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Executioner
10-13-2005, 09:21 AM
A Druid is a forest dwelling spell caster. Hence, he is out of his element participating in warfare. Despite this, he can become a very powerful force if his emotions arent controlled………

Name: Druid (Human form)
HP: 31
Armour: 0
Power: 10 (Unblockable)
Range: 2 Squares cardinal directions (only attack one)
Reducible: Yes
Unblockable: Yes
Block: 30%
Movement: 3
Wait: 3
Move Aside: Yes

Special Ability: Rage: This is NOT a focus attack. Activated same way as mud quake. This gives the druid a turn wait of 4. At the end of the four turns, if ANY friendly unit (excluding contraptions) has died the druids grief for the loss of his friend (Humans, Beast Rider and Golems)/pet (beasts) unleashes the raging beast inside. The Druid instantly changes into a Werebear. Stats below. HP is NOT carried over. When the transformation occurs, ALL status’ are removed. This includes paralysis, poison and armour. Under no circumstances will the Druid change back as once the beast is out, its out until it can no longer find enemies to slaughter.


Name: Druid (Werebear Form)
HP: 55
Armour: 10
Power: 12*
Range: 1
Reducible: No
Unblockable: No
Block: 50%
Movement: 4
Wait: 2
Move Aside: No

The normal attack is a bite rather than a slash. The bite, if hits, gives the Werebear health equal to the damage done. This is usually 12 unless the unit has less hp then it gives the remainder instead. E.g. if a muddy had 9 hp left, the Werebear would only gain 9 hp from killing it with a bite.

Special Ability: Maul:
Power: 19
Range: 1
Reducible: Yes
Unblockable: No
Wait: 2

This attack causes the unit/s that are struck to add a turn recovery as the bludgeoning force of Maul stuns them. The attack is activated the same as a mud quake attack. It attacks the straight in front. This means it must be lined up before it is used. Maul does not benefit from the Werebear’s normal hp gaining ability.

This unit is both underpowered and overpowered, which is balance in my opinion. It isn’t a offensive unit at first but it can be devastating if it can transform.

This unit is based on a role playing game I played but I tried to balance it more for tao. Second unit ever be nice but constructive criticism is always welcome and will be taken into account when editing.

Hellblazer
10-13-2005, 09:34 AM
Ok, this would die immediately. A six turn wait and 25 health? It would never turn into a werebear unless it was suppounded by knights and an LW. If you raise the health, then it would make a pretty cool unit. I like the werbear form's stats and the maul ability is pretty cool.

Executioner
10-13-2005, 11:07 AM
I was hesistant over making the first form average as then the unit would be too powerful but gimme a ball park hp figure and i'll alter it if someone else agrees, not that i dont trust your judgement but just to be sure.

Note: anyone who reviews this and not my other unit, could you give it a glance? (Battle General). Thanks.

Exe

Hellblazer
10-13-2005, 11:45 AM
Well, probably 30+ HP. That would at least give it as much a chance at survival as a pyromancer.

Executioner
10-13-2005, 12:23 PM
I have edited the hp up to 31. I hope this doesnt affect the overall opinion ofit.

Kyir
10-13-2005, 12:45 PM
it's not somthing I'd replace a unit with, with a 6 turn wait 31 health would still be bait for a muddy/whisp/spyro combo, or a DSM, pyro or a DMW, it just isnt survivable enough

Hellblazer
10-13-2005, 01:41 PM
You should probably lower the wait time to 3 turns.

legacy67
10-13-2005, 03:21 PM
Is anyone going to talk about how very overpowered the werebear is?

With a wait of one the healing ability of 12 for each attack will sustain this unit almost indefinately. Think of healing a knight every other turn and that's what you have here.

Then, of course, you have the 4 movement (IE the ability to flank) and then a 21 damage attack with a wait increase.

Whenevr a unit looks close to dying you can set the druid, then the opponent can eithe kill the unit and have this overpowered monstrosity on the loose, or let it live ot avoid it. That tactical decision is interesting, but the unit is still just too strong.

JesusCraig
10-13-2005, 03:37 PM
Actually without the maul ability it wouldn't be that bad. Of course they're going to get the werebear out every game, but 12 damage and 12 healing isn't terribly effective. It falls victim to the normal destroyer of melee units, paralysis easily as a knight, and can only be enacted when there is 9 units on the field, this means it can't effectively be used in a turtle, as each of their units is too valuable to lose and to plan on losing one is rather detrimental. That means this unit won't be stoned often, it also means that when played in another form, say a rush, that form loses a critical turn. I think its about time an anti had a unit to call their own.

