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[Legion] Is'Taneth, the Great Library

Discussion in 'Design Room' started by Marchombre, Apr 22, 2019.

  1. Marchombre

    Marchombre Member

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    Hey guys !

    Here is something I had in reserve for quite a while now :p
    This legion introduce new concepts such as objects and buildings
    Those two unit category could introduce some nice dynamic to the game I think :D

    /!\ Warning /!\
    Huge blocks of text incoming :p
    But it got nice formatting, so it should help :rolleyes:

    Is'Thaneth is a peaceful city-state established near the border of the Western Empire.

    Known mainly thanks to its Great Library, the city collects books, parchments, publications of all sorts, trying to preserve them.
    Is'Thaneth is a haven of knowledge of all type.

    Is'Thaneth didn't take part of much conflicts through history, staying as neutral as possible. But this status doesn't mean it hasn't any military strenght.
    The city-state is protected by 2 mains orders: Is'Kreg & Is'Nilith

    Led by the Great Commander, the Is'Kreg is weapon-centered army.
    Each one of the twelve Captains lead a division which use a different type of main weapon.
    A few divisions use classic weapons but, for the most part, they use exotic weapons, which knowledge of manipulation has been lost, and preserved only in the Library.

    Led by the Archmage, the Is'Nilith is a magic-centered army.
    Without much internal hierarchy, each member dedicate his life to one field of magic, studying archives stored in the great Library.

    Unfinished Book (T1)
    10 Golds

    Object that gives small damage bonus and heal to its bearer

    Stats
    |---HP: N/A
    |---DPS: N/A
    . |---Damage: N/A
    . |---Att. Speed: N/A
    |---Range: N/A
    |---Mana: 10

    Abilities
    Object

    An object is not a fighter. You can build fighters on objects and objects on fighters. You cannot build objects on other objects.
    Once a fighter is built on an object, it becomes the bearer of the said object.
    Object do not need supply, unless they are Heavy objects.

    General knowledge (10 Mana)

    Heals the bearer for 10HP and gives it +1 damage until the end of the day.

    .
    War Book: Tome 1 (T1U)
    50 Golds

    Object that gives medium bonus damage to its bearer

    Stats
    |---HP: N/A
    |---DPS: N/A
    . |---Damage: N/A
    . |---Att. Speed: N/A
    |---Range: N/A
    |---Mana: 10

    Abilities
    Object

    An object is not a fighter. You can build fighters on objects and objects on fighters. You cannot build objects on other objects.
    Once a fighter is built on an object, it becomes the bearer of the said object.
    Object do not need supply, unless they are Heavy objects.

    Basic War knowledge (10 Mana)

    Gives the bearer +3 damage until the end of the day.

    .
    War Book: Tome 2 (T1UU)
    70 Golds

    Object that gives huge bonus damage to its bearer

    Stats
    |---HP: N/A
    |---DPS: N/A
    . |---Damage: N/A
    . |---Att. Speed: N/A
    |---Range: N/A
    |---Mana: 10

    Abilities
    Heavy Object

    An object is not a fighter. You can build fighters on objects. You cannot build objects on other objects.
    Once a fighter is built on an object, it becomes the bearer of the said object.

    Advanced War knowledge (10 Mana)

    Gives the bearer +5 +2% damage until the end of the day.

    .
    Parchment (T1U)
    50 Golds

    Object that gives medium heal and small hp regen to its bearer

    Stats
    |---HP: N/A
    |---DPS: N/A
    . |---Damage: N/A
    . |---Att. Speed: N/A
    |---Range: N/A
    |---Mana: 10

    Abilities
    Object

    An object is not a fighter. You can build fighters on objects and objects on fighters. You cannot build objects on other objects.
    Once a fighter is built on an object, it becomes the bearer of the said object.
    Object do not need supply, unless they are Heavy objects.

    Healing knowledge (10 Mana)

    Heals the bearer for 80 HP and gives it +1 regen HP/second until the end of the day.

    .
    Ancient Parchment (T1UU)
    70 Golds

    Object that gives Huge heal and medium hp regen to its bearer

    Stats
    |---HP: N/A
    |---DPS: N/A
    . |---Damage: N/A
    . |---Att. Speed: N/A
    |---Range: N/A
    |---Mana: 10

    Abilities
    Heavy Object

    An object is not a fighter. You can build fighters on objects and objects on fighters. You cannot build objects on other objects.
    Once a fighter is built on an object, it becomes the bearer of the said object.
    Object do not need supply, unless they are Heavy objects.

