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The Archon
02-23-2006, 01:19 PM
Here it is a new Human unit:

Name: Anger Witch
Hp: 44
Power: ---
Armor: ---
Attack Range: 5
Blocking: 22%
Movement: 2
Recovery Time: 3

Attack:
When a friendly unit becomes damaged, you will be able to choose that unit as target for the Witch.
The Witch goes in focus, and the target unit gets +1 movement and -50% turn recovery (rounded down, so dragon will need to recover 2) until focus is broken.
If the target unit needs turns to recover, it will need to recover completely before the effect of the Witch becomes active.
So if you target a Dragon that needs 3 turn to recovery, he's recovery time will stay 3 until he completely recovers.
Tought it is possible for you to have multiple choises for the Witch (for example, if a DSM hits 2 or your units), you can choose only one target at a time.

Simple Example: Enemy scout hits your Mud Golem.
Next turn you use the Anger Witch and target your Golem.
Next turn you will be able to move your muddie of 6 tiles, and he'll have to recover just 1 turn.

FRIENDLY UNITS HIT BY A MUD QUAKE CAN'T BE CHOSED FOR WITCH'S ATTACK

Walrus
02-23-2006, 01:56 PM
this one interests me. the concept of the attack only working on injured units is certainly a good one (and one i am tempted to steal for a future unit..muhuhahaha)
at first i thought it was underpowered, however then i realised how insane -50% recovery is, and have decided that it is in fact overpowered. why?

knights and assassins would be have their recovery times become 0, allowing them to move and attack every single turn - which is insane (and also a concept i used with my Ranger...sorry for the shameless plug :P ). Mages would also become extremely potent, causing them to have only 1 recovery. and the scout would be insane too.
you get the idea.

a good effort for sure, and i think with some tweaking this could become quite a respectable unit, but in its current state the -50% recovery is simply too powerful.

The Archon
02-23-2006, 03:13 PM
no, mages get recovery turn 2...

i was thinking of making the -50%recovery uneffective for knights, berserker, assassin and riders...

Walrus
02-23-2006, 03:31 PM
mages have 3 recovery. 50% of 3 = 1.5

1.5 rounded down = 1

the problem with making it uneffective for the listed units is you drastically cut down on viable targets, especially when you consider that they need to be damaged - it becomes too situational.

Hellblazer
02-23-2006, 04:41 PM
It's an interesting concept and not too powerful.

TheSilverRider
02-23-2006, 05:34 PM
It's an interesting concept and not too powerful.

He means he likes it.:bigsmile:

/ Wilson /
02-23-2006, 08:58 PM
i like the idea very much. a knight near ur cleric with no recovery could be a pain. its a little overpowered bcoz it would give the dsm n dragon 1 recovery whih could cause serious damage..but they do anyway, but it has low blocking low health and no armour which balances the power out. nice unit i like it :)

pure_caffeine
02-23-2006, 09:54 PM
I kinda feel too powerful. clerics, and dragon, and mages don't need a better turn recovery. also, would you like knights moving behind and attacking with 100%? no...

~ShamaN~
02-24-2006, 01:44 AM
...........

Phantom_Ronin
02-25-2006, 11:05 AM
~ShamaN~, NEVER insult another persons units, you have the worst units I have ever saw.

Nova
02-25-2006, 11:57 AM
i think its actually a good unit... it would make you have the cause to kill a unit quicker than normal or it would do to much damage... nice job arch, could use a little refining on the unit but i like the idea...