View Full Version : Dreamwalker
Walrus
10-17-2005, 12:33 PM
Description coming soon (possibly)
Dreamwalker
Life: 40
Armor: 0
Blocking: 0
Power: 14
Movement: 4
Range: Special
Attack Pattern: Special
Recovery: 3
Specials:
Dreamwalk-The Dreamwalker moves through other units (he must finish on an empty square), any units which he moves through are healed for 14.
Nightmare - The Dreamwalker transforms himself into his Nightmare form.
Nightmare
Life: 40
Armor: 50 against blockable attacks, -25 against unblockable attacks (this means he takes 25% extra damage from unblockable attacks)
Blocking: 0
Power: 16 Unblockable, Not Affected by Armor.
Attack Pattern: Special (see below)
Movement: 4
Recovery: 3
Dreamsteal - Like the Dreamwalker form, the Nightmare moves through other units. However, rather than healing, the Nightmare deals 16 damage to any units which it moves through.
Awakening - The Nightmare transforms back into the Dreamwalker form.
Note: The Dreamwalker will always start a match in his Dreamwalker form.
Also note that by moving through units is the only way in which the Dreamwalker/Nightmare can damage/heal other units - it has no "default" attack other than this.
Revamped on 28/03/07
Forest_Archer
10-17-2005, 12:54 PM
What are the tactical uses of this unit? It's pretty weak..
Kamikazie-Bunny
10-17-2005, 12:56 PM
I like it, however i think the movement ranges should be inverted, if the Dream walker has 4 in movement in dreamstate and you want it to walk through 2 units then sideways (or some other combination involving corners) there is the risk that the pathing makes the dreamwalker walk across then down instead, if it could only move three this would increase the chances of it walking through the desired units. Otherwise it would only be fully effective the enemy was in a straight line.
Walrus
10-18-2005, 09:40 AM
his main purpose is in his ethereal form. since he cannot actively attack in this form, his effective recovery is 1, meaning if left unchecked he can cause a reasonable amount of damage on multiple units. he is also designed to be quite hard to kill since he relies on being close to enemies (when in etheral form) to do his damage. corporeal form is designed to be his support style, where he will just sit back waiting until a good time to go ethereal and do some real damage.
as for the movement, thats a part of the game mechanics that cant really be helped. i was thinking that you could plan a "path" form him to take by clicking 1 square at a time, and he would follow that exact route..
Walrus
10-26-2005, 05:57 AM
methinks id like a couple more responses on this one
Cross Punisher
10-26-2005, 07:49 AM
The recovery for the Dreamwalker switching from ethereal to corporeal form and vice versa is 3 turns.
Sorry I'm no expert, so which form is ethereal and which is corporeal?
Walrus
10-26-2005, 08:08 AM
1st form is corporeal (the one he starts in) the 2nd one is ethereal
uniquinous
10-26-2005, 10:06 AM
As usual I'm hesitant right from the start upon seeing any special ability. Recovery should be 3 in Dreamsteal state. If he didn't heal himself in the process, 2 would be fine, but it's essentially doing about the same amount of damage to a knight as pyro would, AND is much harder to kill due to life properties.
Special dreamwalk: I like the idea of moving through enemy units (but again, special forms makes 2 units into 1). It would be easy enough to have him automatically walk through as many enemy units as possible upon getting to his destination tile. The armor of this form is a bit ridiculous. Some people don't use magic users. The possibility that their oponent might have this unit on the field should not completely change anyone's setup or pre-game strategy. Also, as stated in other threads, it's generally a bad idea to make a unit immune/resistant or suseptible to any particular type of damage. Lastly, it makes more sense for a corporeal unit to have armor whereas an ethereal unit wouldn't. Think about it - why would a ghost GAIN armor (something that's physical). See the wisp for a parallel example.
As for switching back and forth, the units need to have the same max health (I'd say 35 for both, especially since the former will be constantly healing itself). Having the same max health is the only way keeping it the same between both forms would work. For example, if you go dreamwalker right away and then go back to dreamsteal, you've just lost 10 HP. The scales aren't correlated so this doesn't work as is.
Overall great idea tho; still unsure about it's complex nature.