    Advanced Healing knowledge (10 Mana)

    Heals the bearer for 85 +3%HP Max HP and gives it +3 regen HP/second until the end of the day.

    .
    Spell Book (T1U)
    50 Golds

    Object that drains its bearer HP against medium damage gain

    Stats
    |---HP: N/A
    |---DPS: N/A
    . |---Damage: N/A
    . |---Att. Speed: N/A
    |---Range: N/A
    |---Mana: N/A

    Abilities
    Object

    An object is not a fighter. You can build fighters on objects and objects on fighters. You cannot build objects on other objects.
    Once a fighter is built on an object, it becomes the bearer of the said object.
    Object do not need supply, unless they are Heavy objects.

    Forbidden knowledge

    Bearer suffer 2 +2% HP max magic damage per second.
    Deals 1% more damage per 1% missing HP.

    .
    Dark Grimoire (T1UU)
    70 Golds

    Object that drains its bearer HP against huge damage gain

    Stats
    |---HP: N/A
    |---DPS: N/A
    . |---Damage: N/A
    . |---Att. Speed: N/A
    |---Range: N/A
    |---Mana: N/A

    Abilities
    Heavy Object

    An object is not a fighter. You can build fighters on objects and objects on fighters. You cannot build objects on other objects.
    Once a fighter is built on an object, it becomes the bearer of the said object.
    Object do not need supply, unless they are Heavy objects.

    Advanced Forbidden knowledge

    Bearer suffer 2 +2% HP max magic damage per second.
    Deals 1.5% more damage per 1% missing HP.

    Upon dying, resurect with 10% HP without Forbidden knowledge degen.

    .

    Apprentice (T2)
    35 Gold
    Magic - Arcane

    Melee high damage fighter with bouncing spell

    Stats
    |---HP: 400
    |---DPS: 15
    . |---Damage: 15
    . |---Att. Speed: 1
    |---Range: 100 (melee)

    Abilities
    Unstable magic

    Each attack, the Apprentice unleash a lightening chain that bounce up to 3 times, dealing 15 magic damage.
    A same target can be hit several time by lightening.
    Unstable magic can bounce on Apprentice, Lightening Master, and Chaos Bringer.

    .
    Lightening Master (T2U)
    110 Gold
    Magic - Arcane

    Melee high damage fighter with bouncing spell

    Stats
    |---HP: 800
    |---DPS: 25
    . |---Damage: 25
    . |---Att. Speed: 1
    |---Range: 100 (melee)

    Abilities
    Unleash Magic

    Each attack, the Apprentice unleash a lightening chain that bounce up to 3 times, dealing 25 magic damage.
    A same target can be hit several time by lightening.
    Unleash magic can bounce on Lightening Master and Chaos Bringer.

    .
    Chaos Bringer (T2UU)
    250 Gold
    Magic - Arcane

    Melee high damage fighter with bouncing spell. Gains spell damage upon taking magic damage.

    Stats
    |---HP: 2000
    |---DPS: 60
    . |---Damage: 60
    . |---Att. Speed: 1
    |---Range: 100 (melee)

    Abilities
    Chaos

    Each attack, the Mage unleash a lightening chain that bounce up to 5 times, dealing 60 magic damage.
    A same target can be hit several time by lightening.
    Chaos can bounce on Chaos Mage.

    Magic Absorption

    Whenever Chaos Mage suffers magic damage, it gains +1% spell damage.
    If hit by Unstable magic, Unleash Magic or Chaos, gains +5% spell damage instead.

    .
    Harmony Mage (T2UU)
    250 Gold
    Magic - Arcane

    Semi-ranged supportive unit, which can heal nearby allies

    Stats
    |---HP: 1450
    |---DPS: 50
    . |---Damage: 50
    . |---Att. Speed: 1
    |---Range: 250 (ranged)
    |---Mana: 35

    Abilities
    Pacify Magic

    Whenever an ally within 400 range suffers spell damage, absorb residual energy, gaining 1 mana.

    Restore Balance (25 Mana)

    Release a healing wave that restores 100 HP to all ally units within 400 range.

