Champion differentiation proposal that I am working on

By on March 17, 2012 4:24:20 PM from Elemental Forums Elemental Forums

tjashen

Join Date 03/2009
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Hey y'all!

I'm about to tackle a proposal for ways to make Champions and Champion/Sovereign progression a little more interesting.  The goal of said proposal is to make Champions feel truly unique, as opposed to the hodgepodge thing that seems to be going on now.

Here's a brief rundown of what I'm thinking

First, you choose your path (Assassin, Defender, Governor, Mage, Warrior).  This currently happens at Level 4, if the appropriate trait comes up, I'm thinking this decision should be made a little earlier (perhaps even at character creation/Level 1).

Then, there will be unique subtrees to each of these Paths.  As an example:

Path Of The Warrior

  --> Way Of The Swordsman

  --> Way Of The Archer

  --> Way of the Bluntsman (better name probably needed here)

  --> Way Of The Polearm (Hoplite, Phalanx, Pikeman, etc.).

  --> Way of the Rider

 

Path Of The Mage

  --> Way Of The Elementalist (Fire/Water/Earth/Air).

  --> Way Of The Healer (Life)

  --> Way Of The Summoner

  --> Way Of The Warlock/Sorceror/Some Other Cool Name (Death)

 

Path Of The Assassin (may need to rename this path)

  --> Way Of The Ranger

  --> Way Of The Assassin

  --> Way Of The Monk

  --> Way Of The Rogue

 

You get the idea.  Each of these subpaths would have traits specifically tailored to the theme of the path.  'Generic' traits would still be available as well, to allow for further customization. But where duplication might otherwise occur, Themed traits would be more powerful/useful than their Generic counterparts.

Ways could be tied to specific buildings, should such a relationship be deemed beneficial to the play experience, although I'm more focused on the paths themselves at this point.

There are some other Ideas about trait selection I have.  First off, due to the number of traits I have in mind, I'm proposing either a point cost for traits (as a balancing feature), or to allow the selection of Multiple Traits during Level up (example: 2 'Common' or one 'Rare').  Traits bonuses would be scaled appropriately to the number you are allowed to select each level. 

Simple Stat bonus traits can either remain in the trees or be decoupled into a separate point system; this proposal will work either way.

Each subpath would be designed to provide a unique and useful purpose to the game at large, hence my desire to keep subpaths to a respectable level.  As an example, Rangers, Assassins, Monks and Rogues should each have a specific and unique purpose that expresses itself in gameplay in some fashion.

Finally, as I arrive at various stat bonuses and such, I will be keeping game balance in mind, specifically as it relates to units versus Champions.  Champions are by definition more powerful, but should not overshadow units completely.

While this could fall under the pervue of a 'Mod', as we are still in the early stages of the Beta, and as some of the concepts I have in mind require some adjustment of the base code (which is beyond my ability to implement), I felt I'd post it here, to incorporate feedback into the draft proposal.

I'll be working on this over the next day or two, and definitely want to hear any ideas, comments and such you may have as I draft this.

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March 17, 2012 4:59:42 PM from Elemental Forums Elemental Forums

Path of the Warrior

-> Path of the Swordsman

   --> Bladesmaster (Sword Saint/Samurai  --> Can be the best sword path, but requires a lot more levels to fully unlock)

   --> Duellist (unarmored, the 'skirmisher' of swords)

   --> Fencer (armored)  -> Yes I know fencers are normally duellists, but Valkyria used it and I don't want to use the word "Knight"

-> Path of the Archer

   --> Marksman (sureshots, criticals)

   --> Vollymaster (Flurry)

   --> Skirmisher (kiting + dodge, low armor)

-> Path of the Bezerker

   ---> Bloodletter (Axe)

   ---> Armor Smasher (Maces and Hammers)

-> Path of the Polearm

   --> Path of the Hoplite (no armor, CHARGE abilities)

   --> Sweeper (can knock opponents off guard, can attack/'overpower' large numbers of enemies at one time .... think LU BU )

-> Path of the Rider (better usage of mounts, more HP with mount, more Initiative with mount, possibly more movement with mounts)

   --> Nomad/Horse Archer

   --> Cavalier (focus on armored+melee usage of horses. Focus on Lances and possibly swords as well)

 

Path of the Mage

-> Evoker

-> Summoner

-> Necromancer

-> Healer

-> Support Master (buffs/debuffs  specialty)

 

Path of the Rogue

-> The Assassin

  --> Shadow Dancer (Stealth magics and teleportation)