Walrus
10-26-2005, 10:15 AM
As usual I'm hesitant right from the start upon seeing any special ability. Recovery should be 3 in Dreamsteal state. If he didn't heal himself in the process, 2 would be fine, but it's essentially doing about the same amount of damage to a knight as pyro would, AND is much harder to kill due to life properties.
Special dreamwalk: I like the idea of moving through enemy units (but again, special forms makes 2 units into 1). It would be easy enough to have him automatically walk through as many enemy units as possible upon getting to his destination tile. The armor of this form is a bit ridiculous. Some people don't use magic users. The possibility that their oponent might have this unit on the field should not completely change anyone's setup or pre-game strategy. Also, as stated in other threads, it's generally a bad idea to make a unit immune/resistant or suseptible to any particular type of damage. Lastly, it makes more sense for a corporeal unit to have armor whereas an ethereal unit wouldn't. Think about it - why would a ghost GAIN armor (something that's physical). See the wisp for a parallel example.
As for switching back and forth, the units need to have the same max health (I'd say 35 for both, especially since the former will be constantly healing itself). Having the same max health is the only way keeping it the same between both forms would work. For example, if you go dreamwalker right away and then go back to dreamsteal, you've just lost 10 HP. The scales aren't correlated so this doesn't work as is.
Overall great idea tho; still unsure about it's complex nature.
to clear up a couple of things:
the dreamsteal isnt a state, its his regular attack.
his only special is the ability to switch between corporeal and ethereal forms. his original form is corporeal, he switches to ethereal to do the Dreamwalk and stuff.
however i am inclined to agree that the health should be the same, so ill change that
finally, the reason he has armor in ghostly form is because weapons would simply pass through him, since he isnt a physical being, physical attacks wouldnt harm him as much.
New Paradigm
10-26-2005, 10:26 AM
wow its a bit confusing :S
i dont realy like it. its seems overpowered coz it can just switch between 2 forms like that..
Walrus
10-26-2005, 10:27 AM
and that makes it overpowered why?
uniquinous
10-26-2005, 12:26 PM
because its two units in one. You say "his only special is the ability..." As opposed to what? Multiple special abilities? Most units shouldn't have any special ability whatsoever. The muddy's special is ballanced by the fact it does so little damage. The assasin's is ballanced because there are such strict health restrictions and she is about to die. What's the trade here?
Again, see the wisp. This is also an ethereal unit. It has no armor. As soon as you make the claim "your units can't hurt mine because..." you have a poorly designed unit. Damage is a must in this game. There is no room for "weapons would simply pass through him" in any sense or context. The wisp is similarly ethereal yet takes physical and magic damage alike with no armor. Your unit should stick to that trend.
Walrus
10-26-2005, 12:59 PM
because its two units in one. You say "his only special is the ability..." As opposed to what? Multiple special abilities? Most units shouldn't have any special ability whatsoever. The muddy's special is ballanced by the fact it does so little damage. The assasin's is ballanced because there are such strict health restrictions and she is about to die. What's the trade here?
that it has a weak regular attack. have you actually read the unit?
this can be known as trying to introduce something to the game, creativity and all that nonsense...
and the fact is, the ability is not "special",it is simply an ability which is fundamental to the concept of the unit.
Again, see the wisp. This is also an ethereal unit. It has no armor. As soon as you make the claim "your units can't hurt mine because..." you have a poorly designed unit. Damage is a must in this game. There is no room for "weapons would simply pass through him" in any sense or context. The wisp is similarly ethereal yet takes physical and magic damage alike with no armor. Your unit should stick to that trend.
so units arent allowed armor?
seriously, the above paragraph is absolutely ridiculous. you are apparently saying my unit isnt very good because it has armor. so what if the wisp is ethereal? if it really floats your boat, this unit can be a different "kind" of ghost, one which has high resistance to physical attacks and vulnerability to magical attacks. does that make you happy?
uniquinous
10-26-2005, 01:20 PM
lol - you can change the names around but you still have an unballenced unit. Yes I've read the unit description. It does 10 unblockable unaffected health when corporeal. Against a knight that's 1 under a pryo, cept here the unit *gains* that health. So you can't really make the claim the extra ability is ballanced by a lowered attack, since the lowered attack is already ballanced by the gain of health (or ability to hit multiple units in ethereal form).