    Dual Blade Wilder (T3)
    85 Gold
    Impact - Swift

    Well-rounded melee unit with cleave attacks

    Stats
    |---HP: 750
    |---DPS: 45.5
    . |---Damage: 35
    . |---Att. Speed: 1.3
    |---Range: 100 (melee)
    |---Mana: 15

    Abilities
    Fighting Sequence (15 Mana)

    For the next 5 seconds, each attack deals 30% cleave damage in a 150 AoE.

    .
    Dual Blade Master (T3U)
    180 Gold
    Impact - Swift

    Well-rounded melee unit with cleave attacks

    Stats
    |---HP: 2000
    |---DPS: 104
    . |---Damage: 80
    . |---Att. Speed: 1.3
    |---Range: 100 (melee)
    |---Mana: 15

    Abilities
    Fighting Sequence (15 Mana)

    For the next 5 seconds, each attack deals 30% cleave damage in a 150 AoE.

    Academy (T4)
    140 Gold
    Pure - Fortified

    Very-High range building

    Stats
    |---HP: 1000
    |---DPS: 42
    . |---Damage: 60
    . |---Att. Speed: 0.7
    |---Range: 1100

    Abilities
    Building

    Buildings can't move, aside from being teleported to King.


    Library (T4U)
    270 Gold
    Pure - Fortified

    Very-High range building, which can share object's bonuses with ajdacently-deployed units, and give mana to its allies

    Stats
    |---HP: 2500
    |---DPS: 130
    . |---Damage: 200
    . |---Att. Speed: 0.7
    |---Range: 1100

    Abilities
    Building

    Buildings can't move, aside from being teleported to King.

    Knowledge Sharing

    If the Library has an object, give its bonus to all adjacently-deployed fighters (stackable with those fighters objects).

    Energy Explosion

    Whenever the Library attacks, give 2 mana to all ally units within 250 range of the target.

    Officer (T5)
    200 Gold
    Impact - Natural

    Well-rounded melee unit, which crit every 4th autoattack and gives crit to ajdcently-deployed units.

    Stats
    |---HP: 1900
    |---DPS: 75
    . |---Damage: 60
    . |---Att. Speed: 1.25
    |---Range: 100 (melee)

    Abilities
    Secret Move

    Every 4th auto attack deals +25% damage.

    Leadership

    Adjacently-deployed units gain Secret Move ability.


    Division Captain (T5U)
    355 Gold
    Impact - Natural

    Well-rounded melee unit, which crit every 4th autoattack and gives crit to ajdacently-deployed units.

    Stats
    |---HP: 3900
    |---DPS: 100
    . |---Damage: 80
    . |---Att. Speed: 1.25
    |---Range: 100 (melee)

    Abilities
    Master Move

    Every 4th auto attack deals +50% damage.

    Leader

    Adjacently-deployed units gain Master Move ability.

    Gifted One (T6)
    265 Gold
    Pierce - Immaterial

    Well-rounded melee unit

    Stats
    |---HP: 2500
    |---DPS: 120
    . |---Damage: 100
    . |---Att. Speed: 1.2
    |---Range: 100 (melee)

    Great Commander (T6U)
    425 Gold
    Pierce - Immaterial

    Tanky melee unit, which gains damage reduction depending on adjacently-deployed allies

    Stats
    |---HP: 6000
    |---DPS: 225
    . |---Damage: 300
    . |---Att. Speed: 0.75
    |---Range: 100 (melee)
    |---Mana: 10

    Abilities
    Army

    Gains +1% damage reduction for each tiers of adjacently-deployed fighters.
    (T1: 1%, T1U & T2: 2%, T2U & T3: 3%...)

    Tactictal Advantage (10 mana)

    Gives an ally damage reduction equivalent to Army bonus for 5 seconds.


    Archmage (T6U)
    430 Gold
    Magic - Immaterial

    High damage ranged unit, which gains mana depending on adjacently-deployed allies

    Stats
    |---HP: 3700
    |---DPS: 225
    . |---Damage: 150
    . |---Att. Speed: 1.5
    |---Range: 350
    |---Mana: 20

    Abilities
    Mana absorption

    Gains mana max equivalent to 50% of adjacently-deployed units' mana max.
    Maximum +15 mana per unit

    Rain of Fire (10 mana)

    Hurls a firebolt to an enemy, dealing 250 + 5% (2% against bosses) target's max HP as magic damage.

