Collaborative Custom Team Contest - ...
Hmmm, good question. While I think it's definitely open for future judges to decide if they want multiple entries or even a complete suite of gear or something like that, for this round let's keep it to one entry per person.
Sea Serpentscale (Armour)
An extremely thick, heavy plated body of armour that offers enhanced protection to the warer whilst restricting movement.
+20% HP increase
+30% Physical damage resistance
-1 Movement
Nice entry!
Just a heads up to all entrants, I might take a while to post judgings, it's going to be a busy few days in Arizel-land.
in the meantime, get those entries in! :)
Name: Fishtail
Change: 1 free AP of movement each turn, cannot be used for attack
Represantation: a fishtail behind the unit that would fade after the unit moves once, will restore color each turn
Visual difference: unit will get a fish tail on the character (assuming that these unts dont have fish tails already)
Edit:this is a foot acessory, so it would probably be armor
SeaPearl:
- 1 movement, + 1 (or 2?) range
Notes: I think this is an item that adds some strategy, because you can choose to make units to "towers" (high range, low movement) instead. For example, a fully upgraded Harpoonist with SeaPearl on an attack tile ;)
All right, moving stuff is done. I'm going to judge eithe late tonight or early tomorrow. I need to rest for a bit lol. Phew!
Gonna sneak in a late one:
grappling hook
The team so far seems to be taking a somewhat steam punk direction (with steam vents spell) so I thought a grappling hook would fit in theme wise. The grappling hook replaces Rune Metal. If chosen that has big implications as it adds nothing to the units base attack damage.
Grapping hook; units are able to target enemy units 4 spaces away, horizontally or vertically, and "charge" at them for one AP cost. (similar to the tribe chief charge, but less range and vertical charges allowed)
All right, Judgements time!
Sea Serpentscale
The name is a mouthful. I really like that it inhibits your unit in a certain way so that there is a trade off. Creative take on the movement part of the challenge. This would allow the team to turn any unit into a tough, albeit slow moving, tank. My concerns are twofold: Of lesser importance, is that the slow-moving-but-tough schematic doesn't fit well, in my mind, with underwater things. I imagine water being "Swimmy" and "flowing". That's just a personal taste thing. The second thing, and of greater importance, is the balance. At 20% HP and +30% defense, this takes a base unit from 800 to 960 with one piece of equipment. If they are getting a Shining Helm you're looking at a Harpoonist with 1040 HP, 30% defense and 20% MR. Yes, of course, there is the one-movement trade-off. But if you're trying to plant a unit on a boost tile, do you need to move it very far anyway?
Fun 7.5/10
Originality 8/10
Balance 6.5/10
Flavor 6/10
Total: 28
FishTail
So the unit gets to move for free once per turn. That extra move could go a long way in getting your guy in and out of attack range. Not adding any bonuses to HP, defense, or MR means that, overall, the team will be slightly more fragile than others, but I think that's okay. Interesting, though not terribly exciting.
Fun 6.5/10
Originality 9/10
Balance 8/10
Flavor 7/10
Total: 30.5
Sea Pearl
Another movement penalty, which is interesting. This one adds range rather than a huge defense boost, so a lot of what I said about Sea Serpentscale applies here. The main difference is that this seems to me a more flavorful/strategical trade off. I would argue that at +2 Range, it's definitely OP, but you left it at +1 or +2. Perhaps it just sets the range to 3? This raises some questions -- how would it affect the animation, for example, of melee characters? Balancewise, I think it's strong, but it has the same counterweight as FishTail-- not giving any + to HP or defense will make the team overall more fragile.
Fun 8/10
Originality 9.5/10
Balance 7.5/10
Flavor 7/10
Total: 32
Grappling Hook
I like the uniqueness of this entry and the thought to the steampunk flavor. However, I don't know if I'm on board, personally, with the team going in the steampunk direction, given the Dwarves already are very steampunkish. Of course, that's certainly still up for grabs. I also like that it takes the place of Runemetal, making it a very daring entry. You're right that the implications would be pretty enormous. My main concern with this one is that it doesn't do quite enough. It basically adds a lot of range--and pulls your piece along with it--but doesn't help you actually take down a unit. Often times, it will just get a unit in more trouble than it's worth--pulling a 200 base damage unit right into the enemy lines, without making it strong enough to take down & stomp anything.
The charge works for the chieftain because of its synergy with the whirlwind attack. For a unit that can only whack one guy at a time, it's just not worth it. You'd rather pull them to you.
Fun 4/10
Originality 10/10
Balance 6/10
Flavor 7/10
Total: 27
AND THE WINNER IS...
TWi with "Sea Pearl"
Great round, thanks everyone for posting.