You can change the name to make your unit sounds 'extra specialler' then all the rest - but blatantly removing consistency with the rest of the game makes for a bad unit. You have 1) a special ability (secondary attack) which is not really ballanced, and 2) a unique damage style which includes specific damage immunity. Tell me how this makes for a BALLANCED unit.
You need to follow the rest of the game to a degree.
Respectfully,
-uniquinous
Walrus
10-26-2005, 02:20 PM
lol - you can change the names around but you still have an unballenced unit. Yes I've read the unit description. It does 10 unblockable unaffected health when corporeal. Against a knight that's 1 under a pryo, cept here the unit *gains* that health. So you can't really make the claim the extra ability is ballanced by a lowered attack, since the lowered attack is already ballanced by the gain of health (or ability to hit multiple units in ethereal form).
so you take the unit with the lowest power in the game (that actually does damage) and hit the unit with the highest armor in the game, and call it a fair comparison to another unit? am i the only one who thinks that is totally illogical?
a lightning ward does 30 damage to a witch, does that therefore make this units attack underpowered?
if you are going to make comparisons at least make fair ones.
so i think i can claim that this is a balancing factor.
if i did this unit and left out the whole Dreamstate thing, you would say it would be balanced? i dont and im pretty doubtful anyone else would. a 10 power attack with self-healing against a single target is not a powerful attack, no matter how you try to compare it.
You can change the name to make your unit sounds 'extra specialler' then all the rest - but blatantly removing consistency with the rest of the game makes for a bad unit. You have 1) a special ability (secondary attack) which is not really ballanced, and 2) a unique damage style which includes specific damage immunity. Tell me how this makes for a BALLANCED unit.
You need to follow the rest of the game to a degree.
Respectfully,
-uniquinous
1) you havent even discussed the special yet (the special is dreamstate). however i fail to see how that is imbalanced.
2) damage immunity? seriously, im trying not to sound outright rude, but wtf? 50 armor is not immunity. a stoned knight has 55 armor, is this immunity?
the 50 armor in ethereal form is balanced by taking extra damage from unblockable attacks.
as for "a unique damage style".......lol. look at other units, does every unit have to be a clone of an already existing unit for it to be feasible? the whole point of create-a-unit is to be creative.
Hellblazer
10-26-2005, 03:22 PM
What are the tactical uses of this unit? It's pretty weak..
Well, it can heal itself so you don't need to worry about using your cleric, and it can move out of tricky spots (i.e. boxed in) as well as do damage. Very nice job, walrus.
uniquinous
10-26-2005, 03:23 PM
yes you want to create a unit, but you want that unit to apply to pre-existing game structure. If suddenly you had a unit which could attack without rest, or a unit that could move multiple units around at will, that could attack regardless of position, etc, these would be outside the pre-existing game structure.
So ideally you want something unique in *style* and conformed in greater *structure*. This unit stoned would be 80 armor against all melee attacks. That's practically invinsible.
I feel the corporeal state with 1 wait-time would be a very ballanced unit, yes.
The point of create a unit is to create ballanced units that might fit well in the game. So far you've gotten a lot of negative feedback from unbiased sources. Clearly, you are biased as it's your own unit. You ask for responses but you don't listen to the responses you get. So you can either sit here and continue arguing, or perhaps consider that the only experienced players here have given you a bad review, and do something about it.
Walrus
10-26-2005, 04:05 PM
yes you want to create a unit, but you want that unit to apply to pre-existing game structure. If suddenly you had a unit which could attack without rest, or a unit that could move multiple units around at will, that could attack regardless of position, etc, these would be outside the pre-existing game structure.
i already have a unit that can attack without rest, the ranger (http://www.tacticsarena.com/forum/showthread.php?p=566289#post566289), it recieved a damn lot of positive feedback.
So ideally you want something unique in *style* and conformed in greater *structure*. This unit stoned would be 80 armor against all melee attacks. That's practically invinsible.
except when you switch from 1 form to another it removes focus effects on the Dreamwalker, meaning you would then have to restone especially for the purpose of getting the Dreamwalker stoned.
