Piranha,
piranha wrote:Ambush and group ambush is the new name for critical strike / critical stack. There will only be group ambush to increase on heroes. Does it seem like an okay word to use?
It's not the word I'd use for that skill. Ambush made me think there was a way for units to auto-engage an enemy stack as it passed by you. That way you could control squares around your stack so that enemy units couldn't freely walk past.
I'd prefer Critical Strike over Ambush. Or even First Strike over Ambush.
piranha wrote:I'd like to make ruin level 1 about 85% chance to win for a new hero, level 2 ruin 65% level 3 ruin 40% something like that. But I think the undead lore should be able to increased enough to be 100% sure to win in a ruin.
I agree that it should be possible to 100% explore a ruin without dying if you increase your undead lore high enough. A 40% chance to survive a L3 ruin is pretty low. Or do you mean 40% chance if you never increase your undead lore?
piranha wrote:There is also a limit so that a hero level 1 can only search level 1 ruins, and level 2 hero can search 1,2 ruins and level 3 ruins require level 3 hero so you can't search a level 1 or 3 ruin with allies too early.
I'd make it L3 to search L2 ruins and L5 to search L3 ruins. Even better would be if those L3 ruins could *only* be searched as a quest reward or for visiting a temple (a new temple type , not one of the 2 existing ones). So that if you completed a quest / visited a temple you would get a single L3 ruin unlocked for you. This would be similar to how War2/DLR revealed hidden ruins as quest rewards/sages.
KGB
P.S. Incidentally now that Towers are coming into Beta4 and these will grant city walls bonus's the Ruins/Temples should no longer be classified as city terrain and give a +1 wall bonus. Instead there should be 2 new terrain types called ruin and temple. Ghosts would get +2 (or +3) combat in ruins since they are undead and Archons/Devils/Demons would get +1 (or +2) combat in temples since they are celestial.