Shrines of War, Protection, Divinity, & Wind

Samurai Legends
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  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: Thanatos_820 - tegeus-Cromis - nooK - Viziroth - PhiniX - Forbidden - Anonymous - Anton
  • Forum: Samurai Legends
  • Forenbeschreibung: Official forums
  • aus dem Unterforum: Ideas
  • Antworten: 13
  • Forum gestartet am: Mittwoch 06.10.2004
  • Sprache: englisch
  • Link zum Originaltopic: Shrines of War, Protection, Divinity, & Wind
  • Letzte Antwort: vor 17 Jahren, 4 Monaten, 19 Tagen, 34 Minuten
  • Alle Beiträge und Antworten zu "Shrines of War, Protection, Divinity, & Wind"

    Re: Shrines of War, Protection, Divinity, & Wind

    Thanatos_820 - 25.11.2006, 06:13

    Shrines of War, Protection, Divinity, & Wind
    I was wondering if some of my ideas can be used since I don't think nooK used my ideas :(. So, I'm suggesting a few shrines since all of the heroes I was thinking of :), are taken sadly :cry:.

    NOTE: All 4 shrines cost the same as any other shrine.

    Shrine of War

    This shrine, when built near an outpost/dojo, grants a aura that raises the damage of allied units by 15% in a 900 radius. This is perfect when your outpost/dojo is suffering major attacks from your enemy since your army will have the advantage when allies are spawned. This provides the upper hand of your army when under siege.

    Shrine of Protection

    This shrine, when built near an outpost/dojo, grants a aura that raises the armor of allied units by 3.5 in a 900 radius. This is perfect when your outpost/dojo is suffering major attacks from your enemy since your army will have the advantage when allies are spawned. This provides the upper hand of your army when under siege.

    Shrine of Divinity

    This shrine, when built near an outpost/dojo, grants a aura that raises the health regeneration and mana regeneration of allied units by 3% in a 500 radius. This is perfect when your hero is suffering severe injuries and need a quick stop.

    Shrine of Wind

    This shrine, when built near an outpost/dojo, grants a aura that raises the speed and attack speed of allied units by 25% in a 900 radius. This is perfect when you're going slow and you don't have any scrolls of teleportation.

    I hope at least one of these shrines are used :D!

    If there any comments or concerns about these shrines, just post it!



    Re: Shrines of War, Protection, Divinity, & Wind

    tegeus-Cromis - 26.11.2006, 08:22


    Quote: Shrine of War

    This shrine, when built near an outpost/dojo, grants a aura that raises the damage of allied units by 15% in a 900 radius. This is perfect when your outpost/dojo is suffering major attacks from your enemy since your army will have the advantage when allies are spawned. This provides the upper hand of your army when under siege.

    Shrine of Protection

    This shrine, when built near an outpost/dojo, grants a aura that raises the armor of allied units by 3.5 in a 900 radius. This is perfect when your outpost/dojo is suffering major attacks from your enemy since your army will have the advantage when allies are spawned. This provides the upper hand of your army when under siege.

    Not a bad idea, but we certainly don't need two shrines that fulfill the same function in different ways.

    Quote: Shrine of Divinity

    This shrine, when built near an outpost/dojo, grants a aura that raises the health regeneration and mana regeneration of allied units by 3% in a 500 radius. This is perfect when your hero is suffering severe injuries and need a quick stop.

    Unnecessary. The Shrine of Merchants already distributes free pots.

    Quote: Shrine of Wind

    This shrine, when built near an outpost/dojo, grants a aura that raises the speed and attack speed of allied units by 25% in a 900 radius. This is perfect when you're going slow and you don't have any scrolls of teleportation.

    Unnecessary. The Shrine of Merchants already distributes free TP scrolls.



    Re: Shrines of War, Protection, Divinity, & Wind

    nooK - 26.11.2006, 10:50


    Thanks for your ideas Thanatos, Shrine of War/Protection seems interesting but I´m not sure, would like to hear some more comments.



    Re: Shrines of War, Protection, Divinity, & Wind

    Thanatos_820 - 26.11.2006, 22:50


    tegeus-Cromis wrote:
    Not a bad idea, but we certainly don't need two shrines that fulfill the same function in different ways.

