[Skyshard Heroes] Upcoming Heroes and Hero Skills!

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Update: Stated level-by-level stats for the lulz (Once again, it’s just examples)

This thread is to discuss upcoming heroes and current/new hero skills (as well as a personal suggestion).
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1-Upcoming Hero skills:

Syn mentioned that it will be ranged, but that’s it. And someone said that Syn said that they will be Mecha-type, so I made it tank-ish with medium range. Feel free to suggest skills! :D

Here are the 7 skills that I suggest:

1.1-Attack skill #1: I’d call it “Skyshard Missile”. Long range attack that is targeted on a building/unit and deals splash damage to surrounding buildings/units. Splash damage is less than main damage. 10~20MP consumption.

  • Level1: 10 dmg, splash radius 1, splash damage 3.
  • Level2: 20 dmg, splash radius 2, splash damage 6.
  • Level3: 40 dmg, splash radius 3, splash damage 12.
  • Level4: 80 dmg, splash radius 4, splash damage 24.
  • Level5: 120 dmg, splash radius 5, splash damage 36.
  • Level6: 160 dmg, splash radius 6, splash damage 48.
  • Level7: 200 dmg, splash radius 7, splash damage 60.
  • Level8: 250 dmg, splash radius 8, splash damage 80.

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1.2-Attack skill #2: I’d call it “Mana Blast”. Preferably short-ranged skill that hits all nearby targets (and knocks them back (pushes them away/spreads them) if targeted on units), stunning them for X seconds. 70~90MP consumption.

  • Level1: 20 dmg, area of damage 1, knock-back 1, stun 1second.
  • Level2: 40 dmg, area of damage 1, knock-back 1, stun 2seconds.
  • Level3: 60 dmg, area of damage 2, knock-back 2, stun 2seconds.
  • Level4: 80 dmg, area of damage 2, knock-back 2, stun 3seconds.
  • Level5: 100 dmg, area of damage 3, knock-back 3, stun 3seconds.
  • Level6: 150 dmg, area of damage 3, knock-back 3, stun 4seconds.
  • Level7: 200 dmg, area of damage 4, knock-back 4, stun 4seconds.
  • Level8: 300 dmg, area of damage 5, knock-back 5, stun 5seconds.

Knock-back is obviously pushing units away from hero.
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1.3.1-Buff skill (suggestion #1): I’d call it “Troop Magnet”. Regroups all units within certain range to hero as long as there aren’t towers blocking (must have 4×4 open range to bring them over) but weakens them temporarily. Applies to enemy units and Hero when defending. 25~35MP consumption.

Damage taken increase between parenthesis is applied to enemy.

  • Level1: Attraction range 4, units take + 10% (+5%) damage for 10seconds.
  • Level2: Attraction range 5, units take + 10% (+5%) damage for 10seconds.
  • Level3: Attraction range 6, units take + 9% (+6%) damage for 9seconds.
  • Level4: Attraction range 7, units take + 9% (+6%) damage for 9seconds.
  • Level5: Attraction range 8, units take + 8% (+7%) damage for 8seconds.
  • Level6: Attraction range 10, units take + 7% (+8%) damage for 7seconds.
  • Level7: Attraction range 12, units take + 6% (+9%) damage for 6seconds.
  • Level8: Attraction range 15, units take + 5% (+10%) damage for 5seconds.

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1.3.2-Buff skill (suggestion #2): I’d call it “Revitalizing wave”. Heals nearby units/towers and slightly increases armor for X seconds. 40~60MP consumption.

  • Level1: Heals 2% HP, + 2 armor for 2seconds, range 2.
  • Level2: Heals 4% HP, + 4 armor for 3seconds, range 2.
  • Level3: Heals 6% HP, + 6 armor for 4seconds, range 3.
  • Level4: Heals 8% HP, + 8 armor for 5seconds, range 3.
  • Level5: Heals 10% HP, + 10 armor for 6seconds, range 4.
  • Level6: Heals 12% HP, + 12 armor for 7seconds, range 4.
  • Level7: Heals 15% HP, + 15 armor for 8seconds, range 5.
  • Level8: Heals 20% HP, + 20 armor for 10seconds, range 6.

