Character Design: Fire Archer

The Fire Archer was the first ranged character I designed. While designing the melee characters, I kept a brainstorm of ranged character abilities. The most straightforward of these abilities form a unified strategy: kiting. For anyone who doesn’t know, kiting is a term for the strategy of keeping a distance between yourself and a shorter ranged enemy.

Take Aim 9.15.13-01 Trick Shot 7.25.13-01 Strafe-01

Because all of the damage ranged characters deal is tied to their runes (rather than dealing some base damage) ranged characters also benefit more from leveling up, and this feature of ranged characters is especially clear with the Fire Archer. Playing a Fire Archer is a careful balance of protecting yourself by kiting, leveling up, and knowing when to convert your extra fire runes into end game damage output. The clarity of these choices are part of what makes the Fire Archer interesting to play.

Fire Arrow-01 Rapid Fire-01 Blaze-01

One of the primary challenges in designing this character was that I had so far imagined the runes in terms of melee characters. Thinking through how to differentiate each of the seven runes for the Fire Archer helped me to clarify their functions across all of the classes. It really helped me to think about each of the runes, but the impact was especially dramatic for the blood rune. Designing Hunter Shot prompted me to design a cycle with this effect for all seven characters.

Hunter Shot-01 Trap-01 Blinding Arrow 7.25.13-01

Very recently, I’ve done a realignment of what each of the runes represent. Previously there had been a lot of muddling between the runes. Steel and Blood were difficult to distinguish as they were strongly associated with single target melee attacks, and they were especially problematic for ranged characters. Steel and Sun were both associated with stuns and burst attacks. Steel, Sun and Moon were all associated with preventing damage. Each rune now has a primary effect: Sun stuns; Moon moves your foe; Steel is used for single target and burst melee attacks; Blood increases your focus; Fire gives bonus damage; Lightning is used for high movement abilities and for extra turns; and Eye lets you look at your runes. Overlaps still exist, but by identifying primary effects for each rune their identities have been clarified, at least for me. I’m particularly happy with the change to the blood rune, because it now has a clear identity of a rune that draws on inner strength rather than referring to the blood drawn from your enemy.

Reaction Trap-01-01I designed Trap to both advance the kiting strategy, and to give the Fire Archer a flavorful way to use the steel rune. I talked in the previous entry about adding reactions to characters other than the Duelist. Trap was an ability that translated well into a reaction. When looking at the Fire Archer’s ability set as a whole, changing the Trap into a reaction has one problem which is that it restricts the Fire Archer to a single +1 focus ability with movement (Take Aim). However, Hunter Shot has been added since identifying this as a problem, and may help to alleviate the issue. While Hunter Shot itself doesn’t let you move, the extra focus it provides can be used to move. I plan to test both versions moving forward and see which one makes the Fire Archer more fun for more people. I am also debating changing trap to revel 4 cards and knock down and deal 3 damage instead of stunning. Trap is a placeholder name; if I get the opportunity to expand the game, I will want to design additional traps. If I go with the knock down version, I’ll change the name to Caltrops.

Recently I’ve taken the step of identifying seven starting abilities for each character for new players. In designing these starting sets, I’ve discovered some things that are essential to a new player’s experience of the game. For example, having access to a level up is important to the feeling that you have some control over the course the game takes. Also, not having access to a high movement ability would leave a new player with the impression that ranged characters have no way to escape from melee characters. On the other hand, high damage game enders are not very important to a new player’s experience, but they are intriguing cards to gain access to in the second game.

Onward

Next up, I’ll go through the design of the Lightning Mage, and the process of redesigning the Lightning Mage into the Storm Caller. The Storm Caller inspired a new mechanic, which I’m now using for several of the characters.