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

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  1. #9
    Quote Originally Posted by Klepto View Post
    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.
    I think the balance problem here is that, this hero can perform X actions (in your example, 4 actions) all within 1 turn. The action can either be attack or buff, but overall, it gives the player too much edge over those who don't use this hero. In designing a hero, a good designer must always ask: "is there a good reason for a player not using this hero?" Otherwise, it would end up with everyone having the same build.

    Tynon's heroes have suffered the same balancing problems. Previously it was Adam who has the OP thousand strikes, but now it has been nerfed. Shayd's OP stun is somewhat nerfed by her large misses, but still OP nonetheless. This time it is bloodstorm's OP continuous rage, with the added effect of HP-related damage enhancements.

    At the present time, I cannot observe any of the top players NOT using Bloodstorm or Shayd in their formations. The only variation I have seen is the other two heroes, some use cianna/adam and rhize/calvin/dawnbringer combination. If you introduced this hero into the mix, would it further lock down the variation that people would most likely use? I think that's a pertinent question to worth contemplating.

    If you ask my opinion, if you want to keep the buff/attack values as mentioned, I would suggest X=1. Otherwise, if X>2, I would suggest scaling down all the values for the buff/attack, for example, using 0.01%*magic attack, or maybe incorporate "misses" in the overall picture.
    Last edited by koja6049; 10-31-2013 at 07:52 AM.

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