The race-specific skill: Necromancy, Runelore, Gating and so on.The Mad Dragon wrote:Racial?
Barbarian Hero/Units/Town setup suggestions
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
- The Mad Dragon
- Round Table Hero
- Posts: 2179
- Joined: 06 Nov 2006
- Location: Chatham, Ontario, Canada
Hmm if it is indeed a barbarian town, the racials could be any of the following (and more but these are all I can think of that would seem logical)
Some sort of magic resistance, like a reverse Irresistable Magic. Don't know if this will be damage reduction or chance of the spell to not work or even better be reflected back to the enemy's troops.
Increased creature growth - Since their magic will be very weak they are going to have to make it up with more creatures.
Perhaps some sort of group creature attack of some sort or deal some % of damage to enemy troops at the beginning of the combat (it totals the damage of all your creatures for 1 attack and deals a small percent of that before combat actually begins).
Perhaps some sort of primal summoning or something where wild creatures rush into battle (allowing more then 7 stacks) or such.
Could be as (imo) lame as extra HP or Attack or Deffense for creatures.
Like I said there are many others, but these are some that could be possible since they would be 'might' oriented.
Some sort of magic resistance, like a reverse Irresistable Magic. Don't know if this will be damage reduction or chance of the spell to not work or even better be reflected back to the enemy's troops.
Increased creature growth - Since their magic will be very weak they are going to have to make it up with more creatures.
Perhaps some sort of group creature attack of some sort or deal some % of damage to enemy troops at the beginning of the combat (it totals the damage of all your creatures for 1 attack and deals a small percent of that before combat actually begins).
Perhaps some sort of primal summoning or something where wild creatures rush into battle (allowing more then 7 stacks) or such.
Could be as (imo) lame as extra HP or Attack or Deffense for creatures.
Like I said there are many others, but these are some that could be possible since they would be 'might' oriented.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- Omega_Destroyer
- Round Table Hero
- Posts: 6939
- Joined: 28 Feb 2006
- Location: Corner of your Eye
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
I'm not so sure about Barbarians being a might faction.
If they are in there they are ORCS, not Barbarians: think about the racial theme here. So the heroes would be Orcs as well. I can imagine an Orc Shaman much better than some attack monster, so I would imagine something like the Dwarves, but with reversed stats.
That means magic, too.
What magic would they have? Dark and Destructive I'd guess, and I'd further guess that their racial could have something to do with Dark Magic as well, a Dark Magic Dungeon town.
If they are in there they are ORCS, not Barbarians: think about the racial theme here. So the heroes would be Orcs as well. I can imagine an Orc Shaman much better than some attack monster, so I would imagine something like the Dwarves, but with reversed stats.
That means magic, too.
What magic would they have? Dark and Destructive I'd guess, and I'd further guess that their racial could have something to do with Dark Magic as well, a Dark Magic Dungeon town.
Hmm if barbarians were a more magic oriented faction I would be sort of dissapointed. However, in the shamanistic sense Dark and Destructive isn't perhaps the best way to go. Shamans are sort of a mix between druids, clerics, and warlocks. They call apon spirits to aid them, and are somewhat elemental in nature. So if they have a magic special I could see it of an elemental type. Maybe something where they can give their units or enemies certain elemental abilities. Not rune like I hope though. For instance there can be 5 spirits of elements. Wind, water, earth, fire, and lightning. The basic skill could call on say water and earth sprits to heal or protect their own troops but hurt their enemies. Advanced Wind/Fire. And last lightning. Perhaps they will be the true elementalists . Anyhow this is all subjective and open to debate.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Well the,better prepare nowMytical wrote:Hmm if barbarians were a more magic oriented faction I would be sort of dissapointed.
Racials for orcs:Rage - reduces enemy defenses in melee by 5%/7%/10%/15%.Also,it allows units to destry castle walls in melee using 75%/100%/125%/150% of their damage.Also,orcs get 25% bonus on damage and 10% on initiative when fighting wizards.
