(Suggestion) New class: Archer

Discussion in 'Feedback and Suggestions' started by BlackSabbath, Aug 26, 2014.

  1. * Renamed this class to HUNTER.

    I have some ideas for a new class for Cardhunter, it is the Hunter. I also designed more than 30 cards for this new class, i think they are balanced but we need test them, of course. I hope you like them. My native languaje is spanish, so please be comprehensive with my english, i'll try my best.

    They are specialized in both ranged and melee atacks, with a new thing: traps. They use knives, bows and crossbow as weapons, and they use warrior helmets. Most of their ranged atacks have range of 5, with a bit more damage than the wizards to compensate the less atack range.

    Elf hunter: 19 hp

    Human hunter: 23 hp

    Dwarf hunter 27 hp


    Cards quality:

    Paper
    Bronze
    Silver
    Gold
    Purple


    Basic cards:
    • WEAK SHOT: 3 dmg, range 5.
    • LIGHT SHOT: 5 dmg, range 5.
    • EXPERT SHOT: 6 dmg, range 5.
    • DESTROYER SHOT: 8 dmg, range 5.
    • POWERFULL SHOT: 11 dmg, range 5.
    Traits:
    • Aiming skills: atach to self, duration 2. Add hard to block 2 and 50% more dmg to any shot atack (no keep). Roll: 4 or more.
    • Sharp arrows: atach to self, duration 2. All your shot atacks gain penetrating, keep.
    • Perseverance: heal 2, discard all enemies cards atached to you.
    Melee atacks:
    • Thief's arts: 1 dmg. Steal one random card from an enemy.
    • Backstab: 4 dmg. If this atack is done from behind the target, it do 14 dmg instead.
    • Somersault: 6 dmg. Slide back 2.
    • Able Kick: 1 dmg. Slide back 1.
    • Quick thrust: dmg 3. Cantrip.
    • Counteratack: 7 dmg. When targeted by a melee atack, this atack do 7 dmg to the atacker. Roll: 3 or more.
    • Assassinate: 6 dmg. If this atack kills the target, draw a card.
    Other melee cards that maybe will fit with this class:
    • Perforating strike.
    • Vicious thrust.
    • Penetrating lunge.
    • Penetrating cut.
    • Skillfull strike.
    Special cards:
    • Rain of arrows: 5 dmg, range 5. Burst 1.
    • Eagle shot: 4 dmg, range 5. Target don't need to be in the line of sight.
    • Charging shot: step 1, 4 dmg, range 5.
    • Poisonous shot: 3 dmg, range 5. Poison 2, duration 2.
    • Venemous shot: 4 dmg, range 5. Poison 3, duration 3.
    • Rain of knives: 5 dmg, cone, range 3.
    • Chilled arrow: 5 dmg, range 5. Encumber 1, duration 2.
    • Explosive arrow: 7 dmg, range 5. Burst 1, slide back 1 (if the target is in the middle, it will randomly slide 1).
    • Supersonic shot: 6 dmg, range 5. Hard to block 3.
    • Charged shot: 5 dmg, range 5. Slide back 2.
    • Multiple shot: 4 dmg, range 5. Choose 2 differents target for this atack, each one must be within 2 squares of another.
    Traps:

    Traps are not visible for the enemy, they take effect when an enemy unit pass through them, or when they stand in the squares affected by the trap. I still don't know if they are viable, so i'm still don't sure of their duration (maybe 3 or 4?)

    • Bear trap: dmg 1, range 6. Halt, duration 1.
    • Fire trap: 5 dmg, range 6. Burn 2, duration 2.
    • Spiked trap: 7 dmg, range 6.
    • Explosive trap: 8 dmg, range 6. Burst 1, slide back 1.
    Equipment:

    I made 2 types of equipment's slots. We might choose the best one for this class. They will use the warrior's helmet.

    1) Weapon slot with 5 cards. Accesory with 3 cards. 36 cards total. Weapons can be bows, knives, crossbows. Accesories: quivers and traps.

    --------------WEAPON-------HELMET-------ACCESORY--------ARCHER SKILL

    WEAPON ------------------- ARMOR
    --------------WEAPON-------BOOTS----------
    ACCESORY--------RACIAL SKILL

    2) Weapon slot with 6 cards. Accesory with 3 cards. 36 cards total. Weapons can be bows, crossbows. Accesories can be quivers, traps and knives.

