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   Forums-->Ideas and suggestions-->

Implement 2nd Faction specific Talent


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AuthorImplement 2nd Faction specific Talent
Since there are 3 Faction specific Talents at the original Game, so why not have them in this Game here too?
I know that some of the abilities of the original are not viable for this game, or atleast not with their original functions, but a 2nd Talent for each Faction should not be a problem.

Here are my suggestions:

Barbarian
Name: Powerfull Blow
Effect: Links the hero with a selected creature in his army. Every time this creature performs an attack, the hero will attack the same target once. (Maybe increase dmg)


Darkelf
Name: Dark Ritual
Effect: Fully restores the the mana pool of the hero. (Maybe just once a fight)


Demon
Name: Mark of the Damned
Effect: Castable on an enemy stack and stays the whole fight. When this stack performs any action the Demon Lord attacks it once. (Maybe increase dmg)


Elf
Name: Deadeye Shot
Effect: Increases the damage of the hero's attacks. If the attacked stack is on the favorite enemy list the damage is doubled.


Knight
Name: Benediction
Effect: Special combat ability. When cast it increases the hero's troops luck/morale/initiatve for 1 (maybe 2) turn(s).


Necromancer
Name: Banshee Howl
Effect: Special combat ability. When cast it decreases the enemy troops luck/morale/initiative for 1 (maybe 2) turn(s).


Wizard
Name: Mark of the Wizard
Effect: Special combat ability. Can be cast on enemy stack and stays the whole fight. When cast, every single target spell the wizard casts gets cast on the marked stack aswell (manacosts apply double).

I am looking forward to your replies, changesuggestions and comments :-)
These Talents would increase the differences of each faction and specially boost the faction typical behaviour.
There should be no need to stay extremely cautious with their effects, since nearly every Talent of these is very variable and therefor can be adjusted easily.
+1
+1 I love that Barbarian talent in HoMMV
DE and wiz talents seem over powered.
DE should be used outside of combat and elf perhaps imbue arrow instead?
DE and wiz talents seem over powered.
LOL de with enpowered chainlight on pvp and then he restores all mana and does it 4more times heh
Elf does not have any advantage :'(

improve the elf talent buddy
DE and wiz talents seem over powered.

Who said that the talents have to be useless.

DE Talent out of combat? What use would it be then, since u can switch the talents around as you want?

Wiz overpowered? You lose one action to cast the mark and at your 2nd action you have the same state as before, with the flaw of not being able to choose one of your targets. Maybe the situation meanwhile (2 turns of enemy high ini units for example) would be suited a totally different spell (fireball/meteor/...).
The unflexibility always stays, aswell the fact of uselessness when the marked target finally died.
Fact is, the ability is very situational and after being used 100% predictable.

In PvP you get an effect at your 3rd turn, resulting an overall 50% damage increase, meanwhile the wizards troops got raped by the only few cast enemy units.
Or, imagine an enemy light caster, who, after setting the mark (what always happens before the enemies non-casters move, since the caster wears +10% ini boots), casts magic shield on the affected unit => making the mark even bad, since it drains mana for low effect.
Area spells (like fireball/meteor rain/...) are not duplicated to the mark aswell.

In PvE fights its no unbalance at all, since hunt records are faction diverse and the new talent is available to every wizard the same way.

Aswell I don't think at all that it is overpowered, since at the original game there was the same talent and it was not unbalanced due to it. Casting the mark always is a risk there, since it steals you one action and the enemy always knows about it and can act in bad ways to it.


LOL de with enpowered chainlight on pvp and then he restores all mana and does it 4more times heh

The mana restoration is just an extended (and active, what steals an action) version of Intellect, so no problem there.


improve the elf talent buddy

Since the amount of increase is not mentioned it can be either overpowered or weak, depends on what the admins make out of it ;)
LOL de with enpowered chainlight on pvp and then he restores all mana and does it 4more times heh

Aswell there can be added options like "only one of these faction specific talents at a time" to prevent elemental call with mana restoration.

wiz talents seem over powered.

The Options of adding a factor from 1.5*dmg or 2.5*dmg or double mana costs for the marked casts are there too.
about barb

when he for example use the powerfull blow on his wolf raiders and those would hit 3 times the hero would hit that stack 1 time right?

and does the hero drops back on the atb bar? like knight hero does after he did the escort (on the opponents stack after the hit)

about Dark elf

maybe u could say 50% restore when out of mana so 0/50 would be 25/50 but when u have 1/50 left it wont be possible

about demon

same like barb does hero move back on atb bar?

about elf

if u use the rain of arrow talent u also do the extra double dammage? cause this way the elf hero would become really strong. perhaps u could say direct hit of elf hero

about knight

i would say 1 turn and either luck or morale for ini u can use the rapid spell

about necro

opposit of knight



and how about the cost of these talents? and perhaps we do need to take the first specific talent before we can take the second one.
when he for example use the powerfull blow on his wolf raiders and those would hit 3 times the hero would hit that stack 1 time right?

I can't refer to the original game here, but together with the barb direct hit increases it would become quite overpowered, i agree.

I would design Barb and demon skills compareable to escort from knight => atb reduce, no bonus dmg.


but when u have 1/50 left it wont be possible
too hard, so when you get your mana to a bad state, does not have to be your own fault with spawns for example, not being able to use the talent, no good idea.
But the 50% mana regenerating instead of full sounds good :)


if u use the rain of arrow talent u also do the extra double dammage?
When the barbs are not allowed to get strong this way, so shall the elves ;)

i would say 1 turn and either luck or morale for ini u can use the rapid spell
This is a separate skill and would stack with rapid. It increases much things just by a small amount.


Activating any of these abilities only costs 50% on the atb bar of the hero, just as it is already.
Dude, you have been playing a lot Heroes of Might and Magic :P
But nice idea though +1.
Good idea, but maybe ruin balance...
But then again you can always make the talent more expensive :o)

Darkelf
Name: Dark Ritual
Effect: Fully restores the the mana pool of the hero. (Maybe just once a fight)


Why not elemental vision?
Its more combat related


(maybe 2) turn(s).

Both benidiction and banshee howl last 2 + 0,25 CL Turn
So maybe thats a good starting point


(Maybe increase dmg)
They removed the increased damege for escort, so they will properly not use it here as well
but maybe ruin balance
Depends on the implementation. But since every faction gets stronger in its specific way, it will be balanced, since all are stronger :)


Why not elemental vision?
Its more combat related


Because it is far more difficult to implement i think ;)
Because it is far more difficult to implement i think ;)

Cannot see how it would be more difficult? And its directly combat related.

The other ability is non-combat related. So that needs to be changed completely?!



it will be balanced, since all are stronger :)

Not sure since some abilities may be stronger than others. So their will be lots of balancing issues in the beginning
The other ability is non-combat related. So that needs to be changed completely?!

You mean the mana restoration? No, it would be for combat use. Similar to Mana Recovery, just active and more effective.


Not sure since some abilities may be stronger than others.
You can't say that in general, it is very situation dependant.
For example, Rain of arrows in a 1on1 or 3on3, big difference, and it is already implemented.
Mark of the wizard is good versus large stacks, but when facing many stacks with medium amount of units, casting the normal way is far better and the mark is useless. It would totally rock versus a boss errand of the mercenary guild for example. But suck at an errand where the enemies come in waves as many many stacks.

So their will be lots of balancing issues in the beginning
Of course. Its obvious that such a big implementation entails a slew of changes and fixes ;)
-1000
-1000
Great comment, how about giving reasons? Besides, how come you think that your "vote" is worth 1000 times as much as of others?
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