10
Abl: Caster, Flyer, No Melee Penalty, Return-Fire
are not those ablities overpowering?
If you would look at the post just before yours you would see the changes ive made
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