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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#337
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Re: Sir Heroscape's customs
A few other ideas:
Darkness Rising The Piercing Dark Swooping Darkness Descending Darkness Dark Descent Fiendish Descent Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#338
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Re: Sir Heroscape's customs
Swooping Strike
Fiendish Strike Dark Shadow Shadow Strike Death from above My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#339
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Re: Sir Heroscape's customs
Ooo those are some good ones Leaf!! I like a lot of these ideas!
I’ll try and narrow it down to my favorite 5 and see what people think. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#340
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Re: Sir Heroscape's customs
I think the words "Strike" or "Swoop" represent the ability the best as it is some sort of attack type ability. That is why the other names don't quite fit.
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#341
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Re: Sir Heroscape's customs
I realized I've never taken a look at your customs besides the shadow faction (which I'm hoping succeeds in the SoV!).
Agrith-Naar: Sustained By Blood is an awesome power for a Valkrill Demon. The Soulborg restriction is nice to eliminate rats from the pool. Quadruple Attack seems crazy powerful, but he is probably not stronger than a Hydra, considering the Hydra has more defense and Reach (while Agrith-Naar always has 4 attacks and can fly). It seems like a fair trade-off. He looks like a ton of fun. Seth the Darklord: Howl is a pretty clever way to have him work with all the Wolf factions. He fits in as a Varkaanan hero and obviously works well with the Badru. Anubians don't get much of a boost but they suck anyway. And hey, he works with Death Knights! Death Knights + Badru + Seth might be fun, but that also might be overkill. Veguzza: We definitely need more Durgeth. Comfrey Plants is a great callback to the RotV scenario where the Durgeth got their name. It only works with himself and Uzog which is kind of a bummer, but opening it to all wounded heroes seems unthematic for a Valkrill figure, so it actually works here. Limiting Divining Rod to once per turn is a smart twist on a normal d20 boost. I think it's a boring name for that power, though. Maybe "Durgeth Divining Rod" or something (that's a boring suggestion too tbh). Lurk in Swamp is another fun twist on Hide in Swamp. I think it should work in both Swamp and Swamp Water though. From your other designs, Drunkard and Shrug Off Pain are pretty cool powers. Agreed that Shrug Off Pain would work great on a common squad. |
#342
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Re: Sir Heroscape's customs
Quote:
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#343
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Re: Sir Heroscape's customs
Been thinking through my Demon I've been developing and made a pretty significant change....AND would also like some help.
ORIGINAL CARD (for reference) NEW wording... Quote:
Making this change I think does and will help balance his Quadruple Attack power since now that power becomes even more important for him to fill his points since he'll be a bit of a ticking time bomb. But, I'd be interested to hear what others think. I've considered other abilities like the below ideas...but I've ultimately liked the simplicity and thematic resonance of 4 attacks for having 4 arms and the power of those attacks being mitigated by his potentially short life-span. Other Attack power ideas... 1. Quote:
2. Battle Frenzy (but with a lower roll...maybe a 50% chance) 3. Quote:
This all said, Hydras are nuts for 120pts and so I'm not terrible confident his Quad attack needs to be nerfed yet...but I'm just trying to get some other ideas on the table if people hate my guts for trying to make some OP figure or something (which, quite honestly he's far from...after all, he does kill himself). Would love some feedback and thoughts. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#344
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Re: Sir Heroscape's customs
Now that the Acolytes of Vorganund are in Public Playtesting and so we can see what army he'd be working with, I think that he looks like a lot of fun. Removing the heal from Sustained by Blood was definitely a smart choice, both for theme and because if he is played with the Acolytes, you only need to kill a single cultist to place him on the frontlines and mitigate the weakness of getting him into the battlefield.
I wouldn't use the Hydras as a pricing point. They do have a lot of similarities with the quadruple attack, but they (theoretically) quickly lose that effectiveness, lack bonding, are slower, and don't have flying to help with positioning. Given that they're also considered to be some of the best units in the game, it's dangerous to use them as an example here. If he's testing to be overpowered with the Acolytes, then I would go with the "can't attack the same figure more than twice" limitation on his Quadruple Attack and see where that lands. He still looks very strong on paper, but your testing suggests differently and I wouldn't say that it's a necessary nerf without trying it out. If you're open to it, another idea for a change is to flip the life/defense ratio (going down to 4L and a higher defense) to make it harder to wound him with normal attacks and make each life point more valuable. As it stands, I'd probably ignore Sustained by Blood the majority of the time since 5 turns on the frontlines is plenty to deal damage, but making each life point more valuable makes the decision a lot harder, and it feels very in line with the cultist playstyle. Notably, destroying an Acolyte for Sustained by Blood satisfies the Acolytyes' Dark Pact, so even if he doesn't kill an opponent's figure, you get to hide from his wound for giving up the 50% chance that a squad figure will live. I'm not sure if this is in line with the theme you're intending or not. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#345
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#346
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Re: Sir Heroscape's customs
The change to Sustained by Blood will probably help it get past the SoV more smoothly.
Inflicted Rage seems like a design direction that would not include the nerf to sustained by blood. Playing him would be a balancing act, where you try to keep his life low, but not too low so that the enemy can't get a lucky hit to finish him off at 2 life. I think I like the design better without inflicted rage just because, why would he wait to use all of his swords until he's hurt? I think that it's thematic that Dark pact is fulfilled by AN's Sustained by Blood. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#347
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Re: Sir Heroscape's customs
Quote:
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#348
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Re: Sir Heroscape's customs
Quote:
Perhaps 5 life would be a better balance, though, in terms of making Sustained by Blood have a more impactful negative impact without forcing the player to play him like a Hivelord. Quote:
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
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