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Author Topic: New Hero: Agent Hero  (Read 170 times)

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New Hero: Agent Hero
« on: Sep 24, 2018, 01:45 AM »
Hello Guys,

Been a while hasnt it. Thought Id share a hero idea inspired by other entites in a multiverse.

I couldn't come up with a cool name and I am sure no one wants to sit here and read a bunch a filler, so I'll cut to the stats and powers.

Range:Bricks Range
HP and DPS: About Everspark with recharge time being 1 second
Speed: Either moderate or fast

Passive Ability: increases GBE gained by a small amount (1,2, or 3 depending on hero's level).

Main Ability #1: Offensive Push: Cost: 3 + 2x (x being number of times used already, abilty has a recharge of 25-30 seconds). For a small period of time, halves (or near halves) cost of ALL gunboat projectiles.

Main Ability #2: Attrition:
Cost 5 +3x. Allows all troops to regain HP equavialant to some fraction on the damage they did for a limited period of time.

Main Ability #3: Misdirection: (Compicated on paper, simple in practice)
Cost 10+7x. Click anywhere on the. base after clicking on the ability, the hero generates two circles. One around him with a radius and one where you clicked. Any shot that hits the hero's circle is misdirected into the second one, hitting anything there. Small recharge time after use.

Other abilities (just thought some up but didnt like as much):

Tampered Rewards: Cost: 3 +2x. Ability does nothing at first, if the hero survives to see the battle won, gives extra rewards. (A few balancing problems though. Perhaphs have a limit of uses?)

Final Strike:
Cost: 7 +4x. For a limited time, increases DPS to 10k, but only when attacking the HQ. Maybe a bit too OP

Artic Virus:

Cost 5 + 5x. Temporarily slows down ALL defensive buildings (or just freezes them). Could be ok, but just didnt seem too fun. Maybe this one may actually be good.

I also saw if you guys like an idea enough, you would transfer it to reddit. Id apreciate as much feedback as a forum like this can provide and if it is good enough, Id like to get a balanced but fun version into SCs hands.

Thank you all to those who read. Great to see old faces again.



Offline JBlon

Re: New Hero: Agent Hero
« Reply #1 on: Sep 24, 2018, 03:08 PM »
Hey Dmaz glad to see you made it. I'm thinking any abilities that increase GBE or reduce cost are going to conflict with the ones we already receive from the tribes. It might be too much. The one thing I really like is the Misdirection ability idea. The effect is similar to a hack if a defense within the chosen radius will be destroyed by the misdirected fire. That may or may not be feasible to them if they still don't want to allow the destruction of protos. But it has potential and sounds like a different kind of skill and timing to harness and redirect fire during the course of the battle. There may be different ways to tweek that to make it more challenging to use.

Re: New Hero: Agent Hero
« Reply #2 on: Sep 26, 2018, 07:14 AM »
Misdirection looks interesting and  Atrition looks like a suicide pact for AZ.
Atrition needs to be expensive and un spammable or AZ would never die. At least not til the ability ended, then they would all drop dead at once. Lol.

Re: New Hero: Agent Hero
« Reply #3 on: Sep 26, 2018, 05:12 PM »
I like misdirection too a bit like iceshield but time based and transferred to another area. Hmmm in fact as much as I like it that sounds op. Maybe each level you gain in it increases the percentage reduced and transferred more like iron will and not reaching 100%

Attrition has potential too since it is already in the game as vampiric whatever’s. How cool would a Halloween special hero as a vampire with this ability be? 🙂

Final strike could be that it increases damage done but also received.


I don’t see a way for offensive push to work in a balanced way. Much too powerful for early defence destruction.



« Last Edit: Sep 26, 2018, 10:04 PM by Crows Nest »

Re: New Hero: Agent Hero
« Reply #4 on: Sep 27, 2018, 05:13 PM »
Hey Dmaz glad to see you made it. I'm thinking any abilities that increase GBE or reduce cost are going to conflict with the ones we already receive from the tribes. It might be too much. The one thing I really like is the Misdirection ability idea. The effect is similar to a hack if a defense within the chosen radius will be destroyed by the misdirected fire. That may or may not be feasible to them if they still don't want to allow the destruction of protos. But it has potential and sounds like a different kind of skill and timing to harness and redirect fire during the course of the battle. There may be different ways to tweek that to make it more challenging to use.
Hello JBlon and nice title :)


When you say conflict, do you mean contradict or off balance (making an effect too overpowered). I presume you mean balancing, so I will adress it as such. Please correct me otherwise!


I admit that when the Hero would be combined with a GBE gain tribe, the extra GBE could stack fast. However, I think this is more attributed to the tribe itself as it seems to be a rare one. That said I wouldnt mind having the ability to lower GBE costs by a little (say 5-10%). This might sound OP, but at a max of 10%, a barrage would be lowered in cost by 1 the, then 2 (1.6 rounded), 2 again, then 3. Smoke wouldn't even see a savings until it reached a cost of 5. Now, could this stack with something like an barrage. GBE cost reduction tribe? Sure. Nevertheless, I once had a base (max 65 player) where I managed to GBE his HQ with a barrage tribe boost (not sure if I played less or got more). Based on this and looking at worst case scenarios, I think it would be better to make the perk do a minor GBE cost reduction.
Also thanks for the feedback on misdirection. I honestly didn't think it would be the most talked about ability. I think as long as you keep it tile per tile where the damage is done (not blanketing everything with every hit) and you keep a recharge time, it shouldnt do that much damage (as the time is little, the damage is split, and defenses have more HP most of the time (minus Bullit amd Scorchers). I defienelty think a recharge time would be helpful though (like 5 seconds).


