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Witch Faction Lineup - Page 2 Icon_minitimeby Sir Albe 2024-03-07, 06:57

Poll
Global announcements should be:
Everlasting, 1 for each project.
Witch Faction Lineup - Page 2 Redbar110%Witch Faction Lineup - Page 2 Redbar12
 0% [ 0 ]
Temporary, when there is something new to announce.
Witch Faction Lineup - Page 2 Redbar11100%Witch Faction Lineup - Page 2 Redbar12
 100% [ 6 ]
Holalala... No idea where the Ultimate artifact is.
Witch Faction Lineup - Page 2 Redbar110%Witch Faction Lineup - Page 2 Redbar12
 0% [ 0 ]
Total Votes : 6
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 Witch Faction Lineup

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robizeratul
YhyJasne
buffkaz
Uhm
Everz-z-z
Tibor0803
Sir Albe
djenic
revo
Orzie
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AuthorMessage
buffkaz
Nomad
Nomad
buffkaz


Messages : 75
Quality Points : 40
Registration Date : 2015-10-25
Location : Netherlands

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2015-11-01, 22:47

In that case, move along guys. Nothing to see here :bounce:
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YhyJasne
Nomad
Nomad
YhyJasne


Messages : 99
Quality Points : 34
Registration Date : 2016-01-21
Location : Poland

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-23, 10:00

Hahaha, the toad looks great. It's a great concept that it's a flyer. How much speed will it have as default? The tribal looks really tanky for the level 1 creature. I'm wondering how much stats will it have.
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Orzie
Master Modder
Master Modder
Orzie


Messages : 2163
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-23, 17:40

I think, the Toad can have moderate speed as a starting value. Since it's a 4th level creature, it should jump no less than 1/2 of the battlefield, but not much more.

By the way, we have the first fan art from Archibald  lol

Witch Faction Lineup - Page 2 ETeXZI_DNic
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Sir Albe
Mage
Mage
Sir Albe


Messages : 852
Quality Points : 452
Registration Date : 2015-07-16
Age : 28
Location : Aalborg, Denmark

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-23, 22:43

My proposal of creature balance matches your thoughts Smile Also nice with some H3SW fan art Smile
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YhyJasne
Nomad
Nomad
YhyJasne


Messages : 99
Quality Points : 34
Registration Date : 2016-01-21
Location : Poland

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-24, 08:26

So, what is the current line up? is lizardman a level 3 creature? It would be really cool.
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Sir Albe
Mage
Mage
Sir Albe


Messages : 852
Quality Points : 452
Registration Date : 2015-07-16
Age : 28
Location : Aalborg, Denmark

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-24, 08:35

Orzie wrote it like this to me some time ago:

Tribal (1 lvl Witch)
Wasp (2 lvl Witch, weak flyer)
Lizardman (3 lvl Witch, shooter)
Toad (4 lvl Witch, flyer, maybe will have a shooting (4 shots) upgrade in v0.9-v1.0)
Gorgon (5 lvl Witch, tanky unit)
Treant (6 lvl Witch, H3 Dendroid ability)
Wyvern (7 lvl Witch, flyer, poison, maybe something else for v0.9-v1.0)

Also there will be an upgrade for the Lizardman (according to what I heard last time) called Lizardman Warrior Smile
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robizeratul
Elf
Elf
robizeratul


Messages : 186
Quality Points : 32
Registration Date : 2015-07-01

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-24, 09:44

Sir Albe wrote:
Orzie wrote it like this to me some time ago:

Tribal (1 lvl Witch)
Wasp (2 lvl Witch, weak flyer)
Lizardman (3 lvl Witch, shooter)
Toad (4 lvl Witch, flyer, maybe will have a shooting (4 shots) upgrade in v0.9-v1.0)
Gorgon (5 lvl Witch, tanky unit)
Treant (6 lvl Witch, H3 Dendroid ability)
Wyvern (7 lvl Witch, flyer, poison, maybe something else for v0.9-v1.0)

Also there will be an upgrade for the Lizardman (according to what I heard last time) called Lizardman Warrior Smile

I love concept for the toad! One thing I would like to see is more special abilities. With the advent of WOG ,ERA and ERM editing there are a lot of things you could do...and If guides are to be believed it isn't very hard or time consuming( though I must admit I Don't understand them)

I think it could make the mod more interesting,and since nobody will be playing this competitively for thousands of dollars,there's no need to balance it like an e-sport.

