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Thread: [Hero Concept Suggestion] - Zurin, The Lightning's Will

  1. #1
    Ironheart
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    [Hero Concept Suggestion] - Zurin, The Lightning's Will

    Zurin, The Lightning's Will

    (Artwork clearly subject to change)


    Heritage: Minotaur

    Class: Mage (or more accurately, Shaman)

    Primary Damage Ability: Lightning's Will

    Lightning's Will description: Lightning's Will initially hits the target straight across from Zurin, just as a regular magic attack from a hero like Mehvidan would. Lightning's Will may bounce up to X times, where X is a balanced number (I imagine 3-4 total hits, including initial hit). On hitting the target, the lightning makes a decision to either hit another enemy, or instead bounce back to a random friendly hero. The Lightning's Will is to avoid striking the same place twice, so it refuses to strike a target it just barely hit (it may still bounce back to a target already struck after striking a different target), and it is more likely to bounce to the other side of the battlefield instead of remaining on the same side (I imagine 30% chance to remain on current side of the battlefield, 70% chance to bounce across. This can be altered for balance with its benefit from Critical chance, detailed below).

    On striking a friendly hero, one of two possible buffs will be applied to them:

    1. Static Shield - The friendly hero is shielded from X amount of damage, where X is a percentage of the base damage of Lightning's Will.
    2. Thundering Rampage - The friendly hero is granted an additional attack on its next turn.



    If the Lightning's Will arcs to the opposite side of the battlefield, there is no additional benefit to the damage or buff applied.

    If the Lightning's Will strikes an enemy twice in a row, it will deal 50% more damage as a result of increased electrical charge (voltage if you prefer) on that side of the battlefield.

    If the Lightning's Will strikes a friendly hero twice in a row, it is possible for the second hero struck to receive a different buff than the first hero. If Static Shield is chosen, the strength of the shield is increased by 50%. If Thundering Rampage is chosen, the number of additional attacks is increased by one.

    If the Lightning's Will strikes the same place on the battlefield more than twice in a row, the affected target receives, additively, the additional benefit of remaining on the same side of the battlefield over that many times.

    Examples:
    • 4 strikes in a row against enemy targets would net [Base Damage] + [Base Damage + 50%] + [Base Damage + 100%] + [Base Damage + 150%] against those targets, in sequential order.
    • 3 strikes in a row on friendly targets would net +X additional attacks, where X is the number of strikes in a row on friendly targets, should Thundering Rampage be chosen.
    • 3 strikes in a row on friendly targets would net (100 + 50 * (X - 1))% shielded damage as a percentage of the base shield value, where X is the number of strikes in a row on friendly targets, should Static Shield be chosen.



    Zurin benefits from Critical chance, but indirectly. Critical chance boosts the likelihood that Lightning's Will will remain on the current side of the battlefield. I imagine 100 Critical chance would increase the likelihood of the Lightning's Will staying on the current side of the battlefield from 30% to 40%. 150 Critical chance would increase the chance from 30% to 45%. Every 10 points of Critical chance garners Zurin 1% greater likelihood of chaining the Lightning's Will to the same side of the battlefield for greater overall impact.


    Interesting mechanical side effects:

    Zurin could be considered a damage powerhouse at the beginning of a boss fight, and then a buffing powerhouse later on with damage tapering off as minions disappear. Because Lighting's Will cannot strike the same target twice in a row, if a single enemy (such as a boss) is all that is left on the field, Lightning's Will will be forced to bounce to the opposite side of the field. However, this can be a boon later on as you're guaranteed higher chances of receiving a Lightning's Will combo on your remaining heroes (presuming there are at least two), shielding them from damage or granting them additional attacks (and yes, Thundering Rampage may also apply to Zurin granting him 2+ casts of Lightning's Will on the following turn).

