by LPhillips » Mon Feb 20, 2012 10:48 am
While I was hashing out my idea of a magician hero, it became the biggest textwall I've ever seen. Read at your own peril.
Spell ideas thus far:
1) Cumulative negates. I'm not on board yet with those; that sounds like a very iffy thing to fool around with. Negate limits are currently a big part of game balance.
2) Ambush and critical ability. We just make this a "spell" for magician, which must be purchased and can be upgraded like other heroes' ambush bonus, but obviously with higher ceiling than 10%.
3) Chaos/Leadership. I'm in favor of combining the two and making them the magician's starting spell. Gives it a unique flavor and prevents the magician from becoming a specialist in either. Needs to be capped fairly low, because magician needs to be unable to equal either of the other heroes in their specialized abilities.
4) Hit points. Magician isn't likely to be facing enemy units directly, so I think the spell needs to be applied to his accompanying army. Obviously HP boost is extremely powerful, so it needs to be very limited and/or very expensive. My proposal is, starting with the magician and moving toward the front line: "Gives one unit +1 additional HP", upgrade for "Gives two units +1 additional HP", up to 4 or 5 I guess. This kind of spell is tricky because the issue of hero combination and abuse needs to be carefully considered. Otherwise, it is a great fit because it encourages the Magician to take risks by reducing his army to, say, 4 units (to get the +hp boost on all of them) when attacking in order to take full advantage of the spell and not waste troops.
5) Undead Mastery (UL Boost). I think this will not see too much use as Ability Points are already abundant with few truly desirable choices. But that's no reason not to include it, especially if it boosts the Magician's UL ceiling up to 30 so he can compete with the Paladin. I'd propose 10 points if it's included (even 20+10 is a real stretch). It would be a sacrifice of 30 hero points or so to gain the ability to plunder those high-level ruins without having to level a Paly way up or acquire expensive UL boosters.
6) Group Move. It's a must. The difference between this and other heroes' group move is that the magician pays a considerable cost to acquire the spell, but less to upgrade it and with a higher ceiling (so he might spend a total of 50-60 points for +6 group move). Say, 30 for +2 and 10 for +2 after that up to +6? That's 50 points. Could make it 15 for 60 points total.
7) Summoner. Lichking suggests reducing cost of hero+allies. I like that, and for upgrades I suggest you get +1 on the roll to get a hero offer. Snotling needs to weigh in on that; the upgrade might not even be possible in the code.
8) Morale/Fear bonus. It would be neat to incorporate this. It would be less helpful early, given the overlap with basic support units, but very strong later because it would reduce the number of support units needed in a stack. Any objections to +2+1 Morale/Fear, upgradable?
9) Terrain negate/battlefield teleportation.
My modified proposal, borrowing heavily from Lichking's ideas:
15 strength, max 30
Move 16, max 20 (remember he gets strong group move)
UL 8(+2/point), max 16
Learning 100, cap at 120 (a superleveled magician would become incredibly powerful, so he needs a strong handicap)
Standard Ability Point options.
Everything else expressed in spells.
*Manipulation: Free, +1+1 Leadership/Chaos, 15 point upgrade for +1+1, cap level 5.
*Negate Heroism: 20 point cost, 2 hero negate, 5 point upgrade for +1, cap at level 5 (-6)
*Negate Aura: 30 points, 3 negate, 5 point upgrade for +1, cap at level 5 (-7)
*Magical Barrier: 20 points, +1HP to Magician (first unit in army), 15 point upgrade for +1HP on next unit, cap at level 4 or 5
*Enchanted Weapons: 20 points, +10% Ambush, 5 points for +5%, cap at level 3 (30%)
*Swift Transit: 30 points, +2 group move, 15 points for +2, cap at level 3 (+6)
*Summoner: 20 points, Ally/hero offer costs reduced by 30%, 10 points for +1 to dice for hero offer, cap at level ?
*Battlefield Transportation: 20 points, 5 terrain negate, 7 points for +5, cap at level 4 (-20)
*Undead Mastery: 30 points, +10 UL, no upgrades to this spell.
Let's say you can get a level 7 Mage. Probably, you max your free skill for 60 points by level 7, Manipulation. A Paladin is at 13 skill by that level, a DK is at 12. So Magician is behind at lvl 7 with a cumulative 10. Or maybe you spent 30 points on Undead Mastery and got some sweet cash and items, but let's stick to one example. So at 7 your free ability is maxed out, by 9 or 10 you can afford another. Paly/DK/Valk is maxing out, but Magician is just warming up. Realistically you won't pass 15 or so, therefor you must plan what you will take. 220 points left, you put 60 into Swift Transit for +6 group move. 30 for +2 is steep, but it evens out in the end. 160 points left, you have a fast-moving middle strength hero. If you went Ambush, you could hit with 26 move and assassinate an enemy stack from absurd range, then retreat to safety. Or if your enemy is employing spiders and griffins, or HC on desert, you might buy the Battlefield Transportation to negate terrain bonuses. But your enemy is holed up with masses of units, so you go with the HP boost to give your single stack some extra punch. 65 points left, you put the rest in Negate Aura (-7). 15 points left that you dump into +strength.
So your stack of Hero + 6 Giants (for simplicity) and one Dragon looks like this:
40/2 40/2 40/2 40/3 40/3 40/3 40/3 30/3.
An enemy level 15 DK with the same escort looks like this:
35/2 35/2 35/2 35/2 35/2 35/2 40/2 55/2
After modifications, the stacks are
22/2 22/2 22/2 22/3 22/3 22/3 22/3 12/3
vs
23/2 23/2 23/2 23/2 23/2 23/2 28/2 43/2
So, the Magician has just barely surpassed the strongest normal hero by around level 15. It takes him longer to get there, as he has low learning (120% cap), but by level 18 or 20 he's dominant in single-hero stacks. Other heroes can still match/beat his support attributes by packing in support units, but his strength is in being able to travel with less support units, packing in more combat units of his choice (green dragons anyone?)
Penny for your thoughts? It's possible with the growing list of spell possibilities that this needs to be divided into two heroes.