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1.4.1-Passive skill (if Buff skill is sug.#1): I’d call it “Healing force-field”. Gradually heals nearby units/towers and grants +X armor.

  • Level1: Heals 0.2% HP / 2 seconds, armor + 2, range 2.
  • Level2: Heals 0.4% HP / 2 seconds, armor + 4, range 2.
  • Level3: Heals 0.6% HP / 2 seconds, armor + 6, range 3.
  • Level4: Heals 0.8% HP / 2 seconds, armor + 8, range 3.
  • Level5: Heals 1% HP / 2 seconds, armor + 10, range 4.
  • Level6: Heals 1.2% HP / 2 seconds, armor + 12, range 4.
  • Level7: Heals 1.5% HP / 2 seconds, armor + 15, range 5.
  • Level8: Heals 2% HP / 2 seconds, armor + 20, range 6.

2 seconds because everything hero-related has 2 seconds of cool-down.

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1.4.2-Passive skill (if Buff skill is sug.#2): I’d call it “Tank Spirit”. Decreases speed and increases armor of nearby units.

  • Level1: Speed (- 8), armor + 2, range 1.
  • Level2: Speed (- 9), armor + 4, range 2.
  • Level3: Speed (- 10), armor + 8, range 3.
  • Level4: Speed (- 11), armor + 12, range 4.
  • Level5: Speed (- 12), armor + 16, range 5.
  • Level6: Speed (- 13), armor + 20, range 6.
  • Level7: Speed (- 14), armor + 25, range 7.
  • Level8: Speed (- 15), armor + 30, range 8.

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1.5-Health.

HP is displayed as follows: (HP if suggestion#1 / HP if suggestion#2)

  • Level0: 200 / 200 HP.
  • Level1: 400 / 400 HP.
  • Level2: 700 / 600 HP.
  • Level3: 1000 / 800 HP.
  • Level4: 1500 / 1200 HP.
  • Level5: 2000 / 1500 HP.
  • Level6: 2750 / 2000 HP.
  • Level7: 3500 / 2500 HP.
  • Level8: 4500 / 3000 HP.
    Apparently, Heroes have more health than I thought .

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1.6-Range/Speed.

  • Level0: Range 1, speed 60.
  • Level1: Range 1.5, speed 65.
  • Level2: Range 2, speed 70.
  • Level3: Range 2.5, speed 75.
  • Level4: Range 3, speed 80.
  • Level5: Range 3.5, speed 85.
  • Level6: Range 4, speed 90.
  • Level7: Range 4.5, speed 95.
  • Level8: Range 5, speed 100.

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1.7-Damage (and armor if sugg.#1).

  • Level0: Damage 20 (armor + 0).
  • Level1: Damage 40 (armor + 1).
  • Level2: Damage 60 (armor + 2).
  • Level3: Damage 80 (armor + 3).
  • Level4: Damage 100 (armor + 4).
  • Level5: Damage 120 (armor + 5).
  • Level6: Damage 140 (armor + 6).
  • Level7: Damage 180 (armor + 8).
  • Level8: Damage 225 (armor + 10).

ALL SKILL NUMBERS AND NAMES ARE SIMPLY SUGGESTIONS
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2-Current Hero skills:

I think there is a huge lack of balance in heroes, as in MP consumption to usefulness ratio. A flagrant example would be Alaric’s Puncture VS Isunda’s Stagger bolt.
Puncture: High damage and increases damage dealt to targeted unit for X seconds – 10MP.
Stagger Bold: Low damage and decreases range for Y seconds – 15MP
Y being smaller than X.
What’s the point of reducing a tower’s range if it can still hit Isunda anyways? And for such a short amount of time too. As for puncture, it’s just better in ever way possible and uses less MP. How is that close to being useful? Even if Stagger bolt is ranged, it’s still not worth it. The way to fix this would be a simple damage increase + higher range decrease and duration.