I feel the corporeal state with 1 wait-time would be a very ballanced unit, yes.
great, and i think it would be extremely weak.
The point of create a unit is to create ballanced units that might fit well in the game. So far you've gotten a lot of negative feedback from unbiased sources. Clearly, you are biased as it's your own unit. You ask for responses but you don't listen to the responses you get. So you can either sit here and continue arguing, or perhaps consider that the only experienced players here have given you a bad review, and do something about it.
so far the vast majority of negative feedback has been from you. look at the other posts. the only person other than me who has posted on this thread who i would regard as an experienced player is forest archer. he asked a question which i answered. and ditto for cross punisher. the only actual negative feedback has been from you and new paradigm. positive feedback has been from kamikaze bunny and hellblazer.
your accusations of me being biased are totally unfounded. :rolleyes:
Cross Punisher
10-26-2005, 04:57 PM
Yeah I forgot to look into stoning the Dreamwalker while in its ethereal stats. Since stoning it adds 30 to the 50 armor it already has against physical attacks, shouldn't it take away 30 from the -33 armor it already has against unblockable attacks?
Walrus
10-26-2005, 06:20 PM
i was thinking about this earlier and thought that the best option would simply to be making the Dreamwalker unstonable in ethereal form. doesnt really make much sense, a layer of stone protecting a ghost...how would it walk through units then?
legacy67
10-26-2005, 06:37 PM
Here are my quesitons/issues.
1. I do not like the self helaing concept, full stop. I have always said that all healing should be left to the cleric, and any unit that can self heal (especially one that is unblockable and not reduceable) is much too dangerous. I undertand that this is a weak unit and that in a one on one it would be finished against most any unit in corpreal form, but the ability for this unit to regain 22 health in two turns makes it very frustering early on, especially when the recovery is only 2.
2. I remember someone who recently created a unit with an ability similar to you ethreal status (i thought it was Forest but from his silence I am not sure anymore). Your version of the ability is not the overpowered montrosity we saw before, but with 50 armor this unit becomes a very strong rush tool. As I said when encountering this ability before, this could singlehandedly destroy the turtle. The short wait time allows for this to be used many times before death, and a good player could place it in a way that makes magical atacks very difficult. (If you send this in at the right time you could demolish a cleric in the back of some turtles.)
These concerns having been voiced, this unit is not as overpowered as I have made it out to be. It is fairly easy to kill and will lose most one on ones in either form. It is only in the early stages of the game that I see this as a particular danger. As the field grows smaller, the usefulness of this unit begins to dwindle. This unit would require exceptionally careful placement to avoid an early death.
My final questions. What is the purpose of this unit? What does it add to the game? What tactical reasons are there why I would want this unit on the field as opposed to any other unit I regularly place in my formations?
I feel that i migh have an answer to some of this but I am curious as to your take Walrus.
Walrus
10-26-2005, 07:44 PM
Here are my quesitons/issues.
1. I do not like the self helaing concept, full stop. I have always said that all healing should be left to the cleric, and any unit that can self heal (especially one that is unblockable and not reduceable) is much too dangerous. I undertand that this is a weak unit and that in a one on one it would be finished against most any unit in corpreal form, but the ability for this unit to regain 22 health in two turns makes it very frustering early on, especially when the recovery is only 2.
everyone has their own concepts that they like and dislike, ive never had any problem with additional healing powers. there are various concepts i dislike such as being able to teleport units, but i try not to let that get in my way if im writing an unbiased opinion of the unit in question.
yes, it *can* potentially be healed for 22 in two turns. if you use your cleric and this. its not like it all happens automatically. the same applies to any unit if you have 2 clerics ^^
2. I remember someone who recently created a unit with an ability similar to you ethreal status (i thought it was Forest but from his silence I am not sure anymore). Your version of the ability is not the overpowered montrosity we saw before, but with 50 armor this unit becomes a very strong rush tool. As I said when encountering this ability before, this could singlehandedly destroy the turtle. The short wait time allows for this to be used many times before death, and a good player could place it in a way that makes magical atacks very difficult. (If you send this in at the right time you could demolish a cleric in the back of some turtles.)