    Feel free to comment, argue and suggest improvment :D

    Release
    Harmony Mage :
    Pacify Magic
    : aborb from all spell damage -> absorb when ally take damage
    Restore Balance : 35 mana -> 25 mana

    Archmage:
    Mana absorption: 50% of mana max -> 50%, limited to 15 per unit
    Basic Book -> Unfinished Book (renamed)
    Mage -> Lightening Master (renamed)
    Chaos Mage -> Chaos Bringer (renamed)

    + Added formatting
     
    Last edited: Apr 25, 2019
  2. Chilingfrost

    Chilingfrost Member

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    Now my first impression is that I like the mechanics here, choosing a T1 as and "aura" is a pretty cool idea. Though I think grimoire and spell books downside is way worse than their upside (except on phoenix) since vampirism is a 0,5% max hp decrease and yours is a 2% max hp decrease.

    How does the mana that library gives work? Is it when it attacks everyone around it gets 2 mana or is it, when it hits a creature everyone with mana around that creature gets mana? Either way it seems strong that it got 2 different auras and I can see a couple of really strong synergies with this, that might get out of hand.

    But I really do like the legion it is very aura based and you are feeling like you are making a chain of command and equipping an army for battle ^^
     
  3. holepercent

    holepercent Member

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    Some interesting ideas in there. and i feel like i see some ideas from minion masters adapted.
     
  4. Bluejin

    Bluejin Member

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    T1 & T4 : Would potentially work in Legion vs Legion games, but it's bad design for MM. It would be pretty much impossible to balance them to be good standalone units without being a totally broken combo / a balanced combo without them being useless as standalone units.

    T2 : Nice concept for Apprentice/Mage/Chaos Mage, but Harmony Mage is bad design again. I understand the thought of negating the self-harm of the unupgraded versions, but it is again a unit that seems very hard to balance. With AoE-spell damage like Flower/Pyro it will reach critical mass extrememly fast and heal non-stop while it would be total garbage without such units. Also it is a bit risky to balance a unit by giving it a weakness/risk and then negating it with an upgrade. It would be a bit like releasing a magic/natural fighter and giving it an arcane/impact upgrade, doens't seem healthy to me.

    T3 & T5 : Nothing too crazy, seem fine.

    T6 : Great Commander passive could be a bit stronger I guess, Lioness gets 8% per adjacent unit and is probably less of a pain to achieve. Archmage won't work if I understood Mana absorption correctly. Archmage + Sky Queens and he has 600 mana, fireballs for everyone. Probably even Angler/Harpy/Proton/Atom/any other cheap unit with mana would be enough to give it more mana than in can ever spend.
     
    Last edited: Apr 24, 2019
  5. Marchombre

    Marchombre Member

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    Thanks everyone for your answers :D

    Actually, I kinda think the Dark Grimoire is on the strong side, especially on ranged fighters. I mean, it can give up to +135% damage (meaning, more than double) at 90%.
    And the revive guarantees you to stay at 90% as long as you get a decent frontline. wouln't be an "uprgade all tower with that object" but more like one or two fighters well chosen.

    Gives mana in AoE around the autoattack's target


    Yeah, I can see your point there.
    I do think T1 is kinda overtuned, as I was introducing a new concept of object, and was wanting to display lots of possiblities. However, I do think the system could work if more object (different tiers maybe) were introduced in-game, which would mean less strength on one, and more like a speciality you choose.
    Could even be separated to fighters, like legion spell or pre-game settings.

    You're right about the honey/pyro thing. As much as I try thinking about all possibilities, I forgot the large AoE spell damage.
    Changed it to ally taking spell damage while reducing its cost, to compensate a bit. This way, it got the combo with Apprentice/Mage/Chaos Mage and nice interaction with 4eyes or wave 18, without being totally broken.

    Harmony Mage healing is more likely to be useful on other fighters than giving Chaos Mage unlimited life and was designed as a combo unit, not negating all downside. I could add that Apprentice/Mage/chaos Mage can't be heal, if you do think it's necessary.

    Well, thanks :)

    Great Commander sure has less dmg reduction than Lioness, but has spell providing the same bonus to an ally.
    Buff lasting 5 secs for 10 mana, you could take that as being 50% stronger.
    Buffing it would make it kinda strong in my opinion.