Racial for nagas:Slithering - bonus movement of 2%/4%/7%/10% when having only naga troops.Bonus of 5%/10%/15%/20% to speed in combat for naga troops.Bonus is doubled in swamp and on water.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Well them having shamans I can imagine. But Barbarians are typically regarded as hating, fearful, or hating and fearful of magic. Now I know that everybody has their own idea how a barbarian town would look like, and that I agree that it should have some of the creatures from the old barbarian towns, but I see a couple alternatives that would be interesting.
(would have called them bezerkers but that has been taken) Ragefighters/Ragelords - Double attacks and of course bezerking (ignore defense for increased attack). Ragefighters can also Warcry (when they attack there is a chance that the enemy's defense is lowered and the cry also causes fear when this happens this is not a triggered ability but constant). Also Ragelords can trigger Battlefrenzy. This throws a small axe to an opponit for half normal damage of a melee attack, but then the unit charges that enemy and gets their normal 2 attacks as well. This can be done only 1 time per combat. Both immune to mind control, or confusion (for ragelords). Battlefrenzy is not affected by deflect missile, but suffers a double range penalty if enemy is not with 3 squares of Ragelords.
Not sure what to call these but Instead of the above if you need a range unit for the barbarians you could use a unit that rides horses and shoots. Not only are they quick, agile, and strong but suffer no melee penalty. The upgraded units would be able to take less damage from Ranged attacks.
(would have called them bezerkers but that has been taken) Ragefighters/Ragelords - Double attacks and of course bezerking (ignore defense for increased attack). Ragefighters can also Warcry (when they attack there is a chance that the enemy's defense is lowered and the cry also causes fear when this happens this is not a triggered ability but constant). Also Ragelords can trigger Battlefrenzy. This throws a small axe to an opponit for half normal damage of a melee attack, but then the unit charges that enemy and gets their normal 2 attacks as well. This can be done only 1 time per combat. Both immune to mind control, or confusion (for ragelords). Battlefrenzy is not affected by deflect missile, but suffers a double range penalty if enemy is not with 3 squares of Ragelords.
Not sure what to call these but Instead of the above if you need a range unit for the barbarians you could use a unit that rides horses and shoots. Not only are they quick, agile, and strong but suffer no melee penalty. The upgraded units would be able to take less damage from Ranged attacks.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
If thinking for a change is contrary, I surely am.Sir_Toejam wrote:YI'm not so sure about Barbarians being a might faction.
A
W
N
don't you ever tire of being contrary?
barbarians as a magic faction? ridiculous. never has been in any barbarian fantasy world ever created, including previous homms.
I repeat: we are not talking "Barbarians" here, we are talking ORCS (you remember the race thing). So we are not talking about a bunch of green creatures and wild beasts lead by human or goblin or orcish barbarians, we are talking about the Orc race being led by (probably) orcish heroes. This would then be no classical barbarian faction.
- ThunderTitan
- Perpetual Poster
- Posts: 23271
- Joined: 06 Jan 2006
- Location: Now/here
- Contact:
*cough*H3*cough*Jolly Joker wrote: So we are not talking about a bunch of green creatures and wild beasts lead by human or goblin or orcish barbarians, we are talking about the Orc race being led by (probably) orcish heroes. This would then be no classical barbarian faction.
Another annoying thing H5 did was giving all factions 5th lvl mage guilds, so even the dwarves are high lvl casters. The barbarians would probably be too.
Disclaimer: May contain sarcasm!
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
No, TT, H 3 is what I meant specifically, because it is in the tradition of the BARBARIAN faction that was called barbarian because of HEROES (the hero was always the Barbarian and that was what made the Barbarian faction THE BARBARIANS). In H 3 Barbarian Heroes were humans or Goblins or Orcs or Ogres, but there were Battle Mages as well and those Battle Mages are pretty close to where I would imagine a hero of an Orcish race.
As I said, I can imagine an Orc Shaman as a hero much better as an Orc Barbarian, and I would see them with Dark Magic and Destructive Magic, weak in Destructive, but with a racial special somehow connected with Dark Magic.
How about this: Blood Magic as a racial which would basically work the same way like Rune Magic except the hero would have to sacrifice CREATURES instead of resources. Sacrifice a Goblin and get Bloodlust onto them.