So what's the next challenge? :-)
Ok, the next challenge will come soon, I'm thinking! :)
Edit: oh, and about that animation problem, I think that you just could move the "slash" animation away from the sword/hands of the unit withit he increased range, to where it really hits. Maybe with the seapearl(which of course is implemented in the clothes of the unit) glowing or something ;)
@Arizel
Good call man, I agree the grappling hook didn't do much, I was hoping we could perhaps make the other units more survivable to make it useful, but like I said, good call on the sea pearl :)
With the steampunk idea, I was thinking on metal-clad scuba divers and things like that. But perhaps that's not what people want :p, but it's good that I left the "harpoonist" deliberatley vague, so we can attach more of a theme to the team later!
Just thought about something: we should really wait with some of the units and items (like the healing item, super unit, team bonus etc) until we got all normal units done. In that way, we'll know what team bonus/super unit etc. that will fit the team the best :)
But anyways...
The Challenge
The four teams that we have now all have very similiar Casters (2/4 have range stomp, 3/4 have 3 in range etc.) so the next challenge is to make a Caster! :) BUT it has to be unique in some kind of way, and at the same time it should fit to the aggressive/elegant/smart style of the Atlaneans. I'll focus a little more on these two points when judging (of course it has to be balanced etc. ;))
Mmmmm...how about...
The Octomage
800 Hp
4 Range
100 damage
2 Movespeed.
Causes enemies to be blinded on hit.
Blind makes that unit's next attack have a 100% chance of missing, attacks after that one will not miss (as per usual). If the aflicted unit does not attack that turn then the Blind effect will dissipate next turn. Also afftects healing. Oh and the Corpse Spells of the Necro and the Witch.
Just a quick note, as we are designing these don't forget about synergies with what we already have. ie. Whatever caster we make can be equipped with a Sea Pearl now, etc.
Illusionist
Caster
Hp: 800
Damage: 200 Magical
Range: 3
Movement: 2
20% MR, 0% Defense
Special:
The illusionist can create a false puppet of an ally unit. To the Atlantean player, the animation of the false puppet looks like a transluscent copy of the targetted friendly unit, but to the opponent, both units look identical. When the puppet is created, it inhabits the same space as the copied unit, giving the unit a sort of "doubled" aura until either the original unit or the illusion move.
Illusionary Double
Special Unit
Illusionary Doubles move the same way that their original unit moves. However, moving an illusion costs 0 AP. Illusions can't attack, and are immediately destroyed at end of turn if attacked. When attacked, the illusions behave just like real units, taking damage, being moved by special attacks like the DE Impaler, etc. However, at the end of the turn, if they've taken any damage, they disappear. If stomped, Illusions die like real units, except for Witch or Necro rage stomp. These just cause the illusion to vanish. Illusions do not grant assault tile bonuses, if they are standing on one, but the crystals do flare up as though a "real" unit is there.
What's the point?
If you play smart, your opponent won't be able to tell which units are real and which are illusionary. The first move out of the space that both the original and the copy inhabit could be either one, from your opponent's view. They will waste attacks on illusionary units while your real units get through. It will look like you are moving units all over the board, while in reality your real units are getting placed in strategic positions. Your opponent will have to figure out your bluff, trying to figure out where you put your real units. It will be risky attacking an Illusion unit, with say, a scroll! If they stomp your units, then they will have no idea if they stomped a real unit or an illusionary one.
except for Witch or Necro range stomp.
they will have no idea if they stomped a real unit or an illusionary one.
Erorr 404: necromacer/witch + undo button = "I figured you out!" message.
^ I agree with that, it would give the DE and the tribe a huge benefit... But at the same time, you can't fake-animate it either, because the damage could "kill" a real unit, and then it could be stomped :/... I think you have to find a solution to that problem, Arizel.
but I really like the idea otherwise :)
Hammerfan: An Octomage is indeed very unique! Just keep 'em coming :)
The Deep Witch
Caster
800 HP
Attack: 200 (magic damage)
Range: 2
Movement: 2
10% magic resist
The Deep Witch applies the Drowning Curse to each enemy she attacks. The curse inflicts 200 damage to each enemy unit affected at the start of every player-controlled round. The curse is removed by direct-targeted heals.
The Effect: This would be HA's first "damage over time" effect. The deep witch is a fairly standard caster with one wrinkle: every unit she attacks receives a debuff that does 200 damage at the start of your every round (i.e., it does not do damage at the beginning of your opponent's turn, only yours). The damage is considered to originate from the debuff itself, and not from the casting deep witch, so any +dmg modifiers the deep witch may have do not affect the damage of the curse. The curse can only be removed by a direct-targeted heal, either from a unit or an item. Thus, the self-heal of the dark elf racial, the heal of Soul Harvest and the jumps of the shaman chain heal do not remove it. The damage will break the DW engineer's shield. Similarly to other debuffs, being knocked out does not remove the curse, so a unit being rezzed by Soul Harvest or the jump of a shaman chain heal will retain it. Other types of rezzes will of course remove it by virtue of being direct targeting heals. Crystals cannot receive the debuff effect.