Executioner
10-13-2005, 05:24 PM
Erm jesuscraig, was that post for or against the unit? Legacy, the idea is that the unit is hard to keep alive for a long time but if used tactically, it is powerful, i know that a unit should be balanced, but i beieve the weakness of the druid counters the power of the werebear. Im not sure if i made this clear butthe turn recovery on the druid has to fully expire BEFORE it changes. This means, even if you lose a unit, you have to wait for the werebear. I am contemplating lowering the turn wait to 4/5, any opinions?

Exe

legacy67
10-13-2005, 05:33 PM
I juts don't think it will be that hard to keep the druid alive, just put it in the back with the cleric. This also may be the one reason to actually have a BW in a Gold formation.

Executioner
10-13-2005, 05:44 PM
I actually had contemplated that (BW) as it would be different for gold games but a welcome change to popular strategy. I think im going to lower the turn wait for the special attack to 5 and raise the werebears normal action turn wait to 2. Opinions?

Mishra
10-15-2005, 02:17 AM
At first glance I was thinking that thias unit was underpowered, then I looked at the Werebear form, and realized thats crazy. I'm going to have to go agaisnt on this one. While the unit is good, and like Jesus said it does frostie easily enough, you can't keep something that big paralized for long. If I had something like that Chanty's and Frosty's would be prime targets for the openiong burnings not their clerics/knights. So while I say I am against it, if it gets made...I want 3. Maybe if the Maul attack also made it have to wait an extra turn and it's regualr attack made it have to wait for 2 instead of 1. But in doing that you might want to drop the wait time for the Druid down a little bit. Thus making it a little eaisier to get the Bear, but a little harder to overrun your enemy without as much as 15 damage at the end of a battle.

Executioner
10-15-2005, 05:11 AM
I have lowered the turn wait for the druid, increased the turn wait for a normal attack but i have lowered the damage for maul down to 19. I dont want to make the maul attack have a 4 turn wait so i lowered the power.

Exe

Mishra
10-15-2005, 07:12 AM
that works to. Just having something that powerful should have a decent wait time attached to it. When I saw the thing I was like 'dragon with better abilities! How is this bad?' but taking a second look at things, they seem to be quite a bit better than the first time through. (then again I'm still awake from two days ago when I tried to go to sleep. So yeah it could be that I just read things wrong.)

Deck of Jesters
10-15-2005, 10:32 AM
Name: Druid (Human form)
HP: 31
Armour: 0
Power: 10 (Unblockable)
Range: 2 Squares cardinal directions (only attack one)
Reducible: Yes
Unblockable: Yes
Block: 30%
Movement: 3
Wait: 3
Move Aside: Yes

Special Ability: Rage: This is NOT a focus attack. Activated same way as mud quake. This gives the druid a turn wait of 4. At the end of the six turns, if ANY friendly unit (excluding contraptions) has died the druids grief for the loss of his friend (Humans, Beast Rider and Golems)/pet (beasts) unleashes the raging beast inside. The Druid instantly changes into a Werebear. Stats below. HP is NOT carried over. When the transformation occurs, ALL status’ are removed. This includes paralysis, poison and armour. Under no circumstances will the Druid change back as once the beast is out, its out until it can no longer find enemies to slaughter.

Obviously, this unit in this form is horribly underpowered, but then again, it obviously wasn't intended to be used in this form either. Also, in green, I believe that six needs to be a four.


Name: Druid (Werebear Form)
HP: 55
Armour: 10
Power: 12*
Range: 1
Reducible: No
Unblockable: No
Block: 50%
Movement: 4
Wait: 2
Move Aside: No

Capable of flanking and getting healed by attacking... but a relatively low Blocking... overpowered, but not by much. Let's look at a 1 vs. 1 scenario:

Knight attacks Werebear from side. 75% chance of dealing 20 damage. WB down to 35 HP.
Werebear moves behind Knight, attacks. 100% chance for 12 damage and 12 healing. Knight has 38 HP, WB has 47.
Wait.
Wait.
Knight goes to side, attacks. 75% chance of hitting for 20 damage. WB is down to 27 HP.
Wait.
Wait.
WB flanks Knight, 100% chance for 12 damage and 12 healing. Knight is down to 26 HP, WB has 39.
Knight attacks WB from side, 75% chance of hitting for 20 damage. WB is down to 19.
Wait.
Wait.
Wait.
Knight goes to backside, guarenteed hit. WB dies.

However, odds are one of those Knight attacks will be Blocked. That means the WB will go to 31 HP, the Knight will be at 14 HP. Next possible attack for the WB, rather than attack with Bite, use Maul. Knight dies. Or, if facing off against a unit with 2 Recovery, attack with Maul. If it hits, you have a guarenteed surrender on your hands.



Overall, it is not impossible to keep the Druid alive long enough to transform into the Bear, and once in Bear form, it is overpowered. It is my opinion this unit has too much power.

Executioner
10-15-2005, 08:54 PM
Ive decided that the maul attack only hits the direction you are facing, this means it must be lined up to be used as it is a secondary attack. Does this help to balance it?

Exe