For example,when I think of Tribals, I imagine a tribe, so a lot of people. You could add something like (+2 atk ,+2 def, + 1 speed) for each 100 units(for a maximum of 6/6/3)

When I think of a wasp, I think of bugs...which are annoying. You could make it have a very low defense and life, high attack but have a skill like harpy. So you have to think strategically when using them, what happens if you cant kill the whole stack or if the archers start hitting you?

Lizardman,again, there are plenty of units that can shoot and do nothing else interesting, he could use a skill , even if not particularly useful( like that of troglodytes) Immune to lvl 1 spells? Or something more creative, when he attacks he casts lvl 1 weakness,but at the same time he has weakness cast on himself( so cure him for more dmg! )

Toad is really cool with the shooting, he can be sneaky.

Gorgon can obviously turn people into stone(if the greeks are to be believed!)

I admit though, having 2 creatures with a similar ability can be tough, but why not? if you ballance the stats properly it would make a very interesting play stile. There will be nothing else like this castle.

Wyvern is also cool,it adds to the theme I get from this castle. It's a witch, they can't afford to go into battle like maniacs,they have to think and be sneaky. The tribals can be dangerous in big numbers, so you have to take care of them,the wasp can be strong with some buffs,still even if a weak creature retaliates it's a lot of dmg, you have to be strategic. The lizardman has weakness on himself,with the right buffs he can get stronger, if you are not a mage you can still use his ability to keep the gorgon and treant alive, the "meat" of you army,which you use to control the battlefield. With the toad and wyvern you get even more mobility and damage potential, used wisely so that the creature doesn't retaliate(let the tanks take the damage) they can be devastating.

Of course, you can do these things already, but with the addition of the buffs I suggested it becomes even more strategic fun and challenging...at least that's my opinion,I see no reason why a castle need creatures with no text...
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Orzie
Master Modder
Master Modder
Orzie


Messages : 2163
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-25, 05:36

Quote :
I see no reason why a castle need creatures with no text...
And still it exists both in H2 and H3.

No special abilities is not equal to uselessness of a specific creature. Sometimes a strong creature without abilities is much more valuable than a creature specific for certain situation.
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robizeratul
Elf
Elf
robizeratul


Messages : 186
Quality Points : 32
Registration Date : 2015-07-01

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-26, 00:10

That is true. But for me, I rather have an interesting creature that makes me think about my strategy a lot more, than a more useful creature with a lot of stats... That's how I see it though.
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Talanin
Skeleton
Skeleton
Talanin


Messages : 5
Quality Points : 4
Registration Date : 2015-02-01

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-27, 23:44

Wouldn´t it be useless to take lizard warriors with you, if you don´t have the cure spell?

It kills the tacitcal feeling, because you have to waste a turn with you hero, to get a maximum of dmg for only one unit.

If it is so, i would leave the unit completely behind and instead i would cast Mass Slow or something like that.

I think the old way is the best, with a small amount of special abilities, it makes them more rare, more...useful, and it makes the game also more clearer.
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Orzie
Master Modder
Master Modder
Orzie


Messages : 2163
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-28, 17:28

Quote :
It kills the tacitcal feeling, because you have to waste a turn with you hero, to get a maximum of dmg for only one unit.
Explain please. I don't understand how it is connected to lvl 3 shooters of the discussed castle.
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robizeratul
Elf
Elf
robizeratul


Messages : 186
Quality Points : 32
Registration Date : 2015-07-01

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-28, 20:33

I think he is talking about my idea of having Lizardmen start out with weakness cast upon themselves .

i disagree with him. Sure, in some cases it will be better to cast some other buff/debuff instead of cure, but it's interesting that you have that option. The trick is to make the unit work even without needed cure,cure simply makes it even stronger.
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Orzie
Master Modder
Master Modder
Orzie


Messages : 2163
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-28, 21:42

We had another special ability in mind, but that's for later.
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robizeratul
Elf
Elf
robizeratul


Messages : 186
Quality Points : 32
Registration Date : 2015-07-01

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-01-28, 23:48

yes, I told you a few times that I really like this mod and I want to help...I can't do any art or stuff but at least I hope you appreciate some comments! At least you might get a few ideas ( or not)

And yes, it's only 0.8, a lot can change until the final release...and I'm sure you guys have a lot more ideas than work that can be done..that's how it works usually:))
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zxcv1234
Skeleton
Skeleton
zxcv1234


Messages : 5
Quality Points : 7
Registration Date : 2016-07-24

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-07-27, 03:21

how about mosquitos?
Witch Faction Lineup - Page 2 Mosqui10
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Orzie
Master Modder
Master Modder
Orzie


Messages : 2163
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-07-27, 03:35

We already have Wasps for that case.
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Radagast82
Gargoyle
Gargoyle
Radagast82


Messages : 23
Quality Points : 7
Registration Date : 2016-08-06
Location : Dark City

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2016-08-10, 21:25

Amazing!