the 50 armor against melee attacks is designed mostly as compensation for the fact that it pretty much guaranteed to end up in a position where a melee unit can attack it, after it has done its own attack. knights have high life, blocking and armor for the same reason i think. as a mage type unit, it needs some form of protection. if it just dies in 2 knight hits, nobody is going to bother using the ethereal form at all.
as for the recovery, it is low yes, but i wouldnt say it can demolish all turtles. a pyromancer does more damage to (potentially) more units, but you rarely hear people complain about pyros, they are mostly regarded as the weakest unit in the game. a good player can indeed position the dreamwalker where it is hard to attack with magic, i dont see this as an issue, i see it as tactics and good use of the unit. it will die from any 2 magic attacks, so good positioning is indeed vital. the payoff is that if you use the unit well, it has high potential for damage and disruption, but if you use it poorly it will likely die before it gets a 2nd attack.
These concerns having been voiced, this unit is not as overpowered as I have made it out to be. It is fairly easy to kill and will lose most one on ones in either form. It is only in the early stages of the game that I see this as a particular danger. As the field grows smaller, the usefulness of this unit begins to dwindle. This unit would require exceptionally careful placement to avoid an early death.
i concur that it is stronger in early game. but it is also at early game when the enemy is going to have the most mages and the likes around.
My final questions. What is the purpose of this unit? What does it add to the game? What tactical reasons are there why I would want this unit on the field as opposed to any other unit I regularly place in my formations?
the purpose of the unit.
well its really quite hard to explain, but the closest comparison i could probably make is to the assassin. the Dreamwalker is meant to be a disruptor and to an extent, expendable. it does hit and run attacks. switching between its corporeal and ethereal forms effectively can increase the potency of the unit drastically. it is designed to be fairly self-reliant, not dependent on other units for protection/healing etc. it also provides a threat to the enemy. if your mages are in recovery, then you are at risk to this unit. it can and will be effective against knights, BRs, assassins and scouts, but is mage fodder...
in truth, im unsure exactly how a unit like this would ever be played in the game, but i can think of several ways it could be used. i think it is fairly well balanced as it is right now.
uniquinous
10-27-2005, 01:09 AM
Looks like you have yet another voice against certain aspects of this unit. The questions that were brought up by Forest and others are also signs of weakness in the unit, whether you answer those questions or not. Now you're getting into "this unit can't be stoned ethereally". Again, you're making this unit more and more complex when one of the game's main atributes is its simplicity. Now this unit is immune to physical attacks, and stoning? Come on, you can only make so many exceptions before you admit it's simply too complex.
Even if you remove stonability of ethereal state, a double cleric + stone system would make this unit near invinsible in the corporeal state as well, due to the excessive healing it can recieve. Sorry, you have yet to convince me how this unit in conjunction with other normally used units is still ballanced. The excessive complexities of it just don't work, especially since some of them double with pre-existing units abilities (heal).
Executioner
10-27-2005, 03:18 AM
a double cleric + stone system would make this unit near invinsible
That preety much works with any high hp unit. Stone + double cleric + muddy=cannonball, wonder why its called that? I cant really criticise a unit as it can be made tough with that tactic, it makes most things tough.
Overall, i quite like this unit. Its different but i cant say its overpowered as nowadays, most sets have a dragon tyrant or LW, of which if the dream walker is ethereal and is in range of, he's in pretty much dead. I like it walrus.
Exe
Walrus
10-27-2005, 06:33 AM
Looks like you have yet another voice against certain aspects of this unit. The questions that were brought up by Forest and others are also signs of weakness in the unit, whether you answer those questions or not. Now you're getting into "this unit can't be stoned ethereally". Again, you're making this unit more and more complex when one of the game's main atributes is its simplicity. Now this unit is immune to physical attacks, and stoning? Come on, you can only make so many exceptions before you admit it's simply too complex.
