Leader Customization & Specializations

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Home Forums Age of Wonders 3 Discussions Leader Customization & Specializations

This topic contains 48 replies, has 23 voices, and was last updated by  rilian-la-te 6 years, 11 months ago.

Viewing 30 posts - 1 through 30 (of 49 total)
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  • #202881

    So I’ve been thinking in ways that we could Customize our main leaders, just like the heroes, with some small abilities. So I thought, what if each specialization granted the Leader a small and unique buff/ability (preferable something that he is unable to get from most others classes), something like this:

    – Water Adept: +20% Cold Protection
    – Water Master: Frost Shards

    – Fire Adept: +20 Fire Protection
    – Fire Master: Fire Spit

    – Air Adept: +20% Shock Protection
    – Air Master: Lightning Shock

    – Earth Adept: Throw Stones Or +1 Def
    – Earth Master: +2 DEF Or Hurl Boulder.

    – Destruction Adept: +20% Blight Protection
    – Destruction Master: Poison Split

    – Creation Adept: +20% Spirit Protection
    – Creation Master: Spirit Blast

    – Explorer: Free Movement? Extra Vision?
    – Partisan: Invisibility? Some sort of Concealment?
    – Expander: These one is trickier…maybe build Road/Tower (like the Halfling Hero)? or something different.

    – Keeper Adept: Evil Slayer
    – Keeper Master: Meditate

    – Shadowborn Adept: Good Slayer
    – Shadowborn Master: Life Steal

    – Grey Guard Adept: Defender? Shield? Or something on that line.
    – Grey Guard Master: Extra Crit-thingy Or Good and Evil Slayer.

    – Wild Magic Adept: Inflict Degenerate (reducing random element resist on attack for a little bit)
    – Wild Magic Maste: This unit gains +2 attack for a random element at the start of each combat, for the duration of that combat (as Gloweye’s suggestion).

    That would be a fun way to improve your leaders, not sure if mine suggestions are balanced, if not maybe something enterely different. But I would like to see the IDEIA in work.

    #202890

    Arlow
    Member

    i like this, have been jealous of my minions with meditate, haha

    #202891

    Gloweye
    Member

    I like them, and IMO in most cases the balance isn’t bad. Also, because it’s one unit (one unit that tends to get the best item upgrades, and to level most), it’s impact may be so minor that it doesn’t disrupt balance to much.

    Oh, and with the Copy/Paste of Destruction into Creation you forgot a change.

    #202892

    Oh yeah, thanks Gloweye! I can not change, but yeah it should be Creation. And mine thoughts exactly. It would only improve a bit the early game of the Leader and grant a bit more variety. But by mid/late game it would make very little difference!

    #202902

    Sindir
    Member

    Like this too ^^

    #202905

    Gloweye
    Member
    #202907

    esvath
    Member

    +1 for this. More customisation is better!

    #203013

    alexej
    Member

    Great idea indeed.

    #203014

    Lycutena
    Member

    – Earth Master: +20% Physical Protection

    Your idea sounds interesting, but I want to tell you that physical protection is one of the more rare types of protection. It’s possible to achieve 100% protections to all elements, but not as easy as with pushing physical protection to 100%. With this trait, it’ll be easier to get 100% physical protection. I’m not sure that’s a good thing, seeing how common physical damage is.

    Additionally, warlord and dreadnaught leaders would be able to get 40% passive physical protection. Then you could hire a rogue hero for shadow form buff, boosting it to 100% physical protection unless dispelled.

    #203053

    Fenraellis
    Member

    Perhaps just a few free points of Defense? It would be functionally similar to having 20% Physical Protection(-10/15% check strength against Physical abilities would actually be stronger than 20% Protection in most cases) in most cases except for the fact of making it more difficult to attain immunity.

    3 Def, as the example continues is the difference between taking 15 damage and 12 damage, so it would actually be equal or stronger against any attacks of 15 or less damage, than 20% Protection would have been. Realistically against a mid/late game Leader, you would probably be shooting for over 15 Def anyway(requiring a 20 strength attack to even deal 15 damage). I usually try to get closer to 17~20+, gear depending.

