Shattered Peaks: Rune Ideas + Shoebox Redesigns

Discussion in 'Rune Ideas and Suggestions' started by RedScarlet, Feb 27, 2014.

  1. RedScarlet

    RedScarlet I need me some PIE!

    Shoebox Rune in FF:

    1. Voil Sky Captain (designing him as an Early - counter to rush, and Late - bloomer)
    Race: Voil Class: Warrior Nora Cost: 71 (-1) Size: Small
    6 (-6)/6/1-1/1/48 (-1)
    Attack: Physical
    Sonar 1
    Groundstriker
    Surge: Voil 2

    Upgrades
    Reinforcement 2
    Initiative 1

    Assault
    Stun

    On my design:
    Both Reinforcement 2, and Initiative 1 is designed to make him have this "Swoop-kinda feel" to him in a voil BG. They lack Initiative/Reinf champs, and against the meta game, Voils feels slow in Mid-Late phase as most of them are 6-7SPD with no immediate impact when deployed.

    This guy makes it possible for you to counter any Rush, gibbing that side font as opposed to your opponent's Bok Raider.

    However, since its quite OP to have him dealing tons of damage early game for 71 Nora, I reduced his DMG by a lot. By A LOT to 6 Base DMG. But gives him Surge: Voil 2, so using him as a Late Game glass sword, or Early Game rush makes this rune versatile, but not splashable outside of Voils.


    2. Moga Cannon (to be a viable split champ in FF Moagz, SL Beasts, and UD Fire)
    Race: Beast, Moga Class: Ranger Nora Cost: 74 (-5) Size: Small
    10/6 (-1) /4-6/2/48 (-6)
    Attack: Fire
    Equip: Turtle Shell
    Burn 1
    Recoil
    Mobility
    Lay Trap: Fire 3
    Solo: G'hernbound

    Upgrades
    Amplify Fire
    Horrific Howl
    Burn 3
    Stats Bonus: SPD 1

    On my design:

    Solo: G'hernbound here, it enables this unit to (1) have a discount in its price tag, (2) Be used to a certain role, not a Goodstuff unit.

    Equip: Turtle Shell basically gives him "Unequippable" further discounting his price, while giving him his "Turtle" ability back on base. Also makes it easier for new players to be more familiar to new keywords.

    Recoil can be used as an escape mechanism for 1-free space when this guy is engaged. Whereas he also has mobility, offering good anti-melee mechanism (if not one-rounded...but ofc not, he has Defensive Turtle on upgrades!) A long range splashable unit that's hard to take down but doesn't kill 50% of a champ's HP like Augur of the Deep!

    Text Note: "As opposed to Firebombers who flew right into the battlefield, G'hikhik the Turtle Rider is seen as a coward by his brothers. While the others lasted 1 minute on the battlefield, G'hikhik lived to see another day."


    Shoebox Rune in Splits:
    1. Sand Elemental (SL)
    Race: Elemental Class: None Nora Cost: 80 (-5) Size: Large
    16 (+6)/5 (-1)/2-4/2/53
    Attack: Sand (Sandblasted on hit, ignores DEF)
    Deflect: Sand (Sandblasted on hit, ignores DEF)
    Domain: Sand
    Sandwalker
    Trail: Sand
    Elemental Fortitude
    Unstoppable
    Dissipate
    Tunnel: Sand 3
    Absorb


    Upgrades
    Ally: Shattered Peaks
    Grant: Tunnel: Sand 2
    Resistance: Physical 2
    Brutality

    2. Mounted Sauropod (SL)
    Race: Skeezick, Beast Class: None Nora Cost: 75 (+3) Size: Large
    8 /6 (+1)/1-2 (+1RNG)/1/63 (+2)
    Attack: Spear
    Sauropod Rider
    Skeezick Alliance
    Equip: Vicious Harpoon
    Mountaineer
    Lay Trap: Boulder 3
    Ichor: Tough

    Upgrades
    Ally: Shattered Peaks (Moved to Upgrades)
    Leverage: Beast
    Tremor
    Bravery

    Mythical Champion Idea (as opposed to FW's Sarinda):

    1. Glop, the Corruptor

    "An unseen mutation that grows in an unfathomable speed. From what the elves thought was a natural phenomenon turned into something horrifying. Now we know who the Overminds serves."

    Race: Slag, Mutant Class: None Nora Cost: 85 Size: Large
    2/6/1-3/2/55
    Attack: Physical
    Attack: Acid
    Ooze Front ( At the beginning of each turn, all spaces within 3 spaces of this champion becomes Ooze for 4 turns. )
    Ooze Tap
    Regeneration 2
    Reinforcement 2
    Absorb
    Consume
    Strength of Body
    Mythical

    Upgrades
    Bulwark: Slag
    Defensive Turtle
    Acid Eater
    Protective

    NOTES
    He's a tank for the slags, alike the first one he also has Ooze Generator which is very flavorful. Bulwark: Slag + Strength of Body is also for the flavor and design of this champ to force opponents to 'stop the corruption/growth'. He can be very hard to kill especially with defensive turtle and the many regenerating abilities he has. However, he is still prone to massive bombs. I think bulwark: slag and strength of body can really hit it off synergistically. while Protective allows him to be played offensively even in non slag BGs (ooze generator + ooze tap = this guy can be independent, not needing anymore slag thematic champs but still able to pull the ooze theme by himself).

