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Kyir
10-19-2005, 09:33 PM
Englightend beings from the relm of light, the Platinum Angles decent on evildoers, and strike them with holy vengeance

Life: 40
Armor: 10%
Blocking: 50% (25%)
Power: 24 (range 1)
Movement: 4
recovory: 2
abbilities:
Holy Embrace: when attacking a unit, each unit is healed 1/10 or 1/9 of the damage, multiplyed by 2 (however units you have on the feild) in example

hits pyro for 24 damage while you have 8 units left on the feild
each unit gains 24/8 life (3 in this case) times 2, so 6 total

this heals to a max of 6 per unit

legacy67
10-20-2005, 02:17 AM
This is actually a very cool idea, but I have two main objectitons

1. I have always felt that healing should be left to the cleric. The Cleric perfectly balances healing in the game, and anything else that heals unbalances that equation.

2. This game becomes much to powerful late in the game.

For Example:

You only have 3 units in the game, you make a hit and you heal each for 24/3=8 hp. 8 hp is excessively strong in the late game. If you only have 2 units, you heal each for 12.

Here is the big problem, say you have knight vs. Platinum Angel. The knight hits the Angel for 20 damage, the the Angel hit the knight for 18 damage and heals for 18, leaving the Angel at 38 and the knight at 30. Each waits one, the the knight hits for another 20, Angel at 28. The Angel next hits (after each waits one) for 18 and gets back to 36 damage, the knight is now at 10. You can all see where this is going. You save this unit unit late in the game and it is unbeatable. Basically, if you hold onto this until later in the game, it is unbeatable.

Hellblazer
10-20-2005, 05:48 AM
This is a very interesting concept. It can be used as not only just a normal unit, but a tactical healer. This is way cooler than a cleric, though the cleric still has more healing power.

Walrus
10-20-2005, 05:51 AM
i am granting this unit the greatest honor known to walruskind:
http://www.trimpe.org/jr/pictures/walrus-approves.jpg

Kyir
10-20-2005, 08:08 AM
This is actually a very cool idea, but I have two main objectitons

1. I have always felt that healing should be left to the cleric. The Cleric perfectly balances healing in the game, and anything else that heals unbalances that equation.

2. This game becomes much to powerful late in the game.

For Example:

You only have 3 units in the game, you make a hit and you heal each for 24/3=8 hp. 8 hp is excessively strong in the late game. If you only have 2 units, you heal each for 12.

Here is the big problem, say you have knight vs. Platinum Angel. The knight hits the Angel for 20 damage, the the Angel hit the knight for 18 damage and heals for 18, leaving the Angel at 38 and the knight at 30. Each waits one, the the knight hits for another 20, Angel at 28. The Angel next hits (after each waits one) for 18 and gets back to 36 damage, the knight is now at 10. You can all see where this is going. You save this unit unit late in the game and it is unbeatable. Basically, if you hold onto this until later in the game, it is unbeatable.

To adress the general "cleric as the only healer" thing:
I agree that no unit should be as focused on healing as a cleric, but in this case in the beggining of the game its almost useless agenst anything armored, definatly agenst a turtle

As to the overpowering later in game I forsaw this :D
the main problem is that if I restrict it from healing if there are a certian amount of units it makes this unit less usefull then a knight, and therefor underpowered, I could make it so that it reduces how much it heals after a certian point?

New Paradigm
10-20-2005, 08:34 AM
i fink it would be kewl if you made it so there was a limit of like 6 life that it could heal any 1 unit 4. and mb it cudnt heal itself eitehr

Walrus
10-20-2005, 08:38 AM
i am inclined to agree with the newb ^^

New Paradigm
10-20-2005, 08:54 AM
im not newb :(

Dynamix
10-20-2005, 09:40 AM
...Awsome.this should be the next unit made

Kyir
10-20-2005, 12:37 PM
im not newb :(

ummm, yes you are