    #203067

    AbednegoJC
    Member

    I like this idea

    #203077

    Azghall
    Member

    Thats a nice Leader customization, but i also want my Leader be a hero that i can pick, like the others Default Leaders when i’m not playing with him (If you Leader is not Ekko The Explosive you can pick him as a hero).

    And you should have some points to choose from a list of abilities and atributes, but those only works for heroes not leader. Like that Halfling Sorcerer with Illusionist (Party Invisibility) 15 points.

    #203079

    Lycutena
    Member

    I don’t have a problem with 20% physical protection, but I’m afraid I’ll just use that as an excuse to break the game legitimately as I play to win according to the game mechanics then start over.

    3 defense points sound good, although I’ll be honest, I’ll try to min-max that and compare that to a jack-of-all trades hero. So far, I find jack-of-all trades to be weaker than specializing a hero unit as he/she can usually only commit to one action (cast one spell, engage in melee, shoot with range weapon).

    #203089

    Gloweye
    Member

    I think 2 points of Def might be good for Mastery, or even 1 if one Adept.

    #203111

    Motasa
    Member

    Nice idea. Would make picking a specialization even more interesting with such passive boosts.

    #203178

    emky
    Member

    It could be, instead of being inherent, starting with a Common or Strong item of that ability, so it doesn’t alter the top-end.

    I know I’d love to start with the item that grants Tunneling.

    #203179

    Zaskow
    Member

    Good suggestion! I like it.

    #203231

    I agree with you all, 20% of Physical Protection is waaay better than most others things on the list. I Think 2 Def on Master could work.

    Also, I forget Wild Magic school 😡

    #203277

    esvath
    Member

    Wild Magic Adept: +1 resistance
    Wild Magic Master: inflict Degenerate

    #203391

    cbower
    Member

    Wild Magic Adept: +1 resistance
    Wild Magic Master: inflict Degenerate

    Have to make inflict degenerate stackable of course

    #203397

    cbower
    Member

    I agree with the others above, I really like this idea.

    #203400

    Gloweye
    Member

    Wild Magic Master: This unit gains +2 attack for a random element at the start of each combat, for the duration of that combat.

    Fits in with the random theme.

    #203406

    esvath
    Member

    Wild Magic Master: This unit gains +2 attack for a random element at the start of each combat, for the duration of that combat.

    Fits in with the random theme.

    Oooh… this is nice!

    Then I modified my previous suggestion:

    Wild Magic Adept: Inflict Degenerate (reducing random element resist on attack for a little bit)
    Wild Magic Maste: This unit gains +2 attack for a random element at the start of each combat, for the duration of that combat (as Gloweye’s suggestion).

    #203679

    I like both ideias for Wild Magic 😀

    Since it got a fair amount of people liking the ideia (and no dislikes) can someone summon Tombies attention to the thread? (or by mentioning his name I’m already summoning him? :x)

    #203719

    esvath
    Member

    It is weekend, we don’t have enough CP to cast Summon Triumph. Add more posters to this thread to gain +5 CP!

    #203815

    Shakey
    Member

    I also like the idea.

    Some additional thoughts:

    Water Master: Swimming.
    Fire Master: Lava Walking.
    Earth Master: Cave Crawling.

    #203985

    Fenraellis
    Member

    Wild Magic Master: This unit gains +2 attack for a random element at the start of each combat, for the duration of that combat.

    Fits in with the random theme.

    Pah, go full on silly. +2 attack for a random element, and changing each turn in combat!

    #206009

    bump the Thread, would really love to see it happening :3

    Also about Swimming, Lava Walking, Cave Crawling It is harder because things like swimming are really good, and things like cave crawling is just situational. It is easier to make more balanced with Elemental Protections/Def. But It is not a bad ideia.

    The problem with going random every turn in combat it is probably harder for the Devs to do it (i think) but it would fit with the specialization!

    #206043

    NuMetal
    Member

    I really like this idea.
    It’d be a great and flavorful addition! +1

    #206051

    No defence for Earth, let’s make it more interesting, give + 2 gold per gold mine.

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