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Dragonshard demo out today!
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<blockquote data-quote="Mad Mac" data-source="post: 2475478" data-attributes="member: 27873"><p>I like dragonshard so far, but I haven't been able to download the demo. As far as being D&D...it's not as bad as all that. One of the niftier things is the way all your units, (Aside from your champs. They're explained as already being high-level bad-arse types) are able to level up and gain new abilities. Every base unit in the game is a sort of mini-hero, which is one of the things that makes the game deeper that it appears on the surface. Eh, just looking at the Silver Flame units:</p><p></p><p><strong>Barbarians</strong> are dual-weilding dwarf barbarians. (Not an optimal choice, heh) Rage allows them to up their offense while dropping their "armor". As a unit, they're geared towards damage over defense, which is fairly barbarian-like. They get "Frenzy" at the highest level, which actually does up speed and hps in addition to damage--it's either a more accurate barbarian rage, or suggests they multi-class as frenzied berserkers...actually a better fit for them, I think.</p><p></p><p><strong>Clerics</strong> have healing spells, hold person, and ressurection. Pretty much what you'd expect from a support Cleric.</p><p></p><p><strong>Sorcerers</strong> have fireball, maximized fireball, feeblemind, (to prevent spellcasting) and Meteor Swarm. Not a bad interpretation of a blaster Sorc.</p><p></p><p><strong>Paladins</strong> are mounted melee powerhouses, with good mobility and phenomonal toughness. Like most Paladins though, their offensive ability isn't exceptional outside their special abilities. Trample (knocks enemies down and does minor damage) can be seen as an overrun attack, Smite differs in that's it aoe, but the principle is the same. (Allows the Paladin to be very deadly for one attack) Lay on Hands allows for personal mega-healing. (I imagine it can't be used on other units only because it would be overpowered.)</p><p></p><p><strong>Warforged Titans</strong> are set apart mostly by their sheer toughness and laundry list of immunities. They also can be repaired by Artificers, but not healed.</p><p></p><p><strong>Artificers</strong> besides being crucial for Warforged repair, focus mostly on buffing, using Bull's Strength and a high-end infusion that is basically powering up an allies weapon. I know Liquid was seriously considering giving them item crafting, but ultimately decided against it.</p><p></p><p><strong>Rangers</strong> are frail but lethal archers who can scout with their animal companions, drop caltrops to annoy pursuers, and at the highest levels, peform devastating snipe attacks. (Some suggestion from the game that they cross-train as Ootb members)</p><p></p><p><strong>Rogues</strong> sneak around, pick locks, find and disarm traps, do bonus damage when flanking, and use poison. Pretty Roguey stuff, I'd say.</p><p></p><p><strong>Archons</strong> I don't think this unit is based on any paticular celestial, but it's pretty cool...</p><p></p><p><strong>Deathless Guardian</strong> A deathless Dwarf mage isn't exactly...iconic, but it's abilities are pretty fitting, focusing on divination and undoing enemy magic. (The use of enervation as a "mana burn" spell is one of the most mangled interpretations in the game, though)</p><p></p><p> So yeah, I certainly won't argue that it could have been more D&D, but I think it's obvious that it wasn't just an afterthought, either. Though to be fair, the Silver Flame is the most 'normal' of the 3 races.</p></blockquote><p></p>
[QUOTE="Mad Mac, post: 2475478, member: 27873"] I like dragonshard so far, but I haven't been able to download the demo. As far as being D&D...it's not as bad as all that. One of the niftier things is the way all your units, (Aside from your champs. They're explained as already being high-level bad-arse types) are able to level up and gain new abilities. Every base unit in the game is a sort of mini-hero, which is one of the things that makes the game deeper that it appears on the surface. Eh, just looking at the Silver Flame units: [B]Barbarians[/B] are dual-weilding dwarf barbarians. (Not an optimal choice, heh) Rage allows them to up their offense while dropping their "armor". As a unit, they're geared towards damage over defense, which is fairly barbarian-like. They get "Frenzy" at the highest level, which actually does up speed and hps in addition to damage--it's either a more accurate barbarian rage, or suggests they multi-class as frenzied berserkers...actually a better fit for them, I think. [B]Clerics[/B] have healing spells, hold person, and ressurection. Pretty much what you'd expect from a support Cleric. [B]Sorcerers[/B] have fireball, maximized fireball, feeblemind, (to prevent spellcasting) and Meteor Swarm. Not a bad interpretation of a blaster Sorc. [B]Paladins[/B] are mounted melee powerhouses, with good mobility and phenomonal toughness. Like most Paladins though, their offensive ability isn't exceptional outside their special abilities. Trample (knocks enemies down and does minor damage) can be seen as an overrun attack, Smite differs in that's it aoe, but the principle is the same. (Allows the Paladin to be very deadly for one attack) Lay on Hands allows for personal mega-healing. (I imagine it can't be used on other units only because it would be overpowered.) [B]Warforged Titans[/B] are set apart mostly by their sheer toughness and laundry list of immunities. They also can be repaired by Artificers, but not healed. [B]Artificers[/B] besides being crucial for Warforged repair, focus mostly on buffing, using Bull's Strength and a high-end infusion that is basically powering up an allies weapon. I know Liquid was seriously considering giving them item crafting, but ultimately decided against it. [B]Rangers[/B] are frail but lethal archers who can scout with their animal companions, drop caltrops to annoy pursuers, and at the highest levels, peform devastating snipe attacks. (Some suggestion from the game that they cross-train as Ootb members) [B]Rogues[/B] sneak around, pick locks, find and disarm traps, do bonus damage when flanking, and use poison. Pretty Roguey stuff, I'd say. [B]Archons[/B] I don't think this unit is based on any paticular celestial, but it's pretty cool... [B]Deathless Guardian[/B] A deathless Dwarf mage isn't exactly...iconic, but it's abilities are pretty fitting, focusing on divination and undoing enemy magic. (The use of enervation as a "mana burn" spell is one of the most mangled interpretations in the game, though) So yeah, I certainly won't argue that it could have been more D&D, but I think it's obvious that it wasn't just an afterthought, either. Though to be fair, the Silver Flame is the most 'normal' of the 3 races. [/QUOTE]
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