    Zurin functions optimally as a hero slated to die second-to-last in your team. He functions well with multiple enemies and/or multiple friendly heroes on the screen. Once the battle becomes 1 vs. 1, Zurin becomes drastically less effective. Zurin's function is to support his team and, with some luck, provide them with powerful buffs or decimate the enemy team with powerful arcing lightning strikes that devastate their ranks with increasing damage.


    Zurin's Tweakable Values

    • Base Spell Damage of Lightning's Will: Specific % of Magic Attack statistic
    • Number of Arcs: 4, but 3-5 possible
    • Base chance to arc on same side of battlefield: 30%, but 20-35% possible
    • Increased chance to arc on same side of battlefield from Critical chance: +1% per 10 Critical chance, +12.8% from 128 Critical chance from level 10 Advantage
    • Chance to cast Thundering Rampage on friendly hero strike: 50%
    • Chance to cast Static Shield on friendly hero strike: 50%
    • Base shielded health from Static Shield: Specific % of base damage of Lightning's Will
    • Base enemy miss chance: Specific % far less than either Shayd or Smoulder (Think more like Mehvidan)
    • Additive percentage boost to Lightning's Will damage on consecutive arcs to enemy targets: +50% damage per consecutive arc
    • Additive percentage boost to Static Shield health shield value on consecutive arcs to friendly targets: +50% health shielded per consecutive arc
    • Additional attacks granted for Thundering Rampage per consecutive arc on friendly targets: +1 attack per consecutive arc



    I welcome any and all feedback on this hero concept. It flew into my mind on under 3 hours of sleep, so I'm sure it needs polish, but I couldn't let such a fun idea be forgotten, so I have written it down here so it is not lost.
    Last edited by Klepto; 10-31-2013 at 05:51 PM.

  2. #2
    ...

    you lost me somewhere there

    what's this skill supposed to do again?

  3. #3
    Ironheart
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    Quote Originally Posted by Herby View Post
    ...

    you lost me somewhere there

    what's this skill supposed to do again?
    Zurin casts Lightning's Will against enemy Bloodstorm. [First Arc]

    Bloodstorm is hit for 100 damage.

    Lightning's Will arcs to enemy Dawnbringer. [Second Arc]

    Dawnbringer is hit for 150 damage due to Lightning's Will arcing to another enemy on the same side of the battlefield.

    Lightning's Will arcs to friendly Adamanti with 80 Morale. [Third Arc] ***This is where the "charge counter" on Lightning's Will resets as we're not on the same side of the battlefield anymore.***

    Adamanti is granted an additional attack on his next turn, allowing him to perform one physical attack and then his skill attack immediately after, assuming he is not dodged or blocked on his initial physical attack. If he is dodged or blocked, he will not achieve 100 morale, so he will instead simply perform another physical attack (which may or may not get him 100 morale due to dodge/block).

    Lightning's Will arcs to friendly Rhize. [Fourth Arc]

    Rhize is granted a shield for 70% of the base damage of Lightning's Will, +35% (50% more damage shielded) or 105% total of base damage shielded due to Lightning's Will arcing to another friendly hero on the same side of the battlefield.


    Hopefully that example makes sense (Like I said, 3 hours sleep). For each additional arc on the same side of the battlefield, that arc of Lightning's Will becomes more potent. On switching to the opposite side of the battlefield, Lightning's Will damage and buff values are reset to 100% of their base values.
    Last edited by Klepto; 10-30-2013 at 04:59 PM.

  4. #4
    Too OP. Make him a pure buff hero by drastically reduce the damage to enemies. E.g., damage to enemy = 0.01%*magic attack, which is a nominal amount.

    Otherwise, make his buff/damage randomly choose either enemy or team. Also, can consider add in debuffs too into the mix (i.e. slow: lose 1 attack turn, armor-break, etc.) Then here crit chance will play an important role.

  5. #5
    I understand it now, thanks.
    I agree that's its too OP.

