View Full Version : Priest - Divine Wrath
Jazierel
12-18-2003, 09:50 AM
An elderly man in a team colored robe with a large, black book in his hands he reads from.
Hit Points: 20
Power: ---
Armor: 0%
Blocking: 0%
Movement: 3
Recovery: 3 for movement; 7 for attack (player must pass turn before using Priest in order to have him attack - he must spend one turn with his whole team quiet so he can meditate)
Attack Pattern: Anywhere on board
Attack: Divine Wrath (ie. Acts of God) -- Randomly rotates between these three possibilities:
-- Meteor: A four space area can be selected on the board. The meteor has a 25% chance of falling in one of the spaces. Where the meteor hits it will do 22 damage, and every adjoining space (N,S,E and W and diagonal) will recieve 11 damage.
-- Flood: Priest choses a side of the board and a flood rolls across the ground to the other side, pushing all enemy units 2 spaces in the direction of the flood (except any enemy Priest). This also includes contraptions - no recovery is used by enemies moved.
-- Earthquake: The ground shakes, damaging all units for 30% of their maximum possible hit points (ex. Knight - 50 hp so damage of 15. Cleric - 24 hp so damage of 7).
Special: Enemy Priest is unaffected by any attack from another Priest.
Thoughts/ideas/suggestions... let the games begin!
bandit
12-18-2003, 03:03 PM
Its really original, I like it
Green_Night
12-18-2003, 05:38 PM
Hmm... a unit that needs the entire team to stop... that's kinda original... but I have a feeling that people would be a little pissed after their priest keeps getting hammered and breaks his focus... or his team dies around him... forcing the player to break the priest's focus and go back through the recovery time. Maybe the team silence thing could be replaced by a stat decrease, a "power drain" of sorts.
Cuathon
12-18-2003, 06:14 PM
good job
Clavat
12-18-2003, 06:17 PM
very original. how about paralyzes the whole team and is focus for one turn then attacks?
sorcererofskul
12-18-2003, 07:15 PM
now thats sum kick asss unit! u really put sum time into it! keep it up!
Jazierel
12-19-2003, 06:23 AM
I see a bit of debate about the "team silence" thing. My original idea was simply that in order to use the Priest to attack, you had to skip the turn before... nothing more. No focus or anything like that. I do kind of like the idea of instead of simply skipping that turn, that instead, the Priest would Paralize his entire team that turn, that's pretty cool too! I was just trying to come up with a "penality" that fit into the existing architecture of the game. Thanks for all of the feed back everyone!
kyrios24
12-19-2003, 06:42 AM
I think there's no reason for the 1-turn wait at all. It's a nice idea though, but maybe you could lower the recovery time if you keep it. Is that just to keep it from striking hard right away? Question: is the second damage type (earthquake) limited to enemy units?
A 7-turn wait is enormous. Besides, this unit might be weak against golds already... think mud golem. At least the beast rider can't get a 1-hit kill. 7 turns though. I mean, come on. The attacks aren't all that powerful.
Jazierel
12-19-2003, 08:56 AM
Yeah... I tend to agree with you on some of those points. I like the 1 turn wait, if nothing else, because of the uniqueness of it, but your right, perhaps the Priest's health could be raised to 22 and maybe the recovery could be raised to 5? The thing is, if you can get 3+ attacks out of the Priest he can start to do some real damage, 3 Earthquakes (if you were lucky enough to get 1 each time by chance) would do 90% damage to your enemy, minus any healing.... and yeah, the earthquake was just to affect enemy units, not friendly ones.
The other reason I made him as weak as I did was because I didn't want people crying "He's too powerful... ahhhhh!!" :D
But yeah, thanks for the feedback, good suggestions. I think health of 22 (still dies in one Knight attack) and an attack recovery of 6 would be more balanced :)
Tequila_Budgie
12-19-2003, 10:37 AM
People have posted board-range units before, including me. Whenevr this happens, the general agreement is that you could keep your unit in back behind some units and snipe everybody. This is known as turtling.
Jazierel
12-19-2003, 11:36 AM
Yep, I know exactly what you mean. That is why I wanted the low HP and high recovery (and one turn skipped before you can use him to attack). That way the unit can attack perhaps once/twice before he is killed. With an effective witch attack, or a couple knight movements, you could take the priest out in one hit. Also, I tried not to make him too strong.?. Anyways, just a reply to let you know I tried to consider turtling before creating him.
Wrath of God
12-20-2003, 09:28 PM
great unit the only problem i see is getting the game designers to make it
Kalbot Kahn
12-20-2003, 10:52 PM
I think you should make the flood do damage.
Lordofzrings
12-21-2003, 09:40 PM
for the flood what if a unit is all the way at one side and the flood comes toward it?
Jazierel
12-22-2003, 07:18 AM
Well if that were the case then the unit wouldn't move anywhere because he's already at the limit of the board. Also, I figured if the flood does damage it might be too powerful.?. Personally I like my "Horsemen of the Apocalypse" http://www.tacticsarena.com/forum/showthread.php?s=&threadid=1896 even better than the Priest now, but I still think this is a pretty cool idea, but then who doesn't like their own ideas!
bobaloodabooto
12-23-2003, 10:25 AM
what happens to units with barriers? does the earthquake break the ward's concentration and then do like 1/6 damage or 1/3 damage or none? What happens to focusing units? does flood break focus?
Jazierel
01-17-2004, 10:04 PM
Sorry it took forever to respond!
That's a great question you asked, something I didn't think of. I think it would work best of the earthquake and/or flood broke the concentration of the unit, but didn't damage/move the barriered unit. That way you would at least have that round of protection. Maybe that's making the damage too weak... I don't know. Just my suggestion.
Serge
01-17-2004, 10:23 PM
I like the concept and how you tried to avoid overpowering it but I don't like the idea of random attacks. Its a good start now if you can find a way to balance it with out making it a turtle.(or tortoise since it lives only on land?)
Check out my thread "My feeble attempt to bring FFT characters to TAO"
Please post your coments.
vBulletin® v3.7.4, Copyright ©2000-2008, Jelsoft Enterprises Ltd.