    You're so right about those high mana pool :D. When I designed this, I search for unit actually using spells. Those are more like 20 mana max. My bad :oops:
    -> Added a limit to mana gain per unit.


    Harmony Mage :
    Pacify Magic
    : aborb from all spell damage -> absorb when ally take damage
    Restore Balance : 35 mana -> 25 mana

    Archmage:
    Mana absorption: 50% of mana max -> 50%, limited to 15 per unit
     
    Last edited: Apr 25, 2019
  6. Bluejin

    Bluejin Member

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    I don't think I'd like to have more objects in the game. They are, after all, a buff without body that take up a place in your possible selection of 10 fighters, which seems to make it harder to pick a "rounded" roll that covers most waves. The Academy concept is actually pretty interesting I think, something along the lines of "If affected by any Aura, also gives the aura's benefits to adjacent units.". That could make for some interesting building with multiple auras, and it would of course not work with direct buffs such as Villain, or all the +500 hp king spell buffs, because giving so many units +500 hp/villain/etc would be a bit broken.
    I think the Objects would be better off as some sort of teacher/merchant units with an ability "Pay x gold/myth/whatever to give a fighter y buff." That way you still have at least a vanilla fighter if you cannot use the buffs.

    I'm really not sure what to do with Harmony Mage. Anti-spell damage feels a bit specific for a fighter, only 18 has spell damage (21 doesnt really count), the heal is AoE, so you're probably building mass anyway, so 4eye is probably not a threat, and I'm not sure if centaur does spell damage. At the same time it feels really close to the goat healer thematically. Also it still can reach critical mass really fast. Giving an unit like Hades necromancy is fine because you need 6 or 7 of them for infinite imps, which is pretty hard to do and even then doesn't work properly because they hold their mana, but getting out 10 apprentices for 350 doesn't seem that hard to do. GL with that, I just can't get myself to like that unit :D


    Well, I didn't check out stats etc, but for Lioness, you need Warg and any unit that costs more than 260 gold. It's pretty easy to do and not really punishing in any meaningful way.
    For full use of commander, I need to pick a unit of each tier, and good luck getting a good roll together with each tier included. I think realistically you'll get 3 to 5 stacks on average on it. Considering a full stack lioness has 3something% bonus damage and damage reduction, commander seems really underwhelming. I'd personally rather have it be more rewarding to play around his ability and have his base stats a bit lowered than just using the unit where the ability feels like an extra.
     
  7. Marchombre

    Marchombre Member

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    Well, some objet could be like "give +X type resist and -y type resist" , which would allow help going around that problem.

    Having a fighter ability could to the trick. Or having a game mechanic outside of fighter choice.

    Actually, what you quoted was the original Library ability, but I thought it was kinda strong.
    It would definitly solve the problem of whitemane/butcher and bunk :D

    Well, 10 aprentice won't get harmony mage that much mana, unless a lot of their bounce is on ally,which would means a nice ampint of damage.
    Chaos mage getting more and more spell damage would also mean that would be much harder to heal.

    Idk, I kinda like the combo :p

    Oh, I think you misunderstood how the ability works.
    The Great Commander gains its damage reduction whatever unit is built around.

    This bonus, tho, depends on the fighter tiers.
    So surrounded by 6 T1 means 6% damage reduction, and surrounded by 6 T6U means 42% damage reduction.

    This is much easier to get than 1 of each :p
     
  8. Themryon

    Themryon Member

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    Nice ideas and fun lore. Caan you add the abbreviations of T6 and T6U to your post? I also would rename basic book, it sounds dull, maybe unfinished book? Also rename mage, we already have some kind of mage in the game so at least add some word to it, or change it to wizard, but then you also need to change archmage to something wizard
     
  9. Marchombre

    Marchombre Member

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    Well thanks :)

    yeah, basic book bothered me too, but I was stuck with it. I like unfinished book, so I'll go for it :)
    I also renamed Mage & Chaos Mage with something more inspiring :D
    If you have any idea for Harmony Mage, which doesn't sound that good either, that would be great ;)

    Basic Book -> Unfinished Book (renamed)
    Mage -> Lightening Master (renamed)
    Chaos Mage -> Chaos Bringer (renamed)

    + Added formatting