    Unnecessary. The Shrine of Merchants already distributes free pots.

    Unnecessary. The Shrine of Merchants already distributes free TP scrolls.

    1. Then how about a Shrine of Command? Raises armor by 3 and damage by 10% in a 900 radius.

    2. Pots??? What do you mean by that? The Shrine of Merchants doesn't give a regenerative aura.

    3. I don't think you read the whole post. It says:

    Quote: Shrine of Wind

    This shrine, when built near an outpost/dojo, grants a aura that raises the speed and attack speed of allied units by 25% in a 900 radius. This is perfect when you're going slow and you don't have any scrolls of teleportation.

    If you still don't get it, review the bold letters.



    Re: Shrines of War, Protection, Divinity, & Wind

    tegeus-Cromis - 27.11.2006, 05:59


    Quote: Then how about a Shrine of Command? Raises armor by 3 and damage by 10% in a 900 radius.

    Sounds good to me.

    Quote: Pots??? What do you mean by that? The Shrine of Merchants doesn't give a regenerative aura.

    Pots = potions. The Shrine of Merchants distributes them for free.

    Quote: This is perfect when you're going slow and you don't have any scrolls of teleportation.

    I have addressed this.

    Quote: raises the speed and attack speed of allied units

    There is a legend for this purpose.



    Re: Shrines of War, Protection, Divinity, & Wind

    Viziroth - 27.11.2006, 06:13

    Re: Shrines of War, Protection, Divinity, & Wind
    Thanatos_820 wrote: Shrine of Divinity

    This shrine, when built near an outpost/dojo, grants a aura that raises the health regeneration and mana regeneration of allied units by 3% in a 500 radius. This is perfect when your hero is suffering severe injuries and need a quick stop.!
    umm there are fountains by outposts and the dojos are in town where there's a fountain and shops. Plus the merchant shrine with the free pots and stuff...
    So yeah agree w/ tegeus on that

    Thanatos_820 wrote: Shrine of Wind

    This shrine, when built near an outpost/dojo, grants a aura that raises the speed and attack speed of allied units by 25% in a 900 radius. This is perfect when you're going slow and you don't have any scrolls of teleportation.

    Umm yeah also free TP w/ merchant and the legend... so again agreeing w/ tegeus


    Thanatos_820 wrote: Then how about a Shrine of Command? Raises armor by 3 and damage by 10% in a 900 radius.
    That sounds good

    as tegeus said war and protection serperatly doesn't make sence, 2 shrines doing more or less the same thing but w/ a different path is redundent and superfluous...much like using redundent and superfluous to describe the same thing in the same sentence...



    Re: Shrines of War, Protection, Divinity, & Wind

    nooK - 27.11.2006, 14:29


    Hm what units should be affected by the Shrine of Command? Towers and spawns? Heroes too?



    Re: Shrines of War, Protection, Divinity, & Wind

    PhiniX - 27.11.2006, 15:47

    Re: Shrines of War, Protection, Divinity, & Wind
    Thanatos_820 wrote: I was wondering if some of my ideas can be used since I don't think nooK used my ideas :(. So, I'm suggesting a few shrines since all of the heroes I was thinking of :), are taken sadly :cry:.

    NOTE: All 4 shrines cost the same as any other shrine.

    Shrine of War

    This shrine, when built near an outpost/dojo, grants a aura that raises the damage of allied units by 15% in a 900 radius. This is perfect when your outpost/dojo is suffering major attacks from your enemy since your army will have the advantage when allies are spawned. This provides the upper hand of your army when under siege.

    Shrine of Protection

    This shrine, when built near an outpost/dojo, grants a aura that raises the armor of allied units by 3.5 in a 900 radius. This is perfect when your outpost/dojo is suffering major attacks from your enemy since your army will have the advantage when allies are spawned. This provides the upper hand of your army when under siege.

    Shrine of Divinity

    This shrine, when built near an outpost/dojo, grants a aura that raises the health regeneration and mana regeneration of allied units by 3% in a 500 radius. This is perfect when your hero is suffering severe injuries and need a quick stop.

    Shrine of Wind

    This shrine, when built near an outpost/dojo, grants a aura that raises the speed and attack speed of allied units by 25% in a 900 radius. This is perfect when you're going slow and you don't have any scrolls of teleportation.

