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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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BOSS VS enemy hero
I have had some thought in this and here is my share of the cookie
During boss fights I think the viking/skald are a bit of a disadvantage compared to the mage. Mainly because the mage can use his spellbook whereas the viking/skald cannot use their rage abilities. Which is once of their stronger points compared to the mage. I am not saying this is good or bad but mages wade through bosses easier due their casting ability. Difficulty of bosses is also poorly designed because when u know how to kill a boss you won't have any problems with it in future walkthroughs. It only becomes more of an tedious repetively play for that boss. Prime example is the first boss in WOTN where you need trolls to do this no loss. Or suffer some heavy casualties which is quite annoying(nothing saying it's bad to get losses or anything). But it's quite annoying to need a specific unit for it to wade through it doable. Other than that i dislike that bosses get recycled this is the third time we battle the spider. If you even want to put bosses in this game design some new ones PLEASE. Personally I would like to scrap bosses from any KB and replace them with heroes. Possibly people will think but bosses are stronger? Well no bosses have only 1-4 attacks and a very high HP and some summons. It's more tedious than hard. Whereas if you would have to fight a hero which has some abilities you have too or some specific units boost and some spells it would become alot more interesting for people. Just some examples with what you could do with a enemy hero A. has some skills your hero also has or fixed skills like higher magic or whatever B. have a big far army with double than normal(like increased stack size and more stacks on field) C. a fight vs 2 heroes (like in AP when u and bill fight vs the demon) but then u vs 2 heroes (thus having x4 stack of units/2 casters from enemy) With this you can also add heroes on the map to give some extra challenge or hero spawns that actually spawn right after u get object or get to person a or b w/e (the suprise element) since i really miss heroes that are not QUEST related on the map to test your army out i really think this was a bad idea Your thoughts? P.S. i forgot to mention Battling against heroes is more fair to any character you create (viking/skald/soothsayer) Since you will be allowed to use rage and you can make heroes use items and what not to make them stronger Last edited by Razorflame; 11-22-2012 at 04:53 PM. |
#2
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still defeat bosses easily but in out of control condition. Enemy heroes: Maybe those thoughts can be mod ideas . I ever had similar thoughts :let enemy ai heroes has some random spells,skills,items equipped,and rune stones on player position to use in battle. Last edited by skycrow; 11-22-2012 at 03:12 PM. |
#3
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Your text is really hard to read.
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#4
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other than modding the heroes that already exist in this game and i don't know if it's easy to mod into the game being the enemy hero:p I assume they have a spellbook and some unit amplifier skills but using our skills/spells but then again maybe we can copy that from Tl when u had the battle your mirror image and at xargon what is hard to read? |
#5
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You leave too many empty lines between sentences. Try to learn to write more properly so that people can understand what you say. I hope you'll learn.
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#6
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it's easier to read with some space in between instead of writing a huge line of text with no space between it
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#7
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Lots of abbreviations (b/c, u, w/e. I do not find these very intuitive, and there is no character limit which would make them useful), overuse of line breaks and empty lines (those are useful to separate paragraphs, but you use them right in the middle of a sentence, which is irritating), sparse punctuation, typos, and garbled grammar (e.g. the last sentence. I have no idea what it could mean).
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#8
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ok i will edit the post after dinner
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#9
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@skycrow
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But is doable with interesting tactic : take some high initiative unit and in first turn invisibility on it, other stack you lead could be ghost/cursed ghost above your leadership. So as you make your first unit invisible, ghosts will only attack enemy troops betting bigger and bigger with each attack. After enemy army is gone, keep your primary unit invisible (maybe cast chargers spell to get rage/mana because i dont know how rage gain works on units out of control) and cast heal on ghosts to get them under control again. Result you won battle, with no loss = profit @tiberiu Quote:
OK on topic : I advertised this mode many ties, but I`ll said some things about it that apply here. KB-The Legend/HoMM3 babies mod from MattC. There he changed mechanics for enemy heroes, so that they have similar skills like player. Expl - if main stats is attack then that enemy hero will lower your army initiative for -1 in first turn, or have +1 speed for his units (something like tactics skill). If main stats is intellect enemy will have higher magic skill, allowing for double spell/turn or lowering your army resistances to take more dmg from spells. For main defense enemy army will have higher resistances, or bonus hp . . . Also all enemy heroes have 10% mana regen/turn, so for late game heroes like elf/demon/undead heroes with 300 mana it means 30 mana/turn regen, it`s like he/she have concentration/transmutate skills. Expl - Xeona fight, she have double spell casting fire rain/fireball AND lowers your enemy fire resistance AND bonus physical resistance for her units. That is interesting fight, to survive. Also there are some changes in intellect bonus in this mod, like for high enough int for mass weakness spell you do dmg below minimal (mass weakness spell make all units do minimial dmg, but here it goes even below that) , or bonus turns for blind/sheep/doom spells (like they did to creator skill here). So it`s doable to make enemy heroes fights more challenging and very easy since only 1 man did it in this mod, so professional programing studio should have no prob at all. About boss fights, top of my head idea would be to lower some of your stats(you`re in terror of such huge creature and lose some mana and/or primary attribute for that fight (20 - 30% maybe) Last edited by Fatt_Shade; 11-22-2012 at 04:23 PM. |
#10
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I think it depends. It can be problematic if you are playing in Impossible and you haven't pre-planned a build to beat a boss and relied heavily on Rage Centric strategies as a Viking/Warrior.
A Soothsayer/Mage can also have similar problems if he relies on winning early on without any method of mana regeneration mid battle. Oops. I had to take fairly severe losses as a mage against the spider boss, even with the 'trolls'. Heck, I almost simply didn't win the battle because I don't do enough damage with units or with spells. (this was a huge concern of mine in Armored Princess that a Mage could never spell nuke a boss effectively as a Warrior using sheer leadership/damage to wipe out a boss in a fraction of the time). Incidentally, I won by using Polar Bears and Ancient Bears, using the jacket that gave me -15% leadership for bears. Trolls for consistent damage (and ultimately one of the last survivors) Jarls/Maidens for some damage control. But then again, this only seems to be a 'problem' in Impossible mode so significant pre-planning and game experience is expected. |
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