Even if you remove stonability of ethereal state, a double cleric + stone system would make this unit near invinsible in the corporeal state as well, due to the excessive healing it can recieve. Sorry, you have yet to convince me how this unit in conjunction with other normally used units is still ballanced. The excessive complexities of it just don't work, especially since some of them double with pre-existing units abilities (heal).
nothing is going to convince you. what you call 'voices against certain aspects of the unit' i call a logical discussion. people ask for my take on aspects of the units so i reply, its quite simple.
this unit is nowhere near as complicated as plenty of others that i have seen, which have been given positive feedback.
as exec. said, you are taking and isolated example (again) and trying to use it to draw accurate comparisons. there is no logic behind this. a double cleric and stoney form makes practically any unit near invincible, but severely limits your attack power. this is one of the many wonders of TAO. this unit is no different, if you are using this, 2 clerics and a stoney then thats 40% of your formation already used up. on its own, the dreamwalker isnt likely to be killing anything if you keep it in corporeal form, so you just wait until end game and then take it out when the opponents damage dealing units are mostly gone. this is known as tactics.
New Paradigm
12-07-2005, 10:25 AM
just wanted 2 say i channged my mind bout this unit i think it is well ballanced and qiute tactical :>
Walrus
12-07-2005, 10:29 AM
how he managed to time this bump into one of the very few times i am online is beyond me.
but after rereading the thread, perhaphs a couple more comments wouldnt hurt
Executioner
12-07-2005, 10:30 AM
Did walrus pay you to bump this? If so, Walrus, pm me, Ill bump for money (student = poor) :p
EDIT: Walrus, you beat me to it. Ahwell, my comment previously still stand.
kegsworth
12-07-2005, 10:45 AM
the same applies to any unit if you have 2 clerics ^^
The only thing I dont like about this is that clerics cannot attack, they can only heal. But, the Dreamwalker cannot heal everyone. 1-10 I rate this 9.25. Good job Walrus.
Edit: Did'nt realize someone bumped this.
Walrus
12-07-2005, 12:10 PM
Did walrus pay you to bump this? If so, Walrus, pm me, Ill bump for money (student = poor) :p
EDIT: Walrus, you beat me to it. Ahwell, my comment previously still stand.
i pay in reps. im a student myself
Executioner
12-07-2005, 04:26 PM
*Prepares bump gun, setting:Walrus, ready when the first rep arrives* :bigsmile:
Walrus
12-08-2005, 05:45 AM
what uni are you at?
Executioner
12-08-2005, 10:54 AM
My presence is gracing Loughborough University ;)
Walrus
12-08-2005, 11:48 AM
hah! cardiff ftw
Walrus
03-28-2007, 04:37 AM
i have just revamped this unit somewhat, enough so to merit a bump i feel.
Cross Punisher
03-28-2007, 04:45 AM
I'm as cool now as I was back then :P
Red Mage
03-28-2007, 01:58 PM
I don't mean to offend, but can you stop necroing your units? This unit is way overpowered. In his nightmare form, he can go through a Knight (deals 11 damage), then attack him (16 damage) equalling 27 damage to a Knight. And with his armor, a Knight would do 11 damage! I like the idea though, it's a good concept, but maybe you should bring the damage from 16 to 12.
Walrus
03-28-2007, 04:21 PM
this is the first unit i have "necroed" in a long, long time without good cause. (i wasnt the one who bumped my voodoo priest, and i have changed the concept of this unit a LOT, meaning i dont regard this as a necro as much as a revamp)
furthermore i find your criticisms to be severely flawed. perhaps you are misunderstanding the unit, or perhaps i didnt phrase the unit very well (which i will check after i have made this post) but the Nightmare form can in no way deal 27 damage to a knight in less than 3 attacks.
Then you comment that a knight would do 11 damage to this unit, but completely ignore the fact that, at the other end of the spectrum, a DMW would do 30 (while in nightmare form, which is what you are generating your own numbers from).
the damage in nightmare form was deliberately made to 16 because i want(ed) this unit to be able to deal significant damage. the price to pay for this damage is that the nightmare has to move through (and hence remain close) to a unit in order to do its damage. the scout has a range of 6, and hence is not necessarily very powerful. the dreamwalker/nightmare needs to constantly be within range of the enemy in order to damage them, hence i feel that the dreamwalker/nightmare needs a justification to be able to do this - either in the form of high survivability or high damage output. the fact is, for the nightmare to deal its 16 damage to a knight, it needs to be within attacking distance of the knight. IF you leave a knight on its own, vulnerable to this unit, that is the price you pay. most intelligent players will have means of protecting that knight however, and hence destroying the nightmare very easily with unblockable attacks.
i find you reasoning very similar to uniquous (sp?), you take an example with existing units in the most beneficial situation possible (for this unit) and regard that as a fair reasoning for finding this unit "overpowered". If you took say, a dark magic witch rather than a knight, the witch could deal 30 damage to this unit in 1 attack, leaving the nightmare open to being 1-shotted by any subsequent attack.
so no. just no.