    I hope at least one of these shrines are used :D!

    If there any comments or concerns about these shrines, just post it!

    My opinion on those are these ...

    - Shrine of War / Protection and Wind are good ideas but i would fix them into one Shrine ... for exsample Shrine of the old Dynasty :

    Gives nearby units an attack and movement bonus of 10 % an dmg bonus of 10 % and an armor bonus of 1.5 also the towers are boosted of these with 5% attackspeed bonus and 5% attack dmg bonus. This "powerup" for the allies will just be for units and buildings not for heros .. area of effect = 600 - 750 i would rather say .. u can change that :D

    but Shrine of Divinety is definetly to strong atm ... 3% life per sec ... think of the Yari Samurai he has 2000 hp without any item bost on lvl 20 ( sry if im wrong at that ) and now think of 3% of that hp every sec ... definetly to strong .. so i would say this shrine is useless .. cause they are already wells with and hp mana reg of 2% and an range of 200 ( sry if im wrong on that either ^^ ) so it would be useless and to strong in my opinion ... just my thoughts about ...

    --~Ty ur PhiniX~---



    Re: Shrines of War, Protection, Divinity, & Wind

    Forbidden - 27.11.2006, 19:26


    Whatever you decide to do, don't name it "Shrine of the Old Dynasty"!

    Dynasties were in China...not Japan afaik...



    Re: Shrines of War, Protection, Divinity, & Wind

    Viziroth - 30.11.2006, 04:47


    The shrines should def affect the units, maybe half buff to heros would be nice...eh, not so key on buffing towers. This is what I think at least.



    Re: Shrines of War, Protection, Divinity, & Wind

    Anonymous - 30.11.2006, 18:37


    Forbidden wrote: Whatever you decide to do, don't name it "Shrine of the Old Dynasty"!

    Dynasties were in China...not Japan afaik...

    Then a Shrine of Clans, because there were clans in Feudal Japan.

    Sorry, I forgot to log on, if you ask who this is, it's Thanatos_820.



    Re: Shrines of War, Protection, Divinity, & Wind

    Anonymous - 07.12.2006, 03:51


    ok i dnt mean 2 sound rude but these and your other 4 shrine ideas lack value. i can se tha they would be usfull in som situ ations but for the most part if you are fighting near your dojo/outpost u r in serious troble(porbly cos you wasted 3000gold and 10 honor on somethgin that only help you when your getgin your ass kicked), and if your nt then the amount of time a 900 aoe awra will be of use dose nto in my opinion warent the cost. also geting 1 posbley 2 extra honor for a kil is nt that great a shrine idea, this si becuse you could spend the cost of the shrine to get beter ways of killing the enimy heros. also shrines that are the equvilent of moon wells?? um as already said this just sounds nt that help ful. it could be interesting( but mabe nt that usful or nessasary) if it ever say 2 secs it healed ENY unit on the feild of play on your team for some small amount of hp. i can see that you are trying to give valued ideas but i also get the feeling that you hav not played alot of games of SL and need to if you truly wish to give ideas for inprovemnts.

    p.s.i can see the value of a shrine that can increse the power of your towers and units thow. becuase at the end of a game it becomes very easy to kill all 4 towers at an out post with 1 push(espeshily with lvl 5 rain of arows). this would make this more chalanging but alos the balanceing would be hard. these shrines would make the early and mid games hoible if a team were 2 rush this shrine for the top and botom lanes (wich we all no are vital).

    p.p.s. soy bout the spelign i hav a genetic learning dificulty and am doing my bets :P hope this si all understandable and usful. also i havent made many posts becos my clan cheftans seem to be able to cover most things quite well. and dnt leave me much 2 say. also thows of us who play SL alot no that we would much rather see the bugs and unbalnces fixed than see all this new stuf come in that would change the tone of SL. i hope this si help ful to all thows that read it and espeshily thows that are new or un experenced :)



    Re: Shrines of War, Protection, Divinity, & Wind

    Anton - 07.12.2006, 03:55


    i apoligise for not logign in for the above post. man i fell sily. wel now you know where to adress your critisim. :)



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