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Hrdina_Imperia

Map Designer
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Posts posted by Hrdina_Imperia

  1. It's been a while! Seeing the nice retexture of Vulcan for Twilight colors by our one and only Cat, decided to try and give the chap some stats. And yes, I am not giving up on Twilight T2 archer unit. 

    Blight Funnel
    Uses Vulcan/Rageflame as a base. L unit, ranged.

    Abilities:
    Contagion Stream - Unit casts poisonous wave that deals 20 damage to enemies every second. Targets are embittered with a strong toxic substance that severely poisons them and slowly decreases its life points by 25 per second. Lasts for 4 seconds, attacks refresh the duration of poison.
    Toxic Transformation - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met! If this unit is transformed INTO, then the Contagion Stream will gain an ability to slow enemy units to only walk speed. This effect lasts for 2 seconds, can be refreshed. 

    Funnel.png

    Draconnor likes this
  2. 1 hour ago, WindHunter said:

    The issue here is that the whole reason we designed the card was to put it on walls. With our defensive rPvE finally moving towards an endpoint in the foreseeable future, we are trying to add units which can be used in the game mode. The other issue is that design-wise we were intending to have it leave a pool of magma on the ground which burned enemies, but with 4 to 6 small worms this cluttered the screen. So, many small issues with the card, which is not that uncommon, but the community usually does not see the "failures."

    Would it be perhaps possible to make them be able attack from behind the walls? Maybe with an ability - if within 5m of a wall segment, it gains unrestricted line of sight and bonus attack range 🤔  Perhaps it would be too OP though, and it not working with the games wall mechanics is probably not a good way to go. 

    Either way, I hope every color get its own Wormling unit one day 🤩

  3. Some interesting thoughts. Cannot say I agree with everything, but the orb changes (especially) for healing spells could be nice to see, as it would promote some more interesting and original decks. Also, other spells with healing capabilities would get more spotlight. At the same time, I can see this being reeaaaally unpopular. 

    As for the rarities, I generally agree that at least some seem off-place. Ice Fang Raptor, Forest's Vim, etc are on my mind the msot. Though, I think it might be a bit controversial if the rarities of original cards were to be changed. Personally, I would support some changes in this regard, since some cards are currently, at least for me, just instant sell/reforge fodder. 

    All in all, the most interesting discussion could be, if the healing spells, as the core faction utility, should be more restricted Orb wise. As well as some of the T3/T4 faction cards. 

    Xamos likes this
  4. 9 minutes ago, Xamos said:

    And here I have another Idea for an Amii-Card, but I´m actually not sure yet if I´d want this effect on a building or on a Unit:

    [Focused perseverance: all positive status effects that are activated/gained within 20m of the unit/building last 50% longer]

     This would include buffs like life-weaving and active abilites like Amii-paladin´s reflection. If its on a unit, it´d have to be on a supporter unit that can be focused down in PvP. If on a building, it could be useful in defensive scenarios in PvE.

    I do like this one. Think it would synergise well with the Amii faction... or at least that's how I imagine it, without knowing the full faction design idea. 

    Had to create a mockup for it, as I kinda love doing that (go figure). Would expect it to be sort of frontline building, especially because Amii has yet to gain a structure. 

    Cata.png

    Xamos likes this
  5. On 2/6/2023 at 12:40 PM, Xamos said:

    BUT the near instand construction-time would certainly be op. Otherwise I like it and Stonekin T2 could really use some defensive tools to freeze enemies.

    Guess that makes sense. I wasn't sure how OP would the building be in actual application. But considering you would want to use it on frontlines, some fastened construction should be in place. Maybe not instant, but faster for sure. Other stats could be tweaked to accomodate it. 

    As for the Return the Earth, I kinda thought that maybe if you somehow used a deck that also makes use of Offering, then such situation could happen. But I guess some other function for that affinity would be better. All in all, some kind of 'clean up' could be useful for the faction. Especially once it goes down the buildings route. 

    Xamos likes this
  6. With the recent Deep Dive into Stonekin (my favorite faction since the old BF times) I got some ideas for more Stonekin buildings. With the intention of being more structure-focused, I think the faction deserves more cards in this regard. As such, I tried to come up with first support building for the faction, which could at the same time synergize with the new idea of offensive towering.  Numbers are just rudimentary. 

    Mountain Spring (MS) - shrine card with supporting capabilities, that can be deployed on the frontlines. 