As I said, I can imagine an Orc Shaman as a hero much better as an Orc Barbarian, and I would see them with Dark Magic and Destructive Magic, weak in Destructive, but with a racial special somehow connected with Dark Magic.
How about this: Blood Magic as a racial which would basically work the same way like Rune Magic except the hero would have to sacrifice CREATURES instead of resources. Sacrifice a Goblin and get Bloodlust onto them.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
No matter how odd it sounds,I agree with JJ on this one.As for blood magic it does sound nice,but that would be too many magic connected racials.How about a racial that allows you to sacrifice creatures for resources(in town),for extra movement(on adventure map),and for making a more ferocous attack(in combat)?
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
there is room for everybody
I red some suggestions of mixing orcs, lizards, nagas and trolls??? Why that? There are 2 few creatures anyway in the game, IMHO, so 2 new factions will improve a lot.
Barbarian town: - lots of attack, damage, and some "small" spells/abilities, blodlust etc.
Creatures - Goblins, wolfriders, orcs, trolls, thunderbirds, cyclops, behemonts. Wow they already made a good job in H3.
"Swamp" town: - also to be might oriented. (lots of HP, defence) some small spells/abilities, poisoning, lizard bites, death stare, weakness, dispell.
Creatures - Simmilar to H3. Doesnt realy matter as long as basiliks, gorgons and wyverns come along. Maybe a big naga as lvl 7 tier?
this leaves room to only one more faction... elemental wizards
krs
Barbarian town: - lots of attack, damage, and some "small" spells/abilities, blodlust etc.
Creatures - Goblins, wolfriders, orcs, trolls, thunderbirds, cyclops, behemonts. Wow they already made a good job in H3.
"Swamp" town: - also to be might oriented. (lots of HP, defence) some small spells/abilities, poisoning, lizard bites, death stare, weakness, dispell.
Creatures - Simmilar to H3. Doesnt realy matter as long as basiliks, gorgons and wyverns come along. Maybe a big naga as lvl 7 tier?
this leaves room to only one more faction... elemental wizards
krs
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Maybe not exact but something like...
Sacrifice - Basic. Can sacrifice creatures for Ore/Wood or gold in town the exchange rate is relitively high from creatures to resource. Can sacrifice creatures on the main map for small boosts to movement (max 10% or something). Also can reclaim mana, or envoke a random dark spell on a enemy for sacrificing creatures in combat.
Advance - Can trade for all resouces but at a still high exchange rate (even higher for the rare resources) as well as all the same things as Basic. Max movement bonus +20% or something. Can envoke frenzy on your own creatures also in combat.
Expert - Exchange rate is lowered, max move is +30%, and can sacrifice a stack to give another stack 2 attacks for the next few turns (or no retal, or ect) as well as the random curse and frenzy.
Master - Exchange rate is half expert and max move is +35. Can 'ressurect' a full stack if you sacrifice an equal ammount of hp (or half of the hp you sacrifice is ressurected anyhow) as well as all the effects in Expert.
Could be way off also .
Sacrifice - Basic. Can sacrifice creatures for Ore/Wood or gold in town the exchange rate is relitively high from creatures to resource. Can sacrifice creatures on the main map for small boosts to movement (max 10% or something). Also can reclaim mana, or envoke a random dark spell on a enemy for sacrificing creatures in combat.
Advance - Can trade for all resouces but at a still high exchange rate (even higher for the rare resources) as well as all the same things as Basic. Max movement bonus +20% or something. Can envoke frenzy on your own creatures also in combat.
Expert - Exchange rate is lowered, max move is +30%, and can sacrifice a stack to give another stack 2 attacks for the next few turns (or no retal, or ect) as well as the random curse and frenzy.
Master - Exchange rate is half expert and max move is +35. Can 'ressurect' a full stack if you sacrifice an equal ammount of hp (or half of the hp you sacrifice is ressurected anyhow) as well as all the effects in Expert.
Could be way off also .
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Who is online
Users browsing this forum: Bing [Bot] and 2 guests