    Seems OP on paper, but in reality, his 2 base DMG supported by Strength of Body really punishes him. While at full HP he can be (optimally, 5 slags + Warbanner would give him 55+5+10 = 70 HP, meaning he gets +14 DMG at 1-3 RNG), its so easy taking him down to 10 DMG just by eliminating some of his slags.

    However, the good part is with Protective, he can go +5 DMG again just because some of the slags are killed. So its either you let his DMG grow up and take him down first, or take some of his slags down then him which would provide the Slag player with 1 power turn with a Glop with HUMONGOUS damage bonus.

    Preferred split would either be KF with Occuli Slag's replicating here and there, or with SL for Acid Eater and Defensive Turtle.



    Not sure... maybe later I'll add some more on the weekends. Feel free to add stuff.
     
    Last edited: Feb 28, 2014
  2. GabrielQ

    GabrielQ I need me some PIE!

    They look all over the top for me and you cannot buff screaming imp outside his upgrades because that would affect hekatian bloodguard also.
     
  3. RedScarlet

    RedScarlet I need me some PIE!

    I guess Screaming Imp can't be buffed on its Base. But it can get buffed on its Upgrades. I'm comparing it to ST and IS standards.

    Anyways, what part of Voil Sky Captain's design is over the top? Its overly efficient late game, (3+ voils) and the changes can be said to be "Radical". But, what I was aiming is for any of the shoebox runes to fill a spot in their said thematic BG. I personally dislike making a champion splashable in every BG by giving them over-the-top keyword abilities. Thus, this guy is as aforementioned: init + reinf option for Voils.

    Mounted Sauropod might be too cheap for what he can do. But what part of it is over-the-top? The synergy between Trap and Pull, or the individual abilities vs its price tag? I guess 75 (vs prev 71 Nora) nora would do for a tank that pulls.

    and Sand Elemental has dissipate on base, and -1SPD. I gave him a reduction in SPD + Tunnel: Sand 3 to make him fit his role specifically inside a Sand BG that can be of a split. People aren't gonna move him by means of normal movement, and he would need Sand terrain before getting deployed as he can travel 7 spaces ahead (basically a 8 SPD unit given sand terrain everywhere).

    Basically I just added some threat against melee opps. and Absorb on base against range opps. Others are a bit menial as u can see he's an 80nora champ that's basically inefficient against Res: Phy. This guy is supposed to be a roadblock and a semi-Dune Walker for SP.
     
    Last edited: Feb 27, 2014
  4. GabrielQ

    GabrielQ I need me some PIE!

    Voil sky captain would cost 72 nora for a 50 hp champion with evasive 2 with 7 speed, initiative and reinforcement, that's super fast, and his damage will get to normal standards by the time he reachs the enemy. He won't be only stopping rushes, he will be drawinning, rushing himself and obliterating everything in the lategame if not drawn early, all of that for 71 nora.
    Mounted sauropod efficiency would be crazy with 60+ hp and rider for 75 nora, you added to that a really good support ability in a equip that can be dropped and grabbed by any other rune.
    Moga cannon: you basically propose a super boostable 6 range champion with 8 speed for 74 nora, and you added to him survability
    Sand elemental has a great damage output, with good mobility and extreme damage mitigation, not counting that he would be filling everything with sand.
    glop is the one that looks more balanced of the bunch, but still his damage output and tankiness are great, it's just that this time the nora cost is also high, I'm not sure on this one.

    I also want to say that while the propositions are, in my opinion, over the top, your notes and ideas are interesting.
     
  5. Stargorger

    Stargorger Member

    So GabrielQ, any thoughts on how to even those points out then? Can I suggest making his HP 42, Evasive to 1, and removing reenforcement, then adding something like Tempo...
     
  6. GabrielQ

    GabrielQ I need me some PIE!

    I think that dropping speed by 1, initiative rank by 1 and sonar rank by 1 will keep your intended role and make him more balanced
     
  7. RedScarlet

    RedScarlet I need me some PIE!

    well I guess Moga Cannon got buffed way above my own. So there's that. LOL.

    Here's some more ideas to gain feedback from peers, and help the devs out for future shoebox buff sessions.

    So far, devs' Mud Ele's Cast: Hungry Mire have created a certain niche role on him which I adore. (Mud Ele and Sonic Ele was my favorite rune since Serkan's release).

    So any ideas on future changes on shoeboxed runes (Not just champs)? Imo, these are several SP shoebox runes that I think need to see some play:

    (1) Calcified Lurker
    (2) Metallic Slag
    (3) Crowned Sauropod
    (4) Savage Boar
    (5) The Exile
    (6) Tribal Hut
    (7) Looting Bag
    (8) Mammoth Club
    (9) Blindwing
    (10) Idol of Elements

    ----------------------------------------------------------------------------------------------------
    Calcified Lurker (60 69 Nora)
    8 9/ 5 6 /1-1/2/49 40
    Race: Construct, Elemental Class: Warrior None Size: 1x1
    "Infused by Nora, the Calcified Lurkers wander around underground in search of precious stones"

    Attack: Physical
    Construct Immunities
    Reclaim
    Solo: Essence Capture
    Splintering
    Nora Gem
    Nora Vitality


    Upgrades:
    Ally: IS
    Recycle
    Detection 2
    Hidden: Rock


    Combos: with Draining Azurite, Nora Miners, and Crystal Golem's Nora Gem
    --------------------------------------------------------------------------------------
     

Share This Page