Inb4 “BUT ISUNDA HAS THAT OVER POWERED MOB ATTACK! WHINE! WHINE!” No, it’s not even close to being over powered. Level 8 merely does 200dmg, allowing 400dmg to be dealt at most. That’s less than all units’ lvl 8 HP (except rangers, they have exactly 400 at lvl 8). It can only kill low level units easily (and rangers), which is fair and logical. In any case, getting it to lvl 8 takes REALLY long (17days).

I don’t know much about Jorund, so I’ll keep that out of my post, but feel free to discuss him.
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3-Personal suggestion on skills:

I think the way they are displayed lacks information. We can rarely know the duration of buffs/debuffs on skills, as well as their range, etc. “Temporarily” is far from being precise. >.> When I upgrade skills, I like to know precisely what I’ll be getting, and I’m sure I’m not speaking for solely myself.

I think that’s about it. :P

I hope you take some of this in consideration! :) Thanks in advance.

Feel free to post hero-related suggestions here.

 
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<some nice ideas there, but if i understood correctly today in chat, new hero will not be healer-type or range as suggested above, but a mech, in the style of rivet. Someone more creative than I can take that model and move forward some “ideal” traits/abilities.>

EDIT: OP has edited original post to include these comments, so they no longer add value. The only new thought I’ve had on this topic is perhaps a “Tremor” skill – causing a portion of splash damage to reflect back onto the source. The knock-back/stun seems like a fresh idea, but I think a few of the skill trees suggested above seem to scale up awfully fast.

 
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Originally posted by gutlessoneder:

some nice ideas there, but if i understood correctly today in chat, new hero will not be healer-type or range as suggested above, but a mech, in the style of rivet. Someone more creative than I can take that model and move forward some “ideal” traits/abilities.

But syn explicitly said “It’s ranged”. :( The mech idea was actually a while ago. And my suggestion still stands, mechs are perfectly able to shoot ;D So healing might not work, or maybe. Healing with some electromagnetic waves (don’t ask how). >.>

 
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I wouldn’t mind seeing another ranged hero on the proviso that they make Jorund a viable melee option. Just my opinion but when you look at his skills the relatively low health combined with the debuff from his 3rd skill (Berserk) seems to take him out of the race for a contender maxed hero unit.

This is looking ahead to maxed endgame stats, given how long it takes to level up a hero without the use of skyshards Alaric seems to be a much more attractive melee option (higher health, armor, AoE stun). Jorund is decent @ lower levels when the rush citadel > end attack option actually works, but come level 6-8 towers and higher heroes defending he just seems weak on paper. I sure wasn’t willing to invest WEEKS to level him up to see, would be interested to see what someone who has his skills up to 6-7 thinks of him.

Speaking of melee, is it just me or does all melee feel weak? Voguls look awesome, but combined with general retarded melee AI, no burst and the fact that they cost 4 “attack size spaces” makes the mass mage or mass ranger route so much quicker?

 
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Originally posted by GavvyK:

I wouldn’t mind seeing another ranged hero on the proviso that they make Jorund a viable melee option. Just my opinion but when you look at his skills the relatively low health combined with the debuff from his 3rd skill (Berserk) seems to take him out of the race for a contender maxed hero unit.

This is looking ahead to maxed endgame stats, given how long it takes to level up a hero without the use of skyshards Alaric seems to be a much more attractive melee option (higher health, armor, AoE stun). Jorund is decent @ lower levels when the rush citadel > end attack option actually works, but come level 6-8 towers and higher heroes defending he just seems weak on paper. I sure wasn’t willing to invest WEEKS to level him up to see, would be interested to see what someone who has his skills up to 6-7 thinks of him.

Speaking of melee, is it just me or does all melee feel weak? Voguls look awesome, but combined with general retarded melee AI, no burst and the fact that they cost 4 “attack size spaces” makes the mass mage or mass ranger route so much quicker?

I agree about Jorund being crap due to super low health from what I’ve heard. He can’t last longer than 3 seconds in the midst of lvl 6-8 towers as I whiteness-ed.

As for Voguls, check my guide to understand their derpy-ness. But their stats are much better than any other 4-space using units (4rangers/2mages/1rivet+1ranger). But having a combo would be best (5voguls+5mages).Yet, mass rangers/mages is still better. Making them either hit harder or change the targeting system would make them less useless though.

