Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We will keep reading and we really can't wait to bring him out of his cage! It's gonna be exciting to see what will appear in his final iteration.
We also appreciate all the support we have from everyone <3 It warms us to see the community get together and pitch their thoughts. He'll most likely appear in the next big patch, so stay tuned <3
The initial idea I thought was to add a day/night cycle so that you may not always run into the Alpha. As others had eluded, during the day he is human that runs with a pack of wolves but come night he is in true form. When nearing death, survival instincts drive him into a rage to maintain the existence of Werewolves, biting his assailant(s) and passing on the "curse" of lycanthropy.
Wave based fight that starts with regular wolves and regular human opponents like the bandits - except that one of the mobs in the wave is The Alpha, and after it's human or wolf form gets killed it transforms and buffs all the remaining mobs. After The Alpha hits a damage threshold (say 75%) it interrupts the turn order and escapes, triggering the next wave with it hidden again. After it hits the next threshold (say 50%) it escapes and repeats but wave three is normal werewolves then The Alpha a turn later, already transformed at 50% health and fighting to the end.
If you really wanted to do something different, you could hide him in regular bandit/wolf/werewolf fights. You'd go to a regular map fight with bandits, and one of them would randomly transform into The Alpha when killed and you'd have to fight him down to his 1st threshold, then he'd escape. Then you could give the player a side quest for "Hunt the Alpha" and he'd be hidden in two other fights, transforming at 75% and fighting down to 50% in fight 2, then transforming at 50% and fighting to the end in the last fight.
As far as his actual moves in the fight are concerned:
-Multi-target claw attack that swaps your hero positions
-Single target bite attack that bleeds
-Obviously a howl that either buffs him and/or mobs, or maybe it could cleanse debuffs or DoTs. Could double as a regen move.
-The other thing I'd want to see is that The Alpha somehow improves the cards the other mobs have, or even adds a new card into their rotation - something they normally can't do. Like he'd add a "Lunging Leap" card into the wolf mob's deck that would give them a ranged attack targeting your back rank, then moves the wolf to the front.
attack on Player's High HP Character
This creates an incentive to kill off the wolves quickly, so maybe have every killed wolf give the boss a buff?
给狼人添加一个蓄血机制,根据对英雄攻击造成的流血量累计,英雄使用恢复技能可以消除一定的蓄血累计。蓄血累计满后可以生成一个临时防护罩/暂时提升伤害/额外召唤一匹狼/延长血月的持续时间。
1.巨腕之力,对英雄前二排全体发动攻击,对有防御的英雄造成推挤,对没有防御的英雄额外造成眩晕一回合。
2.召唤狼群,在场地上随机生成两只狼人或四只狼,召唤物造成的流血算入蓄血累计。
3.血月降临,提升闪避和流血,每回合将一张零费的移动添加到召唤物的手牌中。
4.愤怒嚎叫,对场上随机二到三名英雄造成恐惧3到4回合,对恐惧的英雄造成额外的流血。
He should attack in two separate battles, so maybe a first wave and a third wave, anyone he 'kills' in the first battle appears in the next battle as one of his 'children'.
Originally a werewolf could only be damaged by silver weapons, so you might have a quest branch to get weapons which might hurt it.
But it's also the Alpha, so maybe it can force a summon to tank an attack for it, or prey on a wounded summon to heal itself
In line with that, anytime you force a summon to move, the Alpha will bite it to push it back, lowering the summon's health, but upping it's attack for a round
And maybe an attack that can turn one of your characters into a werewolf temporarily?
Maybe you get a card shuffled into your deck that forces you to attack an ally, or if unplayed, that character takes self-damage instead. Has to be drawn x amount of times before dissapearing.
As an 'Alpha' he should be able to summon and command other werewolves. If he is not on back-line he moves to back-line and summons 1-3 werewolf allies in adjacent cells.
if he recently summoned allies and cannot move to the front to attack he howls, causing a break in the clouds and moonlight shines, giving an armor and damage buff to any of his allies in random cells on his. the cells last 4 turns and buff lasts 2 turns.