The Point: The Drowning Curse would force your opponent to play differently and develop a different set of tactics against the Atlanteans. Since a healer cannot heal itself, it cannot remove the curse from itself and must rely on another healer or a healing item. This would make it essential to protect your healer from the deep witch at all costs if it is the only one you have in play. The deep witch would also present an interesting tactical choice for the Atlantean player - is it worth it to charge in to certain doom and inflict the curse on 3 or 4 enemy units? Your opponent must now decide whether to use their turn to kill your deep witch or heal up the affected units, making suicide deep witches a great way to keep your opponent's hands full, similar to the Tribe's chieftain. The name of the game in HA is "Give your opponent more fires to put out than she can keep up with" and the deep witch excels at that.
Ohh! I really like the deep witch! Nice work!
Just keep the ideas coming, I'll judge at Friday, Saturday or Sunday :)
Just a quick note, as we are designing these don't forget about synergies with what we already have. ie. Whatever caster we make can be equipped with a Sea Pearl now, etc.
What does the Sea Pearl do exactly? Does it give +1, +2 or just set the range at 3?
Well, so far, TWVi wrote it as +1 range... with a conditional +2, though we don't know what that conditional is.
Judgings?
Soon... :)
Well, so far, TWVi wrote it as +1 range... with a conditional +2, though we don't know what that conditional is.
It's a little difficult to put forward ideas that are balanced when we don't know what certain things do. I mean I'm very reluctant to suggest a Caster that has 3 range because equipping it with the Sea Pearl giving it 4 range will break some maps. And with potentially 5 range under certain conditions it would be totally out of the question.
I think saying that the item increases range by 1 and decreases movement by 1 is really the only reasonable implementation. And previously I would have thought that having a range 4 caster would be quite OP, but considering the sniper on the TF2 team has unlimited horizontal range (at only 100 damage for all but the first attack) maybe it isn't quite so farfetched.
I think saying that the item increases range by 1 and decreases movement by 1 is really the only reasonable implementation. And previously I would have thought that having a range 4 caster would be quite OP, but considering the sniper on the TF2 team has unlimited horizontal range (at only 100 damage for all but the first attack) maybe it isn't quite so farfetched.
Base damage of 100 with long range only horizontally isn't so bad.
But imagine a base 300 damage unit, plus Runesword, plus attack boost square and range 4 in any direction on top of that. It'd pretty much be the ultimate tower of destruction that would break certain maps imo. The -1 movement penalty would be neither here nor there.
But imagine a base 300 damage unit, plus Runesword, plus attack boost square and range 4 in any direction on top of that. It'd pretty much be the ultimate tower of destruction that would break certain maps imo. The -1 movement penalty would be neither here nor there.
Yeah, I definitely agree. With that in mind, for the deep witch I thought it was necessary to keep it at 200 base damage and 2 range. I think it might be necessary to keep all ranged units at 2 range, because a 4 range unit sitting on the attack tile on the Tribe map, for example, seems too potent.
However, the movement reduction might be a larger trade off than we're giving it credit for. Sure, you can set up a range 3 (or 4, if we end up having a range 3 unit) but that's pretty easy for your opponent to avoid, and so far this is a VERY squishy team without any +resist items. So your opponent might have a pretty easy time of picking your units off with hit and runs, and suddenly your runemetal'd unit that can only move 1 square at a time feels somewhat useless because it can't get in range of your foe.
To me, I think settling on "+1 range, -1 movement" for the Sea Pearl is pretty reasonable.
I agree, I think that the Sea Pearl must be +1 Range, -1 Movement. That being said, there will be a unit that is kind of a tower of doom once it parks on a sword tile, so let's keep that in mind.
Meanwhileeeee...... TWVi..... I don't mean to rush you, man but this round is clearly done.
Sorry, I'm very busy at the moment, I'm going to try to give the judgement later tonight...
Oh, and the SeaPearl is -1,+1
I agree, I think that the Sea Pearl must be +1 Range, -1 Movement. That being said, there will be a unit that is kind of a tower of doom once it parks on a sword tile, so let's keep that in mind.
The problem is we already have the Harpoonist with 300 base attack and range 3. Sea Pearl taking it up to range 4 is just too good, and then throw the skewer ability on top of that!







hmm. intresting choice of words there!
are you limited to only suggest one or is it ok to suggest several?
if anyone wants to play some hero academy with me, challenge me!
nick: Ragnaok