    Instead, why not if it arcs on the enemy's side, the next hit would be a percentage less of the original hit, and so on.
    If it archs to the player's side, instead of an additional attack, why not it give the hero hit a 100% morale bar next turn.

  6. #6
    Ironheart
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    If you believe part of the concept is overpowered, please explain why you believe it to be so. The base concept can be refined but not without detailed criticism as to why it is flawed. Remember that any numbers I have listed can be tweaked for balance purposes.

    Zurin's buffs have to be powerful because his damage will rarely match Adamanti's or Smoulder's even with a good set of arcs on the enemy side of the battlefield.
    Last edited by Klepto; 10-30-2013 at 05:24 PM.

  7. #7
    Your base damage is too OP. By base damage I assume you meant Magic attack, which can be easily over 10k. 10K + 50% = 15k, and the next arc = 20k damage For 1 Turn!!!

  8. #8
    Ironheart
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    Quote Originally Posted by koja6049 View Post
    Your base damage is too OP. By base damage I assume you meant Magic attack, which can be easily over 10k. 10K + 50% = 15k, and the next arc = 20k damage For 1 Turn!!!
    Base damage just means the base damage of the skill, which can be any fraction of the Magic Attack statistic that is balanced.

    For instance (and not necessarily balanced here, this is just an example), we could make it function off the same damage calculation Smoulder uses for a single target. Smoulder can hit up to 5 targets with good hit rating for what we'll call 500% damage.

    Zurin hits a single target for 100% damage (base damage).

    Zurin arcs to a second enemy target for 150% damage. Our total damage is 250% of base. This has a 30% likelihood of occurring with zero Critical chance. Remember also that the 30% number can be tweaked for balance if adding Critical chance makes the likelihood of achieving strong arcs too high.

    Zurin arcs to a third enemy target for 200% damage. Our total damage is 450% of base, or under Smoulder's maximum potential at this point. This has a (.3*.3)=9% chance of occurring on a given attack with zero Critical chance.

    Zurin arcs to a fourth enemy target for 250% damage. Our total damage is now 700% of base, which is over Smoulder's maximum potential for a single attack. This has a (.3*.3*.3)=2.7% chance of occurring, which is statistically unlikely, with zero Critical chance. So under 1 in 37 attacks Zurin makes could exceed Smoulder's maximum damage. This would be an ideal damage scenario for Zurin that will almost never happen. Remember also that to achieve that level of damage, Zurin failed to apply any buffs to friendly heroes for that turn.

    Further, I stated in the concept that the number of arcs can be adjusted for balance. 4 arcs is what I'm using to illustrate the combos here, but if the additional attack buff or the potential damage is considered dangerous the arcs can be reduced to 3, although I consider it fun to allow more arcs and potential for chaining since Zurin's base damage can be adjusted and additional attacks for a random hero may be incredibly impactful or underwhelming, depending on whether it lands on a high damage dealer or a tank. The part of this hero concept that is fun is that Critical chance actually has a purpose for this mage and chaining the attack toward one side of the battlefield or the other can turn the tide of a battle, which is the entire point of having Zurin in your formation, because he offers indirect power.

    Remember also that Zurin is most likely (70% chance for each arc) to bounce from one side of the battlefield to another, with base damage values for enemies and base buff values for friendly heroes. It is more likely that an attack will be somewhat weak instead of being incredibly powerful. Even with excessive Crit chance, Zurin can never achieve over 50% chance of chaining to the same side of the battlefield. That's what helps him to remain balanced.
    Last edited by Klepto; 10-30-2013 at 05:53 PM.

  9. #9
    Damn Klepto

    You and me should start designing games. Cuz you clearly ahve too much free time on your hands.

    Very well thought out and explained.

  10. #10
    Forum Moderator Morgan le Fay's Avatar
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    Interesting idea's Klepto. I've edited the title slightly so others don't get confused since this is a suggestion rather than an actual concept of Tynon's.

    Forum Moderators are volunteers and are unable to fix in game problems

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