PVP - this really ain't your brothers pokemon cards (thread 2.0)

Started by briggs, May 15, 2010, 05:29:06 PM

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briggs

Yeah, the grammar on everything is really sloppy because we didn't take the time to fix it when we change the game text.

briggs

Understudy Eregar:
Strength: 10
Health: 200
Game Text: you are strength +1 for each flipped or exerted enemy rune.
At the start of each Combat, deal 5 dmg to each enemy.

[4] Sunder
Power Down: Flip this > Deal 8 dmg to the enemy tank and 4 dmg to the character to its right.

[4] Berserk
This rune comes into play exerted.
At the end of each combat, exert Berserk.
While Berserk is ready, all dmg deal by you is doubled.

[2] Haunt (x5)
Place this beneath an enemy.
At the end of each combat, exert Haunt.
While Haunt is ready, bearer must deal 3 dmg to itself to use a runes effect.

Dragoon

Who is this, another boss? Also, are these runes his runes? However, he seems much lower in level than the last guy..

briggs

Yes to all 3 of those!
Some of the bosses are harder than others.

briggs

We are currently play testing the 4th Raid Encounter, which consists of 5 bosses that you fight all at once!

Council Member Ariara:
Spell: 2
Health: 200
Game Text:
Each critical hit dealt by you heals 3 dmg on each other Council Member.

Council Member Varguq:
Spell: 4
Health: 300
Game Text:
Each critical hit dealt by you deals 4 Nature dmg to each enemy.

Council Member Goreth:
Strength: 10
Health: 500
Game Text:
Council Members are Critical Strike +2.

Council Member Raqush:
Mana: 3
Health: 300
Game Text:
(2) > Heal 10 dmg on target Council Member.

Council Member Houdoun:
Strength: 6
Health: 220
Control: 6
Game Text:
You are Control +1 for each other Council Member.

This is still in a very early stage of play testing, but I was so excited I just had to post it :D

And I don't believe I've touched on Spell dmg yet in any of the posts?
Spell dmg works different than Strength. Instead of rolling for hit, it's instant damage.
Each turn you place a Spell Token on your character. You deal an additional point of Spell dmg for each Spell Token on your character.
When you reach 6 total Spell dmg (including tokens) you start removing tokens each turn until you have 0 tokens. Then you start the process all over again!

briggs

A month! A month its been since I posted anything! omg... wow.
Ok, lots of updates, we've changed the name, and we decided to release the game online as a free Print to Play game. I'll be posting a link soon :D

Time to spoil another class and we've also added third trees to Mages and Paladins!

Shaman:
Cure Tree:
[10] Natures Cure
(10) > Heal 20 dmg on target.

[3] Improved Healing
You may reduce the mana cost of your next Natures Cure by any amount, but also reduce the healing by 2 for each point of mana you reduced its cost by.

[5] Mana Shock
Combat: Flip this > Deal 4 dmg to an ally to gain 2 mana.


Lightning Tree:
[8] Call of Thunder
Combat: (4) > Instantly deal Nature dmg equal to your total amount of Spell Tokens.

[2] Electrical Build Up
Flip this > Gain 3 mana (or 1 mana and heal 4 dmg on yourself).

[4] Power Surge
Combat: Flip this > Instantly deal Nature dmg equal to half of your total amount of Mana, then remove all your mana tokens and this rune from the game.

[4] Relic of the Titans
You gain an additional 2 mana each turn.



Paladin:
Combat Tree:
[8] Vengeance Strike
Combat: (3) > Deal 4 dmg to each enemy..

[4] Blessing of Fortification
Combat: Flip this > Your next Vengeance Strike no longer removes Mana tokens.

[6] Shield of Righteousness
Combat: Flip this > double the dmg done by your next Vengeance Strike.

Mage
Shadow Tree:
[3] Shadow bolt
Combat: (6) Flip this > Instantly deal Shadow dmg equal to your total amount of Spell Tokens.

[5] Chaos
Power Down: Remove X Spell Tokens to gain an equal amount of Mana.

[10] Heart of Darkness
Shadow dmg dealt by you is doubled.


innuendo

As cool as the pages of notes are, a lute is so much more bardy than sheet music.  Bards would have had all of their songs memorized, never resorting to written history.  The whole point of bards was the share stories before things were written down...

Still, they all look nice.

briggs

We're really close to having the product ready for open playtesting!

Version 0.1.1 will be available for testing later this month when we finish up the website.

Some of the big changes we've made over the past month:

  • Leadership Changes: All primary offensive runes now add leadership to that character.
    Before this change, the "tank" only needed 1 leadership to be the tank, we want the tank to have to earn more and more leadership throughout the game to prevent his allies from ever taking damage. By making each member on your team generate Leadership it helps provide an additional strategy to the game. And it's something you really have to watch out for.
  • Classes Removed: Shamans and Clerics have been removed.
    We've revamped the Holy Paladin tree and it's far more efficient than the Shaman could be. And ultimately, Bards have become awesome healers and really defeated the purpose of Clerics.
  • Trees Combined: We've removed the Melee tree from Berserkers and moved the single Ranger class tree into the Berserker class.
  • Strategies Changed: Almost every single class and tree has been revamped. Most all of the existing Strategies are the same, but the execution was refined and modified. In addition, we've modified the maximum damage and healing a class can do each combat to help balance the game.
  • Promo Changes: We've removed almost all of the existing "Sanctified" versions of runes since we revamped a majority of each of the classes runes. New promo versions of Runes will be labeled as Heroic. In addition, Legendary Weapons have been renamed to Heroic Weapons.
  • PVP Changes: Before this new version, the standard "PVP match" was considered to be 3v3, due to the changes in the way Leadership works we've made the Standard PVP match 2v2. But 3v3 and 5v5 is still supported with extended rules.

The first raid encounter, "Archaran's Lair" will be available for testing at the same time as playtesting begins, and will consist of 8 Raid Bosses.

"The call of war has been sounded, and the march to victory has begun."

Dragoon

Quote from: briggs on October 09, 2010, 05:57:24 PM
We're really close to having the product ready for open playtesting!

Version 0.1.1 will be available for testing later this month when we finish up the website.

YAY

Quote from: briggs on October 09, 2010, 05:57:24 PM
Some of the big changes we've made over the past month:

  • Leadership Changes: All primary offensive runes now add leadership to that character.
    Before this change, the "tank" only needed 1 leadership to be the tank, we want the tank to have to earn more and more leadership throughout the game to prevent his allies from ever taking damage. By making each member on your team generate Leadership it helps provide an additional strategy to the game. And it's something you really have to watch out for.

Better than before. However, it sounds like it's still not smart to tank with a squishy mage :P.

Quote from: briggs on October 09, 2010, 05:57:24 PM
  • Classes Removed: Shamans and Clerics have been removed.
    We've revamped the Holy Paladin tree and it's far more efficient than the Shaman could be. And ultimately, Bards have become awesome healers and really defeated the purpose of Clerics.

Bad move. While I get how paladins could heal, I totally lack knowledge of bard healing... Also, I liked the cleric. [/list]

briggs

We found that we never, ever even considered using Clerics or Shamans when doing our in-house testing.

Clerics and Shamans both had the same problem of suffering from being healers only.
Paladins have always been the primary healing class, with powerful direct single target heals. More powerful than Clerics or Shamans could be.

Bards made the most sense to use in any environment, be that raids or larger pvp matches, because they have powerful team heals and buffs/debuffs.


But fear not, you may see the Cleric and/or Shamans return sometime in the future :D


briggs

The play test has been ready to go for several weeks but we're still working on the website...
If the website isn't ready by next weekend, I'll just upload it here.