 
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i was thinking something that would be cool for a skill would be a double damage one for a certain amount of seconds, that cost a good amount of mp, and a good counter like you suggested alex the healing one but instead of specific number should do a percentage of the max health which would be good for high health buildings/units

 
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Another hero upgrade i’ve been thinking of is equipment. With maybe 3 slots per hero and either findable at random – maybe a 1-2% chance per victory or (to entice developers) purchasable with skyshards. They would provide attack/armor/heath/mana gen. buffs and could be level sensitive or with several grades of quality.

 
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Originally posted by mhbrown93:

i was thinking something that would be cool for a skill would be a double damage one for a certain amount of seconds, that cost a good amount of mp, and a good counter like you suggested alex the healing one but instead of specific number should do a percentage of the max health which would be good for high health buildings/units

The reason why I didn’t say % healed is because it can get over powered. Your units/buildings could end up being nearly invincible. Then again, 160HP is a lot for some units. I guess I’ll fix that.

Originally posted by rittock:

Another hero upgrade i’ve been thinking of is equipment. With maybe 3 slots per hero and either findable at random – maybe a 1-2% chance per victory or (to entice developers) purchasable with skyshards. They would provide attack/armor/heath/mana gen. buffs and could be level sensitive or with several grades of quality.

That was already planned in the soon-to-come crafting system.

 
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Bump~ Updated as of 2nd of August 1:30AM EST. :)

 
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Originally posted by gutlessoneder:

EDIT: OP has edited original post to include these comments, so they no longer add value. The only new thought I’ve had on this topic is perhaps a “Tremor” skill – causing a portion of splash damage to reflect back onto the source. The knock-back/stun seems like a fresh idea, but I think a few of the skill trees suggested above seem to scale up awfully fast.

Hmm, really? Could you name those who seem to scale up awfully fast? As for “Tremor”, could you give more details? I don’t exactly get it. What source? o.o You mean, the Hero that shot the blast should receive damage as well?

 
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Guess I was thinking about it as a passive defensive skill, where some of the damage from attacks that splash onto the hero would rebound back to attacking tower. I don’t know if it is a good idea, just was trying to think of something different. As for the values, you’ve done a lot of work there and are passionate, so I withdraw any criticism there and will trust the devs to make sound decisions.

 
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Originally posted by gutlessoneder:

Guess I was thinking about it as a passive defensive skill, where some of the damage from attacks that splash onto the hero would rebound back to attacking tower. I don’t know if it is a good idea, just was trying to think of something different. As for the values, you’ve done a lot of work there and are passionate, so I withdraw any criticism there and will trust the devs to make sound decisions.

Ah, I see what you mean. I think you meant “deflection” which usually applies to any damage taken. So instead of armor, replace it with damage taken deflected to source. That could be done, but it might be OP. XD That’s why I stuck with armor instead. :P And thanks . I did put a lot of work into it, as well as my last suggestion in suggestion thread. xD Idk if I should make a new thread for that suggestion. >.>

In any case, I made this suggestion in a new thread because Syn was hoping to get lots of other ideas from players, but turns out I was the only one who wasn’t lazy enough to make a list of skills. >.>

 
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<— Revive thread much? Just REALLY wanted to throw this out there, whenever a newer magic orientated units comes out its probably too late for this and we already have Isunda maybe have a passive ability to carry a higher max Mana or have a faster mana regeneration? As far as abilities goes, do what you want to balance it, but sometimes it’s just way too hard to cope with how slow the mana regen is vs how much we can you as well as how much we can store. Sometimes I just wish we could hold about 150 mana, even if we didn’t start out with maxed mana. And if the user is magic orientatd, decrease their stats and make them more dependant on the actual abilities/ spells.

 
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^ Could be interesting. I’d like to see another magician hero who’d have more mana, or simply increase Isunda’s max mana, without increasing her starting mana, but increasing her mana regen. It could be very interesting indeed. Other heroes should have a variety of abilities as such. Maybe faster HP regen, or “block” chance, etc. :)