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Cardplayer89
09-01-2005, 08:12 PM
Green is for edits.

From the darkest, deepest areas of the unknown world, there lives a select few beasts of which possess grandeur strength and control of fire beyond imagine. They influenced the shape of the continents, the heat of the core, but they never could affect the surface of the globe above them... until now. Having finally harnessed the power of volcanoes, these beasts rise to the surface, ready to do battle whereever battle is to be found. Unfortunately, the cooler enviroment, in addition to the moist atmosphere, dampens their capabilities.

Apperance: Humanoid apperance, however, its clothing consists of pitch black armor that looks glassy (obsidian, but stronger... somewhat...), and it's skin is in your team's colors.

Just to be clear...
Up is North
Down is South
Left is West
Right is East
on ALL diagrams

The Rifter (Creature)
HP: 45
Armor: 10
Blocking: 40% front, 20% sides
Recovery: 3 turns
Movement: 3 squares
Attack: 15 for Flames/5 for Rift
Attack Pattern:
1. Flames- Pillars of flames erupt from the 8 squares around The Rifter, dealing 15 damage (non-blockable, armor applies) to friend and foe.
EX:
XXX
XRX X=Pillar square
XXX R=The Rifter

2. Rift- Divides the arena in a straight line, shown by the entire row of tiles dropping out from view. The row is determined by the direction The Rifter is facing (divides along his sides).
EX:
XXXXXRXXXXX (The Rifter is facing North or South)

X
X
X
X
X
R
X
X
X
X
X (Rifter is facing East or West)

Units standing on the rift formed will be "knocked off" (paralyzed units are moved, but not un-paralyzed) backwards or to their right, depending on which direction the rift is formed. If there is a unit on their right, that unit jumps to the right, opening a spot (or backwards). If the rift is formed along the wall of the arena, all units on the wall are knocked towards the center (off the rift). The Rifter follows this action as well. 5 blockable damage is issued to each unit on the Rift (including The Rifter). The rift will last for 2 rounds, in which no unit may physically cross the rift (only the Dragon Tyrant is exempt from this rule, as it can fly over the rift. Mud Golems would not be able to cross the rift due to the air in between the spaces. Same reason for the Wisp). NOTE: DMW, Mud-quake, Wisp attack, etc. STILL CROSS THE RIFT, with the rift counting as one square of attacking distance. In the event a Ward is caught in the rift, the rift would stop at the Ward due to the magical imbuements of the earth it sits on. 5 damage is still issued to the Ward. If one rift strikes another, the rift is not affected, and continues to spread across the board, as the rift is formed from inside the earth up.
EX:
XXXRXXXWOOO (Rifter is facing North or South)

X=Damaged squares
R=The Rifter (damaged as well)
W=Ward (damaged as well)
O=Unaffected squares

Uhm... I don't think I missed anything, I'm not going to write how this unit can be used because everyone could use it differently. -crosses fingers and prays Legacy finds fewer than 20 flaws- :D

Cardplayer89
09-01-2005, 08:26 PM
Oh yeah, by the way, this wasn't based upon the Cultist, although the Rift attack seems similar to it.

legacy67
09-01-2005, 08:47 PM
-crosses fingers and prays Legacy finds fewer than 20 flaws- :D

I'm begining to become notorious I guess. :cool:

Well, lets first compare this to the DT, as that is where I see this going (although I notice you didn't make this count as 2, that alone could make it overpowered):

The Rifter (Creature) / Dragon Tyrant
HP: 70 / 68
Armor: 10 / 16
Blocking: 40% / 40
Recovery 4 / 3
Movement: 2 / 4
Attack: 20/5 / 28

They are fairly similar, the Rifter is stronger, but slower. The main differnce I see is in the "Maximum Effective Damage". Now I know that it would have to be on purpose, but technically the Rifter could deal 160 damage on purpose.
Now the more likely scenario will be anywhere from 40-80 as one will always try to get at least two, will be able to get 3 with some regularity, and on occasion (maybe once evry 1 or 2 games) be able to hit 4 at a time.

This is, in my opinion, the penultimate rushing unit. I know that sounds strange since it is so slow, but it's true. You set this guy up on the front line, get him in deep and attack (on a first move 40-60 is likely) then you barrier him. That or you send in flanking scouts to finish off the weaker units. Heal, then send him in deeper on the next turn. Or if your opponent has come at you with melee attackers, stay where you are and attack (I assume recovery is different depending on whether or not you move or attack without the other). You can stay there and rail or move back and heal up.

But think, sending this deep into enemy territory would yeild multiple kills before anything could be done.

My advice:

You can go one of two ways

1. Lower the recovery to 3, up the movement to 3, and make the damage something like 10-12. That way it can't just rail on everything

2. Raise movement to 5, lower wait to 1 (or 2), lower the Hp maybe even below 40 (40 is the max you want it but i reccomend 30-35), and only lower power to 15. That way it can still 2 hit mages but wont be an overpowering hulk, more of a quick strike unit, in and out.

I'm not really sure of the point of the rift itself. It seems to last much to short to be of any real tactical value.

Overall, the unit is pretty cool. Its reltively unique and fairly well thought out.

If I had a vote, this probabyl wouldn't get certified, but I give it a solid review.