    Freezing Stream - Every 4 seconds, the structure emits a cone shaped wave of blood-freezing water, aiming for the closest enemy unit. In the angle of 65°, up to 3 units will be frozen for 10 seconds. Affects both air and ground units. After the freeze wears off, units will be immune to Freeze for a short while. 
    Underground River - 40p - Activate to connect Mountain Spring to ally structures within 40 metre diameter. If the target is damaged or under construction, mineral rich water will flow to it, restoring their health by 3% every second and providing 40% damage reduction. If the target is at full HP, Mountain Spring will instead provide a damage buff of 30%. Lasts for 20 seconds, reusable every 30 seconds. 
    Fast Construction - Builds near instantly (1-2 seconds, out in the field 2-3 seconds). 
    Adamant Alloy - Building takes 15% less damage.

    It is good? It is stupid? Is it OP? Cannot tell. But my idea is, that MS could synergize with the intended offensive building push in mind for the faction. You can place it down quite fast into battle thanks to the fast construction, it can defend itself with the CC stream (and help setup for other units), while healing/buffing other structures, helping them to survive the onslaught, or boosting their attack capabilities. It can also be used on defensive scenarios, obviously. 

    Spring.png

    To add on my last post, I also envisioned a spell that can synergize with the whole buildings stuff. Currently, devs plan for the Shift spell, that will be able to transport buildings. To complement it (kinda ?) I had an idea for sort of 'clean up' card, that can help you transition to different part of map relatively fast. This would make the whole tower-push more viable, especially in rPVE. Numbers are again, just straight up thought on the spot. 

    Return to the Earth 

    Blessed Return - All own Stonekin buildings within area of 35 meters will be instantly destroyed. Player will immediately receive 50% of the original power cost from these buildings in his power pool, the other 50% will go to the void pool as usual. Reusable every 50 seconds. 
    Infused Return - All own Stonekin buildings within area of 35 meters will be instantly destroyed. Each destroyed building will refund its own card charge, or refresh the cooldown if charges are full. Reusable every 50 seconds. 

    Return1.png

    Duza likes this
  7. 12 hours ago, WatcherOfSky said:

    I have many cards ideas to share, but one that has been a constant in my mind is Void Maw...

    Interesting. I guess the Ability of Void Maw indeed comes a bit too late at 4th Era. It's usefulness would be great an Orb earlier. What holds the unit up in the game is the passive ability, I guess, thanks to which it is still useful also in the Tier 4. 

    I like the idea for the T4 Shadow kill spell! Really feels fitting for Shadow. It should probably be balanced with comparission to the Mind Control spell, considering it should be a bit weaker in general (with MC you also receive the unit unbound). Maybe it could gain an extra effect, that the killed unit provides 2x the usual corpse hit points? As such it would be useful for feeding other units. 

    WatcherOfSky likes this
  8. 10 minutes ago, Riviute said:

    Its not very complex and not very creative. I just played a lot of heroes of might and magic and i really loved to use armaggedon there.

    Really like your idea of keeping this topic alive, maybe some more people will join us 🙂 

    Now that brings back memories! Armagedon + magic immunity was the stuff. 

    Well, maybe it will be in the end only two of us, but I truly enjoy coming up with new cards, even if they will never see the light of day 😄

    Also, I would maybe increase the damage reduction for allied units, so it cannot be used for griefing as much I guess. Fun idea otherwise!

    Riviute likes this
  9. I'm not giving up! I will make this thread a thing damn it, or die trying! Oh well, at least I can went all my card ideas here :^)

    Black Fog

    T1 Shadow spell, that is not pure CC but fulfils a similiar role. Since Shadow mostly deals in indirect means, think this might fit the faction.

    Infused Dense Cloud - Summons a dark thick fog at the target location with a diameter of 15 meters. As long as any unit is caught within the black clouds, it will have their vision reduced to the area of the fog (ie. can only see and attack entities within the 15 meter radius, can be attacked from outside). Leaving the fog area will restore sight. Lasts for 15 seconds.

    Blessed Dense Cloud - Summons a dark thick fog at the target location with a diameter of 20 meters. As long as any building is located within the black clouds, it will have its vision reduced to the area of the fog (ie. can only see and attack enemies within the 20 meter radius, can be attacked from outside). Lasts for 15 seconds.

    1.png

    WatcherOfSky and Riviute like this
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