Vampire Cards

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Posts: 51
Admin
Hi All--

We're working on a new Minion, the Vampire, and we'd love your input. Here's a look a his basic stats at the moment:

Attack: 55
Defense: 40
Range: 1
Movement: 8 (flying)
Health: 1

Special: When the Vampire makes a kill, he has a 5% chance to turn that enemy into another Vampire (on his team).

So tell us, Minion Masters, what kind of modifiers would you like to have to use with the Vamp?
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Posts: 2
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Maybe (just a few ideas):

Accelerate: movement +2
Vapor: turns into fog (negates damages for the round)
Fatal attraction: opponents in a certain radius are forced to come close to the vampire

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Posts: 51
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Harfaang said.

Maybe (just a few ideas):
Fatal attraction: opponents in a certain radius are forced to come close to the vampire



OOOoooooohhh. That's really interesting! Thanks for the suggestions.
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Posts: 3
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dave said.

Harfaang said.

Maybe (just a few ideas):
Fatal attraction: opponents in a certain radius are forced to come close to the vampire



OOOoooooohhh. That's really interesting! Thanks for the suggestions.




That would be cool but may need +1 or so to Health.
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it would also be cool if there was an ability to suck up some health with a successful attack.
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Posts: 23
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Sandman27 said.

it would also be cool if there was an ability to suck up some health with a successful attack.



This. It fits the concept really well.
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Posts: 16
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David12596 said.

Sandman27 said.

it would also be cool if there was an ability to suck up some health with a successful attack.



This. It fits the concept really well.



But I don't think that vampires should have this as an inherent ability, or at very least they should have to roll for this to take effect. I don't think having a unit capable of self-healing every turn would be fair.
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Hardlyjoking67 said.

David12596 said.

Sandman27 said.

it would also be cool if there was an ability to suck up some health with a successful attack.



This. It fits the concept really well.



But I don't think that vampires should have this as an inherent ability, or at very least they should have to roll for this to take effect. I don't think having a unit capable of self-healing every turn would be fair.



Maybe make it work for every X attacks or X turns? Maybe have it last one turn and do splash damage? Maybe make it be a target area spell (give the vampire a slash range attack)? There is a lot you can do with this one mechanic.
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Yeah. I was just saying that it has to be limited in some way. Also an idea for a counter. Something with the sun that would kill or weaken all vampires.
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David12596 said.

Hardlyjoking67 said.

David12596 said.

Sandman27 said.

it would also be cool if there was an ability to suck up some health with a successful attack.



This. It fits the concept really well.



But I don't think that vampires should have this as an inherent ability, or at very least they should have to roll for this to take effect. I don't think having a unit capable of self-healing every turn would be fair.



Maybe make it work for every X attacks or X turns? Maybe have it last one turn and do splash damage? Maybe make it be a target area spell (give the vampire a slash range attack)? There is a lot you can do with this one mechanic.



Instead of making it a part of the Vampire it could be it's own card. Like a bloodlust card: for a turn all vampires have a 50% chance to gain health from any damage they do.
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Danner16 said.

David12596 said.

Hardlyjoking67 said.

David12596 said.

Sandman27 said.

it would also be cool if there was an ability to suck up some health with a successful attack.



This. It fits the concept really well.



But I don't think that vampires should have this as an inherent ability, or at very least they should have to roll for this to take effect. I don't think having a unit capable of self-healing every turn would be fair.



Maybe make it work for every X attacks or X turns? Maybe have it last one turn and do splash damage? Maybe make it be a target area spell (give the vampire a slash range attack)? There is a lot you can do with this one mechanic.



Instead of making it a part of the Vampire it could be it's own card. Like a bloodlust card: for a turn all vampires have a 50% chance to gain health from any damage they do.



My suggestions where for the modifier cards.
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Posts: 10
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I like the idea of the Vampire a lot. There are a ton of ways you can go with it, as seen by the good suggestions here.

I am a little suspect about having a Creature with an ability that is limited to a 1/20 chance of occurring though. Most of the other randomly generated bonuses appear to be in the 50%-75% range and their effects are nice, but they don't completely change the course of a fight every time.