He may also give a free move to any ally not on the front column.
Haven't played in a while but love all of your work. Keep it up!
To me a Werewolf screams "speed", "pactleader", "hunter" and "1v1 specialist", as such I think Vulnerable afflictions and horde buffs fit him perfectly, as well as strong single target abilities.
--------------------------------------------------------------------
PHASE 1 - Starts the fight with 2 Wolf-allies, either in the front or middle row.
--------------------------------------------------------------------
Passive Ability; Howl of the Alpha
----------------------------------------
Every few turns, faster depending on the Realm he is encountered, the Alpha-Werewolf will summon 3 (Dire-)Wolves to fight by his side.
(Here I recommend spawning the following Wolf-variants as follows; 2x of the Wolves that buff themselves each turn up to a specific amount and 1x of the Alpha types, who has the other Wolves attacking when he does. I hope I am not misremembering the Wolves and their specific abilities here.)
Active Ability 1: Moon Sonata; Boardwide Buff
----------------------------------------
Only used when there are 4 or more Wolves present, raise the Initiative of all friendly Units by a fair amount not-including the Alpha-Werewolf. He instead gains a good amount of CRITICAL-stacks.
Active Ability 2: Rending Claws; Front Row - Melee Range
----------------------------------------
Very common initiate and common follow up attack for Active Ability 1. Savage 2x Hit combo that deals medium damage and inflicts target with X amount of POTENT Vulnerable-status.
Active Ability 3: Gut Slasher; entire (Front) Row - Melee Range
----------------------------------------
Rare initiate Attack with the KNOCKBACK-Keyword. Blitzing forward, with his body held low, the Alpha-Werewolf lashes out widely and slashes the heroes across their stomaches. The attack deals medium damage and inflicts target with X amount of VULNERABLE-status.
Active Ability 4: Predatory Rush; Back Row - Melee Range
----------------------------------------
Common initiate and common follow up attack for Active Ability 1, 2 and 3 with ACCURATE-Keyword. With a burst of speed the Alpa-Werewolf vaults into the backline and mauls his target, dealing high damage.
Active Ability 5: Spearhead Charge; Targeted ability (undodgeable), hitting the entire Lane
----------------------------------------
Common initiate and rare follow up attack for Active Ability 1, 2, 3 and 4. After getting down on all fours, the Alpha-Werewolf tears through the heroes' ranks in a blur and deals high damage to every character he passes through.
Active Ability 6: Throat Ripper; Front Row - Close Range
----------------------------------------
Rare follow up attack for Active Ability 1 and 2 with the RAGE-Keyword. Bites the closes target for a devastating amount of damage, which gains 50% increased benefits from CRITICAL and VULNERABLE.
--------------------------------------------------------------------
PHASE 2 - After losing 70% of his HP, the Alph-Werewolf loses his summon passive and instead gains the following passive; Alternatively, also have him enter phase 2 after killing X amount of minions
--------------------------------------------------------------------
Passive Ability 2: Savage Frenzy
----------------------------------------
Double the amount of CRITICAL received and VULNERABLE inflicted and heal for 20% of missing HP if you kill an enemy. Also, at the start of each round, gain max-amount of FURY.
-Active Ability 1 becomes a rare initiate Ability.
-Active Ability 2 doubles the amount of attacks.
-Active Ability 6 increases it's range to melee.
For random boss-passives these ones would suit the Alpha-Werewolf the best; Gain Thorns, Gain Avert, Gain Immunity, Regeneration, Inflict Vulnerable, Unkillable while Minions are present
----------------------------------------------------------------
Also, I REALLY like Asi_the_Red 's Idea, of having the Alpha-Werewolf be kind of a random Boss encounter. The way I would envision this, is that the Alpha-Werewolf would have a chance to randomly spawn in any Human- / Wolf- / Werewolf fight encountered on a hidden node (making hidden Realms way scarier than they already are) at which point you'd have to beat the Alpha-Werewolf down to 50% HP at which point he escapes the fight and becomes that Realms Boss monster.