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Elektra
10-12-2005, 10:21 PM
In mythology, nymphs are members of a large class of female nature spirits, frequently seen around gods and goddesses. It is commonly believed that the nature of the gods' power come from these beautiful and innocent nymphs.

Nymph - Female Spellcaster
HP: 22
Attack: ---
Armor: ---
Block: ---
Movement: 3
Range: 5
Recovery: 3 (with movement), 2 (without movement, with attack), 0 (with movement, no attack)

Special Abilities
The nymph can attack ANY unit within 5 squares, regardless of LOS. Once "attacked" a lasting effect remains on the attacked unit UNTIL THE UNIT ATTACKS.

Effects (only lasts until the blessed unit attacks): +10HP (only until maximum is achieved. a blessed knight w/ 45 HP will only get its HP raised to 50). --- HEALING IS DONE ONLY ONCE (when nymph attacks the unit)
Blessed unit's attack with ALWAYS happen regardless of attacked unit's blocking.
Blocking increases 10% on all sides EXCEPT the back. (only if the unit HAS blocking to begin with. clerics, enchantresses, etc, will not block regardless)

Tactics: Use the nymph to heal weak units. (Good to use if cleric is recovering)
Use it to raise blocking. (A DMW or Pyro has slightly better chances of staying alive)
Use the nymph to make sure an enemy unit's blocking wont stop the attack. (If a knight has only a little HP left, use a blessed scout from far away to attack, while still staying in base)

EDIT: attack does not disrupt focus.

-Elektra

Arsakon
10-12-2005, 10:31 PM
Once "attacked" a lasting effect remains on the attacked unit UNTIL THE UNIT ATTACKS.
[...]
Blessed unit's attack with ALWAYS happen regardless of attacked unit's blocking.

Kind of contradicting.

Also, is the healing done at the beginning of every turn or just when the attack is initiated?

legacy67
10-12-2005, 10:33 PM
Here are my three basic problems with this unit design.

1. Unblockable scout or GA attacks are too dangerous. This allows a front hit at any time, and that is not a good thing. Think of just walking straight up to a knight and poping him one in the face every time. This takes away the tactical properites of formation and blocking.

2. A 10% increase in blocking is very very strong. The only unit that messed with blocking that I liked was the Storm Golem by Cross Punisher. This increases blocking on top of all the other abilities.

3. Leave healing to the cleric. The cleric does a great job of healing units and doesn't need any help. Any change to the healing dynamic can throw off the whole balance of the game. The ability to heal a unit of 22 damage in 2 turns can literally drag a unit out of the grave.

All in all, you put some good thought into this unit, but there are a couple of snags in the design.

Elektra
10-12-2005, 10:38 PM
Kind of contradicting.

Also, is the healing done at the beginning of every turn or just when the attack is initiated?sorry, bad choice of words on my part. I meant that the unit remains "blessed" until the unit attacks another unit, then the blessed-ness goes away. The attack that the blessed unit makes will always hit. And the healing is done ONCE when the nymph attacks the unit.

"3. Leave healing to the cleric. The cleric does a great job of healing units and doesn't need any help. Any change to the healing dynamic can throw off the whole balance of the game. The ability to heal a unit of 22 damage in 2 turns can literally drag a unit out of the grave."

-healing is only done once

legacy67
10-12-2005, 10:53 PM
I know that the healing is done only once. If you back to back with the cleric and the Nymph yhou can heal 22 damage in 2 turns. If you don't move these two units, you can heal large amounts of damage in very little time. I understand the healing and I still think it is not a good idea.

Cross Punisher
10-13-2005, 05:59 AM
2. A 10% increase in blocking is very very strong. The only unit that messed with blocking that I liked was the Storm Golem by Cross Punisher. This increases blocking on top of all the other abilities.Nope my unit didn't mess with blocking. An increase in blocking of such a small amount is useless because the whole thing is random. It just leads to more blocking rants about how a knight with 90% blocking was hit from the front.

Hellblazer
10-13-2005, 06:31 AM
Well, this unit doesn't seem too bad. It's basically the cleric's sidekick. The ability could come in good use for, let's say, a pyromancer going into enemy territory. Just up his HP to 40.
The only thing that seems like a downside to this unit is the 22 health. Why not just give it 30 health?

legacy67
10-13-2005, 02:19 PM
Nope my unit didn't mess with blocking. An increase in blocking of such a small amount is useless because the whole thing is random. It just leads to more blocking rants about how a knight with 90% blocking was hit from the front.

Sorry about that cross, don't know what happened to my brain.