HoN Lore Blog #5

A while ago, the topic of Cooldowns was brought up in the thread.).

Mana management and cooldowns are much, much different in the story. They will of course be manipulated by me to suit the story as it goes, but I will follow through with some version of cooldowns and mana management. It’ll be purposeless for the reader to try and figure out a scale (Nymphora can only use her ult once a day! That means 24 hours in story equals to 60 seconds in game!) nah, that’s not right. I’m not scaling based on anything, since the cooldowns in game are for balance only and can be changed by S2 at any time they feel like they need to change it. So while skills in the story will have a definite cooldown, it won’t follow any specific rules except that there WILL be a cooldown.

SPOILER ALERT. IF YOU HAVE NOT READ PAST CHAPTER 25, DO NOT READ THE REST OF THIS BLOG POST UNTIL YOU HAVE.

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Mana management will also be much different. The ingame mana usage is for balance issues as well. For instance, Witchslayer in the story uses no mana to use Silver Bullet; it seems counterintuitive. However, no mana Silver Bullet in the game would be an almost game breaking buff. Likewise, heroes like Swiftblade, Gladiator, and Jereziah do not require mana. Again, mana for them is a “resource” element used in the game as a limiting factor for balance. When one considers it, there should be very, very few reasons as to why warriors would bother to learn magic. Although Jereziah is a bit different (his revolves around prayers), and Gladiator’s was mostly something limited to the Arena anyways. Swiftblade doesn’t “use” mana for an entirely different reason (and a VERY important/interesting one at that) but it will be explained in the far off future.

Someone mentioned that heroes should not be limited to their 4 skills in the game. I totally agree with this. I’m actually in the process of deciding what’s possible for heroes and what’s not right for them. Pyromancer is my current test subject (as she’s used more than just her 3 in game spells by now), but I’ve yet to describe them in as much detail as her “real” spells. Nor will I name them to distinctively make them separable unless an occasion comes up where it seems logically possible; I adamantly refuse to have ANY of my characters shouting out skill names in the middle of battle unless there is a reason for it (and it will have to be a very GOOD reason too). It looks stupid, plays out stupid, and makes me feel stupid.


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