Thanks again for the reply.




Re: New Hero: Agent Hero
« Reply #5 on: Sep 27, 2018, 05:24 PM »
Misdirection looks interesting and  Atrition looks like a suicide pact for AZ.
Atrition needs to be expensive and un spammable or AZ would never die. At least not til the ability ended, then they would all drop dead at once. Lol.


Thank you for the reply, but I respectfully disagree on the attrition. The reason I say this is an alternative to attrition would be spamming medkits on your zookas. In both cases, you get insane healing for a time for a good amount of GBE. The only problem is a lot if things can one shot zookas. In addition, attrition relies on damage, so unlike medkits, if zookas cant shoot, attrition dosent help. Also there is the fact that a troop can never go beyond 100% of its initial HP in a battle (if you interpreted attrition as allowing troops to go beyond max HP, I apologize for not being clear).


However, I do appreciate your feedback. Thanks a million :)

Re: New Hero: Agent Hero
« Reply #6 on: Sep 27, 2018, 05:56 PM »
I like misdirection too a bit like iceshield but time based and transferred to another area. Hmmm in fact as much as I like it that sounds op. Maybe each level you gain in it increases the percentage reduced and transferred more like iron will and not reaching 100%

Attrition has potential too since it is already in the game as vampiric whatever’s. How cool would a Halloween special hero as a vampire with this ability be? 🙂

Final strike could be that it increases damage done but also received.


I don’t see a way for offensive push to work in a balanced way. Much too powerful for early defence destruction.


Hello Crows Nest and thank you for your reply.


I adressed the point of misdirection above, but I am glad to see you like it :)


I honestly love the idea of attrition being brought in as a Halloween update. Cool point.


I apologize, I don't think I understand your final strike point. Can you elaborate?


The main point, and the one I put the most thought into, was the offensive push part. I think I have a different system which allows a better balance. Make the GBE costs none, but you only get 2 or 3 uses total, with an automatic recharge time of about 30 seconds. Being that you get only about 3 seconds to spam the cheap GBE, I think this is a better system. What do you think?


Also I would have multi-quoted, but I dont know how to on this platform. Sorry about that.
« Last Edit: Sep 27, 2018, 06:04 PM by DeepMindAlphaZero »

Offline JBlon

Re: New Hero: Agent Hero
« Reply #7 on: Sep 28, 2018, 09:01 PM »



When you say conflict, do you mean contradict or off balance (making an effect too overpowered). I presume you mean balancing, so I will adress it as such. Please correct me otherwise!


I admit that when the Hero would be combined with a GBE gain tribe, the extra GBE could stack fast. However, I think this is more attributed to the tribe itself as it seems to be a rare one. That said I wouldnt mind having the ability to lower GBE costs by a little (say 5-10%). This might sound OP, but at a max of 10%, a barrage would be lowered in cost by 1 the, then 2 (1.6 rounded), 2 again, then 3. Smoke wouldn't even see a savings until it reached a cost of 5. Now, could this stack with something like an barrage. GBE cost reduction tribe? Sure. Nevertheless, I once had a base (max 65 player) where I managed to GBE his HQ with a barrage tribe boost (not sure if I played less or got more). Based on this and looking at worst case scenarios, I think it would be better to make the perk do a minor GBE cost reduction.
Also thanks for the feedback on misdirection. I honestly didn't think it would be the most talked about ability. I think as long as you keep it tile per tile where the damage is done (not blanketing everything with every hit) and you keep a recharge time, it shouldnt do that much damage (as the time is little, the damage is split, and defenses have more HP most of the time (minus Bullit amd Scorchers). I defienelty think a recharge time would be helpful though (like 5 seconds).


Thanks again for the reply.





By conflict I just mean that SC will likely look at that (Offensive Push) as OP or giving too much GBE assistance due to the fact that we already almost constantly have some form of reduced GBE via the tribes.

I'm not sure if the mental picture I get from Misdirection is the same as yours. I'm thinking now that somehow it would have to select/isolate fire from one particular defense firing at the hero, or one specific type of defense rather than anything/everything that's firing at him. Otherwise, you could be redirecting the fire from 15 different defenses all onto one area or target. Kinda op. But if you want to steer the fire from one type of defense to hit something specific in the second circle then it would be interesting. Because the defenses selected and targeted might be different for everyone depending what troop combo they're attacking with. Not to mention, the ones you select might (RLs) might not do enough damage to destroy others!


What would really distinguish it from a hack though?

It also raises the question of if those defenses are already targeting the hero and not your troops, then isn't he effectively drawing fire away? And I presume this means the hero would have to be out in front of your troops, like Bullit. And he would have to have enough health to be able to withstand that fire long enough to get where you want him to be when you use that ability. So there are some timing and logistical things to consider with how that would work.
« Last Edit: Sep 28, 2018, 09:10 PM by JBlon »