Let me share some thoughts on the Witch lineup 1st post (since I've also checked stats from most of these):

Tribal: I love the design. It's great. Isn't it a bit too powerful for a lvl 1 creature? I assume that's the point, but frankly I'm kinda sad that skeletons are no more the best lvl 1 creature... It was really what separated the necromancer from the other classes and made him unique. But maybe it's just me. I prefer the Tribal title btw. It seems original, and appropriate.

Wasp: Agreed lvl 3 wasps are fine imo. We don't want any more lvl 2 shooters. To make them decent for the lvl3, I'd suggest something in terms of high speed (flyer after all), and poison or weakness effect with a chance per hit. Something like 30-40% would be ok, to make them actually more powerful than the lvl 2 lizardmen, so that one should think of what to hit with them, just for the effect it can leave behind. Also the design could use some tweaks in terms of colors & size? It seems kinda small and the colors a bit weird for a Wasp, at least the way I see it.

Toad

Great design there. I love it. Actually, visually, it's a HUGE toad. The size is enormous. Just for that, I'd suggest a different name perhaps. Something in the lines of Huge Toad or Poisonous Toad, or Toxic Toad, just to make them justify their creature level and stats much better. I mean a normal Toad would never be this powerful or big. Makes sense right? And something else. Here we could also think of adding some effect in their attacks perhaps, just because from a logical point of view, if a Toad just throws his tongue on you nothing really happens right? I mean unless it's toxic or poisonous or something. Makes the attack justify the damage. Otherwise it may almost seem like an inside joke. A Toad that tickles you with his tongue but somehow kills you. lol.

Gorgon or Catoblepas or Copper Bull/Bronze Bull

Both images are fine in my opinion. As for the name. I'd probably go with Catoblepas. It's more original than the classic Gorgon. And to be honest a Copper or Bronze bull sounds kinda bad. Too simple, too plain.

Evil Tree or Treant

With the lineup as it is now, I'd probably just go with Treant or Elder Treant.


However, there's something that struck me when I saw the Treant and the Wyvern in this lineup. While I love the design in both of them, I really do, I think that the design on the Treant/Evil Tree is so amazing, and menacing, that visually, it would be the perfect creature for a last level creature. Just a little enlarge in pixels etc would suffice. Boom. A scary lvl 7 Elder/Evil Treant.

I mean, the Treant seems much more menacing than the Wyvern. Or am I the only one seeing this? It's simply a matter of visuals. In that case, I'd personally go with the "Evil Treant" title probably simply because "menacing eyes/posture". Something along those lines. The Wyvern to be honest, while a powerful creature in dnd but also other games from new world computing that I've played, was never a creature powerful enough to match dragons, phoenixes or titans. So that particular thing does not really bode too well for me lore-wise, for this particular castle. Wyverns are simply at least a level or two below from those super powerful creatures I mentioned.

Wyverns

One final thought on Wyverns. If they do end up as the best creature in the Castle, I'd definitely suggest to make them heavy dmg dealers. Along with a poison sting effect, they could really hurt. It's the only way to bring them on par with the other high level creatures in the game. Poison should happen at least 40-50% of the time if not more. 20% would never cut it. Simply because Cyclops paralyze 20% cone, and even Unicorns 20% blind, or Dragon's cone attack are simply gamebreaking when compared. A 20% poison (which is just extra dmg) is kinda awful and not something good enough for a last level creature (or even a 6th level creature but oh well..). It needs to be applied more often, to make the creature consistent and powerful enough.

Well, those are my thoughts at least.
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Bajskorven
Peasant
Peasant
Bajskorven


Messages : 1
Quality Points : 0
Registration Date : 2020-11-20

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PostSubject: Re: Witch Faction Lineup   Witch Faction Lineup - Page 2 Icon_minitime2020-11-21, 00:11

What about replacing the Mantis with a Hag?

Hag, imagine the hag as an old ulgy woman as a ranged unit with a woodoo doll and a dagger or a needle. Attacking by stabbing the doll.
Special ability would be no range and obstacle penalty, as the Sharpshooter from Homm 3, representing the fact that it doesn't send projectiles. Giving it a unique feel part form other ranged units. Also having another ranged unit would be nice in combination with the treeant rooting ability.

It would sort of fit the marshy and bayou feel also with the witch concept.

Halib likes this post

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