Red Mage
03-28-2007, 04:31 PM
this is the first unit i have "necroed" in a long, long time without good cause. (i wasnt the one who bumped my voodoo priest, and i have changed the concept of this unit a LOT, meaning i dont regard this as a necro as much as a revamp)
furthermore i find your criticisms to be severely flawed. perhaps you are misunderstanding the unit, or perhaps i didnt phrase the unit very well (which i will check after i have made this post) but the Nightmare form can in no way deal 27 damage to a knight in less than 3 attacks.
Then you comment that a knight would do 11 damage to this unit, but completely ignore the fact that, at the other end of the spectrum, a DMW would do 30 (while in nightmare form, which is what you are generating your own numbers from).
the damage in nightmare form was deliberately made to 16 because i want(ed) this unit to be able to deal significant damage. the price to pay for this damage is that the nightmare has to move through (and hence remain close) to a unit in order to do its damage. the scout has a range of 6, and hence is not necessarily very powerful. the dreamwalker/nightmare needs to constantly be within range of the enemy in order to damage them, hence i feel that the dreamwalker/nightmare needs a justification to be able to do this - either in the form of high survivability or high damage output. the fact is, for the nightmare to deal its 16 damage to a knight, it needs to be within attacking distance of the knight. IF you leave a knight on its own, vulnerable to this unit, that is the price you pay. most intelligent players will have means of protecting that knight however, and hence destroying the nightmare very easily with unblockable attacks.
i find you reasoning very similar to uniquous (sp?), you take an example with existing units in the most beneficial situation possible (for this unit) and regard that as a fair reasoning for finding this unit "overpowered". If you took say, a dark magic witch rather than a knight, the witch could deal 30 damage to this unit in 1 attack, leaving the nightmare open to being 1-shotted by any subsequent attack.
so no. just no.
You can kill the Dark Magic Witch in one hit before she can hit you.
Walrus
03-28-2007, 04:34 PM
not with the dreamwalker you cant.
it can do 16 unblockable/unreducable-by-armor damage, then the witch can attack.
reread the OP
Red Mage
03-28-2007, 04:43 PM
not with the dreamwalker you cant.
it can do 16 unblockable/unreducable-by-armor damage, then the witch can attack.
reread the OP
With Nightmare you can, is able to do 32 (all together). No mobile unit should be able to do 32 damage and have 50% armor against physical attacks.
Walrus
03-28-2007, 05:03 PM
not in 1 turn it cant, again, this is a case of misunderstanding.
the nightmare (and the dreamwalker) only do any damage/healing by moving through other units, there is no other "attack".
Red Mage
03-28-2007, 05:09 PM
I understand. You wrote it incorrectly, you gave him a normal attack and the walk through ability, which would commanly be misunderstood. You should fix it.
Walrus
03-28-2007, 05:15 PM
i disagree, i think that the wording/explanation is clear enough to show that the unit only affects other units which it walks through. if others have misunderstood the wording, please speak up and i will try to clarify it.
Red Mage
03-28-2007, 05:21 PM
If you disagree with what you wrote, then you are presenting false information. His ability clearly states that when he walks through units he is able to do 16 damage, however, it does not say that he cannot attack after moving.
Walrus
03-28-2007, 05:24 PM
his attack IS moving. the power is listed, but there is no range or attack pattern - this makes it evident (when reading the "special ability") that this is the dreamwalker/nightmares only form of "attack".
all this is irrelevant anyway, i would like to hear thoughts on the unit as it stands (unbiased opinions preferably) and whether others have found the same confusion as red mage has.
Red Mage
03-28-2007, 05:33 PM
Thank you for changing it.
Walrus
03-28-2007, 05:37 PM
i didnt change it in response to your comments, i changed it this morning. observe you post time and the last edit time on the OP.
:rolleyes:
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