  --> Acrobat/Harlequin (+dodge dodge dodge, specialty kills and magical dodge)

  --> Shadow Sword (sword based criticals, limited stealth magics, decapitations)

  --> Nightblade (spells and gimicks, very 'ninjitsu' with smoke bombs, poison darts, flying daggers, etc)

(Some of the Assassin paths could be combined of course ... like Acrobat with ShadowDancer (both acrobatic) and Nightblade with Shadow Sword (both ninja like))

-> The Thief

  --> Slave master

  --> Archeologist

 

Path of the Defender

-> Armored Defender

   --> The Tank (plate armor and HP specialty)

   --> The Shield Saint (focus on shield usage, for MAGICAL DEFENSE, Dodge, Air Dodge, and physical defense)

---------> The Shield Saint would be able to learn how to block fire blasts and/or ice blasts via their shield (Fireball and Blizzard defense via elemental resistance)

-> The Monk

   --> Fists of Fury

   --> Staff Master

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March 17, 2012 5:38:26 PM from Elemental Forums Elemental Forums

First off,

Tasunke, I very much like your suggestions so far!  Keep 'em coming!  Your ideas reflect the same spirit of what I'm going for, and I like how simple you are keeping things.

Here's what I've hammered out so far for Path Of The Warrior.  Many of these are lifted out of Kenata's weapons mods, and I haven't applied balancing to any of them yet.  Mostly, I'm just experimenting with these subtrees at this point.  I also have not married these with the current Path Of The Warrior Tree, so a few of those abilities still need to be added.  Keep in mind that some of these abilities will have cooldown times between uses.

The tree structure below could also apply to higher level units of the appropriate type, giving them new abilities as they grow in experience...

 

         Path Of The Warrior

  --> Way Of The Blade
      -->Deep Gash: An attack that scales with target's health
          \-->Bleed: Target suffers -2 to Attack, bleeds for 2 damaage per round
              \-->Bleeding Strike: +50% Damage, bleeds target for 4 damage per round
                  \-->Decapitate An attack made at Strength equal to target's health
      -->Double Strike: Unit makes 2 quick attacks\-->Flurry: May make 3 attacks at 100%, 75%, and 50% respectively.
      -->Slip Defense: Dodge increased by attack strength until next turn.

  --> Way Of The Axe
      -->Chop: Attack at 50%, reduces one armor piece by -1
         \-->Deep Chop: Target suffers -2 to attack, reduces one armor piece by -2
             \-->Mighty Chop: Target suffers -4 to attack, reduces one armor piece by -4
      -->Wide Swing (2H): Attack at 50%, reduces all adjacent counterattacks by 50% next turn.
         \-->Cleave(2H): Unit strikes all adjacent enemies.
             \-->Mighty Cleave(2H): Unit strikes all adjacent enemies.  Each adjacent enemy must roll to remain standing.

  --> Way Of The Archer
      -->Suppressive Fire: Target takes 1/2 Damage and receives 20% attack Penalty
          \--Rapid Fire: Unit makes 2 attacks at 75% Strength, -2 to Accuracy
             \-->Barrage: Arrows rain down over target area, dealing half strength attacks to all within. (line of 3 adjacent squares).
      -->Marksman: +3 To Accuracy, +25% to Damage
          \-->Greater Marksman: +6 to Accuracy, +50% to Damage
               \-->Master Marksman: +10 to Accuracy, +75% to Damage

  --> Way of the Bluntsman (better name probably needed here)
      -->Smash  +25-75% damage, opponent may not counterattack on it's next turn
      -->Windup +50% damage, - to defense(?)
          \-->Haymaker Attack at 2x Strength, - to own defense, Opponents Defense reduced 50%
      -->Armor Cracker Attack at 1/2 Strength, reduces opponent's defense strength
      -->Disorient - Attack has % chance to cause opponent to lose next turn
      -->Mighty Blow 50% attack bonus, 30% penalty to own dodge
      -->Knockback: +25%-75% damage, forces target back 1 square
          \-->Blowback: +75% damage, forces target back 1 square
                \-->Skull Cracker: Attack does full damage, forces target back 1 square, and target loses next turn.


  --> Way Of The Polearm (Hoplite, Phalanx, Pikeman, etc.).
     -->Fortify +15% Def/+15 Counterattack
         \--> Improved Fortify +30%/+30%
     -->Pierce: Target takes half attack true damage
     -->Dismount: Target attacked at 100%, chance that target is knocked off of mount, losing next turn.
    