Nice potential, just needs a little work. ;)

Cross Punisher
09-01-2005, 09:31 PM
How are wards, and paralyzed units effected by the rift, and what is the rifts main purpose in general?

Cardplayer89
09-02-2005, 04:51 AM
hm... I never even considered people barriering it, lol, I haven't seen a gold with a Barrier in forever. I already told you how Wards are affected... although... I'm going to change it from jumping backwards to being knocked backwards (to the right, etc.) so as Paralyzed units remain paralyzed.

Also, now that the rift has a 2 turn lifespan, the purpose of the rift is to:
A. Defensively-stops people from agressing upon your territory with anything but the DT and ranged units. Even Muddies can't cross (uber-plus :D).

B. Offensively- You could use this to push a person's entire front line backwards, making for an easier time to put a few mage attacks into a dense concentration of people. (If the other person doesn't rift your front line first, lol)

Cardplayer89
09-02-2005, 05:01 AM
My advice:

You can go one of two ways

1. Lower the recovery to 3, up the movement to 3, and make the damage something like 10-12. That way it can't just rail on everything

2. Raise movement to 5, lower wait to 1 (or 2), lower the Hp maybe even below 40 (40 is the max you want it but i reccomend 30-35), and only lower power to 15. That way it can still 2 hit mages but wont be an overpowering hulk, more of a quick strike unit, in and out.

I'm not really sure of the point of the rift itself. It seems to last much to short to be of any real tactical value.

Overall, the unit is pretty cool. Its reltively unique and fairly well thought out.

If I had a vote, this probabyl wouldn't get certified, but I give it a solid review.

Nice potential, just needs a little work.

Wheeeeee, one that finally didn't get shredded :p

I used a couple of your suggestions, and changed the Rift time to 2 turns and his recovery to 5 (long time, I know, but I didn't intend this unit to be a rushing unit). Uhm.... changes... changes... lemme try to figure out what I changed, lol.

Old/New
HP: 70/55
Movement: 2/3
Attack: 20 for Flames/15 for Flames

I think that's pretty much it.

EDIT: I also remembered at school today... "What happens if Rift hits Rift?" So I answered the question in the rift attack section, at the end.

Cardplayer89
09-02-2005, 07:12 PM
Needs a bump... I fear people have forgotten to see my edits :( lol :D

Kyir
09-02-2005, 07:49 PM
I want a awnser to CP's question, what happens to wards/parilized units that are stuck in the way

Cardplayer89
09-02-2005, 07:53 PM
I already answered him.

[COLOR=Yellow]Units standing on the rift formed will be "knocked off" (paralyzed units are moved, but not un-paralyzed) backwards or to their right, depending on which direction the rift is formed.
Put lots of words here.
In the event a Ward is caught in the rift, the rift would stop at the Ward due to the magical imbuements of the earth it sits on. 5 damage is still issued to the Ward. If one rift strikes another, the rift is not affected, and continues to spread across the board, as the rift is formed from inside the earth up.
End quotes.

I give up... the second quote is supposed to be yellow as well.

Kyir
09-02-2005, 08:10 PM
I already answered him.


Put lots of words here.

End quotes.

I give up... the second quote is supposed to be yellow as well.

im not sure but I think anytihng inside quotes needs seprate brackets

Cardplayer89
09-02-2005, 08:12 PM
lol, the first sentence was to say i've answered him, the second non quote was to show there's lots of words in between the 2 quotes, and the 3rd was to show that's all the quotes i needed. Also, the 4th one was because that's my 4th attempt to make the quote yellow...

Cardplayer89
09-03-2005, 09:31 PM
Bumped because it needs to be graded by people!!!! And Legacy hasn't re-evaluated my changes yet :P

Sir Vivian
09-04-2005, 07:17 AM
Sir Vivian thinks it blows.

It's attempting to be an uber unit. Therefore: No.

Cardplayer89
09-04-2005, 07:30 AM
Uhm... perhaps Sir Vivian could be a little more descriptive? lol, I mean, "It is attempting to be an uber unit"...

The greatest attack power it has is 8 boxes of 15, and a recovery of 5 makes that incredibly hard to do anything more than one attack of 15 if you are rushing. The rift does a whopping damage of 5... I'm not quite so sure what you mean by "uber unit" I guess.

ironhorse123
09-04-2005, 07:52 AM
8 BOXES ON 15? That reminds me of a super muddy.

I haven't read the unit just going by what Cardplayer said.

Cardplayer89
09-04-2005, 07:53 AM
Uhm... except the Muddie has a recovery of 2, this unit has a recovery of 5. It is not made to be an assault unit.

EDIT: I dropped his health to 45, I think 55 is simply too high.

legacy67
09-04-2005, 12:43 PM
I don't think the recovery needs to be 5, 4 should more than cover it. Mabe even 3 if the HP is only 45. I'm not sure yet about my final opnion, but I don't think a recovery of 5 makes this an effective unit.

Cardplayer89
09-04-2005, 01:13 PM
hm.... -thinks-
-feels immense pain-

Ah... I remember why I made it 5... the rift lasts 2 turns, and he could, theoretically, rift over and over, however, with each rift, his own side would become limited by one more row... so there wouldn't be much of an advantage to continous rifting... so the debate is 3 or 4 recovery?

I think I like 3... as recovery is only 1 for moving, 2 for attack, whereas 4 is 2 for moving, 2 for attack.