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Author | New Faction: The Cruzandra. |
good work.
dunno if balanced, but very nice indeed. | @ Arcanide, I hope they come upon it too, and thanks for posting. :)
@ vbFifi, thank you, and if you see a unit that seems too over/under powered, just post a comment about it, and I'll check it out. And remember,when a new class is created the devs do balance tests, so if a troop seems too powerful, its stats may be nerfed, or the quantity of the troops may be reduced.
-Blade | That is a really original work Rendingblade, not some kind of variation of already existing scheme. You earned my vote too :D | @ Elrond, thanks for the support! :)
-Blade | Pretty impressive and outside of the box thinking proposal. Thorough, creative, original, fresh.
But... LWM/HWM has mostly been developed within the frames formed by the HoMM series, therefore unfortunately I doubt that any fan ideas, no matter how creative and interesting, would be implemented. | I really liked the effort you put on seeing all the sides.
when i started to read it i felt that so, the first tiers of troops are undead and the second are elemental. So what I understand here is that this faction is something in between the necromancer and the wizards of lordswm. If we want to look at it from the HOMM world it is just a necromancer with elementals. So i feel that the troop and the faction idea of it is weak.
The abilities are more fun and feel good. I like them.
Overall In my idea you have to use the basic rules of the game. for example: the gods in the HOMM world are all known and defined. the Magic types are also defined. a new class of magic is a big change and should be either completely different from the ones in structure of this world or if they overlap then it is something within the class previously defined and should not have a separate class.
I have to say it was a great job by you but i like to see more work on it to be possible to put in the limits of the story, and world of Lordswm.
thanks | Tier 4
Snow Golem-The snow golem has massive arms and legs forged from balls of snow, magically fused together into a solid being. It resembles the Michelin Man, except not near as cheery, and it has bigger hands it uses to smash its opponents. The Snow Golem has chilling blue eyes. They’re renowned for their durability and lack of speed.
Attack-4
Defense-12
Health-65
Damage-6-12
Shots-0
Mana-0
Speed-3
Initiative-7
Abilities- Large Shield. Knockback. Elemental. Immune to Water.
sounds a bit strong for level 5? | @ Phil_Odaerin, That is true, but at some point they'll run out of stuff to copy, so what then?
@ Lord SV22, To be honest, I don't know much about the lore of this world, that is why I didn't give the Cruzandra's god a name. I figured there were already implemented gods, and the Cruzandra could follow (devotedly) one of these preexisting gods. If this were not possible, I also threw in the tidbit there about ancestral worship. As fir the undead/ elemental issue, my intent was not to create a cross between necromancers/ wizards. I felt it odd that necromancers are the only faction that has undead units, even though many factions have access to nature magic, and therefore the "raise dead" spell. Albeit it is the necromancer's main strength, I felt if raising the dead was such common knowledge, it would only be logical for another faction to have at least one undead. As for the elemental units, well, I felt it would be epic for the Cruzandra to have a troop that was an embodiment of the actual coldness, rather than just giving them another creature that lives in the cold, like a mountain lion. I know I'm sort of breaking faction barriers here, but I feel have multiple faction supertypes in one army adds a bit more strategy to the game, especially when it comes to the use of magic (does this spell affect undead/ only affect undead, or vice versa with elemental.) Sorry for the long post here, but I felt I needed to explain my reasoning.
@ merlin36, In terms of pure power, yes the Snow Golem is quite powerful for level 5. However, it has the lowest speed of any melee troop (3) and the tied second lowest initiative (Zombies are first). I wanted the golem to feel like a hulking brute that was capable of dishing out and absorbing damage, but very, very slow. If you're fighing these you can easily run circles around them with faster units, especially if that unit has 14 or more initiative.
Thank you all for posing your thoughts and criticism, and taking the time to read my work, and or at least part of it. :)
-Blade | Some one has been watching a lot of game of thrones :-P
but nevertheless the faction is still realistic and seems balanced.Keep up the good work mate. | @ one_by_zero, I've actually never seen GoT, but some of my friends have told me I should watch it. I was going to go buy the first book at Barnes and Nobles, but I never really got around to it.
-Blade | Hmmm... I hate having to put a pointless comment just to bump my thread back to the top, but oh well. :)
-Blade | cool.. ^^ hope there will be more improvements | @ antukin, I hope there will be more too. Thank you for taking the time to post. :)
-Blade | nice another necromancer
what the talent? | one of the most creative ones . :) | @ yopiwizard, I'm not sure what you mean by another necromancer; it only has one undead unit. Albeit this unit was in the first tier, so maybe you didn't read all the way down. The faction ability (which is shown rather prominently at the top of the first page, if you want to go back and read it) is the ability to cast divine spells. The number of spells that can be cast increases with faction level, and higher level Cruzandra can access more powerful spells. If you have any more questions, just post them.
@ Dbest, Thank you. :)
-Blade | Very nice work, and pretty balanced too ^^
Although, I think the spell Purify is too powerful against dark casters :P | I like it :)
Blue beasts would look cool... i was thinkin of those large humanoid species from "avatar" all the time...
Awesome work.... especially liked the idea of divine spells but im thinking that for it to start as a new faction, we cant realise the true potential of their spells without using potions :) But, Amazing! :)) | @ _Swotks_, Thank you. As for your comment about the spell purify, I understand your concern. However, as a level four spell, a character with maxed faction level (12) could only cast level four spells three (3) times, and that spell takes two turns to cast. If the spell seems too powerful, the effect could be reduced so that it only removes debilitations within a certain area ( ex. 5x5) or the casting time could be increased to 3 rounds rather than 2.
@ virtual_vitrea, Thank you. I never really thought about it like avatar, but now that you mention it they may look a little similar :p. I think if they were to introduce this class, and more particularly the spell system, they would likely have a tournament where everyone could use the spells, so people could get a "feel"for them, and so the devs could make them more balanced.
-Blade | what the talent?
@ yopiwizard, The faction ability (which is shown rather prominently at the top of the first page, if you want to go back and read it) is the ability to cast divine spells. The number of spells that can be cast increases with faction level, and higher level Cruzandra can access more powerful spells. If you have any more questions, just post them.
I may be wrong, but I think he was asking what their unique talent in the center of the wheel is. |
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