    --------------WEAPON-------HELMET--------ACCESORY--------ARCHER SKILL
    ----------------------------------ARMOR-----------ACCESORY
    ---------------WEAPON------BOOTS-----------ACCESORY--------RACIAL SKILL



    I hope you like my work! I would appreciate critics or all kind of comments. If you want to help with some ideas, cards, etc please post it here. Later i will post some armor cards, and other cards in general. I hope the developers implement this class some day.

    :)
     
    Last edited: Aug 26, 2014
    Drakkan and Sir Veza like this.
  2. The range of the traps can be less, maybe 4 or 5. There's hard for a unit to pass through the traps, that's why they are better compared to the other ranged cards, specially in PVP. Some new ideas for the traps:

    Venemous trap: 1 dmg. Poison 3, duration 2.

    Petrifying trap: 1 dmg. Stun 1, duration 1.

    Freezing trap: encumber 3, duration 2.

    Instead of an archer, this class can be named: "HUNTER" or "ASSASSIN", cause this class is hybrid, specialized in both ranged and some melee atacks, with tactical cards like traps.

    Also i like some cards like the "quick thrust", "thief's arts", "assassinate", etc. They can be very good to consider as a possible expansion cards for warriors too.
     
    Last edited: Aug 26, 2014
  3. Jade303

    Jade303 Thaumaturge

    A couple of thoughts:

    First on equipment. It should be something like Hunter Weapon / Hunter Weapon/ Special Weapon / Light Armor / Boots / Hunter Item / Hunter Item / Hunter Skill /Racial Skill.

    It doesn't make any sense to me for a ranged class to have heavy armor or a big ol' helmet.

    It does make sense to have a variety of cards available from items like traps, slings, smoke bombs, arrow tips, poison darts, throwing knives, even bolas and nets, or other useful tools . For weapons, a good hunter should have bows and spears for main weapons but also something special, short ranged and lethal, like a Hunter's Knife, Handaxe or Club.

    The idea has been around before, but we'll have to wait and see what's next on the CH To-Do list.
     
    BlackSabbath likes this.
  4. Again it isn't a ranged class, my idea was to make an hybrid class, due to their low healt they must use helmets, but light armor yeah.
     
  5. Jade303

    Jade303 Thaumaturge

    You must not understand. Where did I say it was a ranged class? Oh, right there. Well it is a ranged class, there is no such thing as a "Hybrid Class". It is what it is.
     
  6. Sir Veza

    Sir Veza Farming Deity

    I like the way you've worked this up. I really don't see traps being viable as described, and I suspect BM will tone down some of the abilities if it is implemented. It really looks more like an assassin than a hunter or archer. When the going gets tough, it's good to have an assassin on the payroll.
     
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  7. Spritz

    Spritz Kobold

    Traps don't play nice with the way movement works in Card Hunter, that is, you choose the destination square but not the path your character takes. For example, if a character walks a knight's move away, there is no way to know whether they stepped straight then diagonal, or diagonal then straight. If it is a sprint across the entire map around obstacles then the path is even more uncertain.

    Traps might work if they trigger only when a character ends a movement on the trapped square.

    Also, I think you have the Purple card quality mixed up with Green?

    But overall it seems like you have put a lot of thought into the Hunter. I don't think it's likely that Blue Manchu will be able to implement a whole new class any time soon but it's still fun to think about.
     
  8. Maybe implement another new class is too much work, i can understand that. Anyway it's funny to think about a new class in cardhunter, the game offers a lot of possibilities to think about :)

    Later i will do another thread with some card suggestions for the available classes.
     
  9. The traps trigger when an enemy unit pass through it, if there's only one way to pass between blocked terrain, or between enemy units, for example. That's why i made the traps more powerfull than normal atacks, because there's limited places to put them to be effective.
     
  10. Spritz

    Spritz Kobold

    I see now. That sounds like it would lead to some very interesting decisions about how to place traps, obstacles (like Flash Flood), and your own characters to restrict enemy movement.
     
  11. Exactly, that was my idea.
     

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