  --> Way of the Rider
     -->Sabre Strike: +25% to next attack.
     -->Lance Strike: +25% to charge attack, chance of knocking opponent back 1 square.
        \-->Greater Lance Strike: +50% to charge attack, chance of knocking opponent prone/back one square, losing next turn.
     -->Intimidate: Attack has 50% chance of causing fear in non-mounted opponent.
     -->Trample: Second attack at 50% if charge attack is successful.

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March 17, 2012 6:05:02 PM from Elemental Forums Elemental Forums

Oh I forgot Path of the Rider! I'll add it to my post via edit

 

Path of the Rider (better usage of mounts, more HP with mount, more Initiative with mount, possibly more movement with mounts)

 --> Nomad/Horse Archer

 --> Cavalier (focus on armored+melee usage of horses. Focus on Lances and possibly swords as well)

Cavaliers should probably be allowed to equip Spear + Shield (or Lance + Shield) if it is not allowed for infantry.

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March 17, 2012 7:44:51 PM from Elemental Forums Elemental Forums

Nice work Tasunke!  At some point after I hammer out some concepts, I'll take a look at the ideas side by side and see how they compare.  Right now, I'm just trying to get ideas jotted down, for evaluation later.

Also, I really like your idea of spear+shield, for both Polearm types and Mounted types as a talent, unless of course everyone feels this should be allowed already.  It'd be easy to make a 2H spear+shield item for the the purchase/design cue.

Your ideas also gave me some direction for the governor paths.  I wasn't sure what to do there as of yet...

Path Of The Governor

  -->Way Of The Slaver

  -->Way Of the Bureaucrat

  -->Way Of The Diplomat

  -->Way Of The Sage

  -->Way Of The Merchant

 

More stuff:

Path Of The Assassin (may need to rename this path)

  --> Way Of The Ranger


     -->Companion: Ranger gains a minor companion (wolf, etc.).  If lost, a new one may be resummoned after 2 game turns.
         \-->Companion 2: Ranger gains a lesser companion (horse, etc.).  If lost, a new one may be resummoned after 2 game turns.
              \-->Companion 3: Ranger gains a greater companion (bear, etc.).  If lost, a new one may be resummoned after 2 game turns.


     -->Sustenance: Reduces maintenance of units stacked with Ranger by 25%.
     -->Eyes Of The Eagle: +1 to sight range of stack.
     -->Pathfinder: +1 to strategic move of stack.
     -->Nature's Guise: -1 to sight range of other units observing the Ranger's stack. (min 1)
         \-->Nature's Cloak: -2 to sight range of other units observing the Ranger's stack. (min 1)

 

Path Of The Mage


  --> Way Of The Healer (Life)


      -->Care 1: +1/game turn to heal rate of each unit in stack, +3 to heal spells (+1 per life shard). Champion incapacitation reduced 10% if stacked in same city.
          \-->Care 2: +2/game turn to heal rate of each unit in stack, +6 to heal spells (+2 per life shard).  Champion incapacitation reduced 20% if stacked.
               \-->Care 3: +3/game turn to heal rate of each unit in stack, +9 to heal spells (+3 per life shard).  Champion incapacitation reduced by 30% if stacked.


      -->Midwife 1: Increases Growth of City by 5%, reduces unrest by 5% while stacked in city.  Possible dynasty application
          \-->Midwife 2: +10%/+10%
               \-->Midwife 3: +15/+15%


      -->Empathy 1: 10%  total HP in damage may be transferred to Healer from another unit each game turn.
          \-->Empathy 2: 25% of Healer's total HP in damage may be transferred to Healer from another unit each game turn.
               \-->Empathy 3: 50% of Healer's total HP in damage may be transferred to Healer from another unit each game turn.

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March 18, 2012 2:03:06 AM from Elemental Forums Elemental Forums

I really like this proposal.

 

I'm without the time or the presence of mind to actually fill skills slots at present, but for the caster, should it be something like:

 

Elementalist/Evoker : Special spells & casting modifiers within a single elemental school

Healer: Life specialist

Warlock (or whatever): Death spell specialist

Summoner: Specializes in summoning creatures

Archmage: Specializes in manipulating the fabric of magic itself (dispels, super fast casting, slowing other casters, etc)

 

Buffs and debuffs should be covered by all the above.

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March 18, 2012 8:56:47 AM from Elemental Forums Elemental Forums

Lots of good ideas here!  I'm not sure you can change champion incapacitation times, you will need to see if that's possible currently.

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