View Full Version : Unraveler (Revised)
Mishra
10-16-2005, 01:40 AM
Unit Name: Unraveler
Hp: 35
Power: 10
Range: 3 (Pyro)
Armor: -
Movement: 2
Wait: 3 (1 if just moving 2 if just attacking)
Special: Drain: If a unit ends it's turn inside of the area of effect (attack range [pyro]) then their armor will be reduced by 10. (not including units without Armor Ratings) This 10 points of armor will be distribted evenly among the Unravelers allied units. (If you are using a unit that counts as two units [i.e. Dragon Tyrant] then it will recieve twice as much of the armor as what the other units would recieve.) This does not ignore allied units from non allied units. If the Unraveler would move himself to where a unit would drop out of his area of effect ability that unit automatically gains the 10 armor back and the Unravelers allies lose their bonuses. (This ability does not effect stoney's armor spell. It only effects natural armor.) This area of effect will go away if the Unraveler is Paralized, or Poisioned.
Attack: Crushing Will: The Unraveler crushes the enemy units simply by will. This attack does 10 damage to each unit in the range of the unraveler. This attack is not blockable and cannot be reduced by armor ratings. This attack is used the same way as the clerics 'attack'.
This is the other one of my units that I was told that I didn't think through. You can find it under the thread title Necromancer. I took a half of an hour once again to think of how I wanted this unit to work, and decided that this would be the best way.
x-useme
10-16-2005, 01:48 AM
I'm not too fond of the name. Everything else sounds cool though
Mishra
10-16-2005, 01:57 AM
I just thought that the name sounded nice...not a real big deal one way or the other.
Executioner
10-16-2005, 06:31 AM
I like this much better than the other one, its not as complicated and is more useable. Mcuh better.
Exe
Hellblazer
10-16-2005, 07:43 AM
Other unraveler: 0
This Unraveler: 1
This is a good remake. It would be quite useful in any game. Nice work.
Mishra
10-16-2005, 05:54 PM
Thanks for the complements. But I really would like someone to help me out by letting me know weather or not they think that the abilities are to much for the HP and the like. This unit could get other units armor up like crazy witht his ability. I just am stilll unsure weather or not it is a little to powerful.
Executioner
10-16-2005, 06:12 PM
Actually i think its underpowered as once the enemy unit moves out of range it gets all its armour back. I personally think that only half of the removed armour is returned and the rest is lost. This gives it a more meangingful attack and can make it more worthwhile. The rest of the stats seem fine.
Exe
Mishra
10-16-2005, 06:30 PM
But for me to do that I think it would be thrown just a little on the overpowered side. I mean I wouldn't like it very well if out of nowhere I had a knight who after waltzing into the area unwhitingly lost 5 off his armor permenant. Now say if the armor stayed gone until the next time the Unraveler could attack. Would that be better?
Executioner
10-16-2005, 06:40 PM
Giving it the ability i suggested or maybe a slighlty weaker verion eg 3 or 4 permenant loss will make it a good unit for defending an area aginst melee units.
Exe
Deck of Jesters
10-16-2005, 06:49 PM
I do not like permanent Armor loss, it either doesn't do enough or it does too much.
However, I have a question about the attack. Does the 10 damage get inflicted to all the units within 3 spaces?
Mishra
10-16-2005, 07:30 PM
yes it will effect all the units within three spaces. This gives the Unit a minus 10, and presuming you don't have a dragon on the board your units will all get a +2 on their armor. However this also effects your own units, so if you moved your knight in there to take care of the DSM with 3 HP and his back to you, then your knight would lose 10, and only gain 2.
Deck of Jesters
10-18-2005, 05:00 AM
Sorry that I didn't get to this last night, dad hijacked the computer, so I couldn't write my review. If it's incomplete, it's because I had to go, I'll finish it up when I can.
Well, it is certainly better thought out. However, the Armor thing is too weak to be useful. A single enemy unit walking away from the AoE gains their Armor back, and your entire team loses the bonus. Also, the damage attack is completely reversible by a single Cleric heal, whereas the Pyromancer has greater odds of killing the targeted unit (11 damage to an un-Stoned Knight).
Considerably more original and thought out than the last time, but it's simply too underpowered to be effective.
Executioner
10-18-2005, 05:38 AM
i just thought of a funny use. You could put in it your own back line, suck armour off knights, stoney, assassin or lw if possible. if you got all these units (which is unlikely) They all lose 10 armour, for the knights its no biggy as they have high blocking. For the stoney its no biggy as hes stinking tough and you dont want him to get hit anyway. Assassin would be a biggy but then again it would alter the damage done by certain units, possibly allowing for an explosion. Lw, no biggy, if they have dsm and pyro it's probably die anyway, if not it should live anyway. So thats gives us 60 armour to redistribute. So all units gain 6 armour. This brings the loss to the units down to 4 which is pretty meager but this could help a cleric survive aginst scouts and it would help your scouts survive if you dont armour them. It was just a thought.
Exe
Mishra
10-18-2005, 08:56 AM
That was the gernearl purpose of the unit. not to really take all that much off of the opposition, but it could be used oh so much to just beef your own units, by sapping your units. but then comes the fact that if you have that big of a cluster, forget them hitting your ward, they are gonna put the DSM/Pyro right to where he can puch your units pretty hard. Or at least I would.
Deck of Jesters
10-18-2005, 04:50 PM
Which is exactly why this unit is underpowered. Again, if your units move out of the AoE, you lose any gain you got when you cast this spell. Also, a DSM (as you just showed) would dominate any group you cast this on.
There is no way I can think of for you to balance this unit to where it isn't either over or under powered. It was an interesting concept, but has very little to no tactical value.
Mishra
10-18-2005, 10:14 PM
Yes, but not that many people tend to use the DSM, or for that matter the Dragon. I think it would work, just so long as you don't get them burned in the first turn.
Deck of Jesters
10-19-2005, 05:06 AM
Are you kidding? Just about all of the Netjakers (I've played) use the DSM/DT combo, and 90% of all rushers use it too. DSM going solo is easily the most powerful unit in the game. Maybe not the most durable, but definitely the most powerful. This unit would just make DSMs that much more common, as knowing I can burn all of these now weakened units is too great of an opportunity.
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