Enemy conversion is a little more wild obviously, when considering how much more awesome it would be to convert a Troll instead of a Wraith.

Would it make sense to have the conversion chance based on the overall strength of the monster killed by the Vamp? (e.g. Vamp would have a higher chance to convert a Footman vs. a Catapult)
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Could vampires bite their own units like peasants? So they would become vampires instead of werewolves. This would be awesome mechanic in my opinion and would allow some nice combos in the future.
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Posts: 42
Admin
All good suggestions. We're still banging on the Vampire to try to figure out exactly what he is and how he should play. No eta on his release date yet, but we do appreciate your suggestions and feedback.
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A 1 in 20 chance of something occurring is so low that it isn't worth it in my opinion. It's not something you can plan or strategize around. It's pretty common in vampire lore for new vampires to not be as powerful as their sires. Perhaps the conversion chance could be something more significant but the converted vampire would have lower stats.

The life stealing thing is also a great idea. Perhaps when a vampire kills a minion there's a chance he'll spawn a new vampire, a chance the vampire will get +1 hp, and a chance nothing will happen at all.

Could also have modifier cards that switch a vampire from being a breeder to a feeder or vice versa. That would go with the way the horror faction works now with altering the type of zombies that are made and how the wraiths improve.
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I'm still looking forward to what you guys come up with.

By the way should add a general discussion sub forum. It be nice. :)
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i know its a old post but i didnt see any vampire yet so here what i think

dave said.

Hi All--

We're working on a new Minion, the Vampire, and we'd love your input. Here's a look a his basic stats at the moment:

Attack: 55
Defense: 40
Range: 1
Movement: 8 (flying)
Health: 1

Special: When the Vampire makes a kill, he has a 5% chance to turn that enemy into another Vampire (on his team).

So tell us, Minion Masters, what kind of modifiers would you like to have to use with the Vamp?



first of all 5 % is kind of useless , you should put something like 20 or 25 % BUT it turn it into a LESSER vampire , something weaker( maybe half the stat of normal vampire ? ) with no ability other than flying

then there should be card to turn lesser vampire into real vampire
a card like the leader pack to turn a vampire into a master vampire with greater ability ( vapor form , a % to proc on death like zombie , if it proc the master vampire is turn into vapor for 1 round fleeing enemy but then come back alive )
if its kill a target instead of turning it into vampire he got a % to get a life

also card like if you own a vampire you can turn all peasant into lesser vampire/or normal vampire

and such

also counter card like Sunrise which debuff them
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Posts: 14
User
I have a new vampire idea. Shadow Shroud, the vampire conceals itself in shadows, All minions whether hostile or friendly cannot detect it, and the vampire's movement is locked until 2 more turns, Any splash damage will dispell the effect
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Posts: 14
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Lesmir said.

i know its a old post but i didnt see any vampire yet so here what i think

dave said.

Hi All--

We're working on a new Minion, the Vampire, and we'd love your input. Here's a look a his basic stats at the moment:

Attack: 55
Defense: 40
Range: 1
Movement: 8 (flying)
Health: 1

Special: When the Vampire makes a kill, he has a 5% chance to turn that enemy into another Vampire (on his team).

So tell us, Minion Masters, what kind of modifiers would you like to have to use with the Vamp?



first of all 5 % is kind of useless , you should put something like 20 or 25 % BUT it turn it into a LESSER vampire , something weaker( maybe half the stat of normal vampire ? ) with no ability other than flying

then there should be card to turn lesser vampire into real vampire
a card like the leader pack to turn a vampire into a master vampire with greater ability ( vapor form , a % to proc on death like zombie , if it proc the master vampire is turn into vapor for 1 round fleeing enemy but then come back alive )
if its kill a target instead of turning it into vampire he got a % to get a life

also card like if you own a vampire you can turn all peasant into lesser vampire/or normal vampire

and such

also counter card like Sunrise which debuff them



Also, we should categorise races
Say the catapult- Mechanical right? Mechanical units are unaffected by this, and perhaps a werewolf and vampire on your side, would fight eachother, causing collateral damage, since they are sterotyped as mortal enemies