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scb
05-26-2006, 06:49 PM
A gravestone ward is a magical artifact that marks the grave of a mighty wizard. Its power protects the grave from physical harm and will call forth the wizard's ghost to defend the grave against magical threats. Armies will often make great sacrifices to bring the battle to the grave of a wizard who will be willing to fight for their cause.

Gravestone Ward (42 hp)
Armor: 32
Ward Blocking
Immobile
Range: 1
Wait: 5
Attack Result: Summons a Ghost Warrior. The Ghost Warrior is destroyed when the ward dies or the ward's wait time ends. This is not a focus attack.

Ghost Warrior (Indestructible)
No armor
No blocking
Movement: 3
Wait: 3
Range: 1
Power: 65/(distance the ghost is from the gravestone ward that summoned it)

I think of this as a sort of blockable lightning ward. The blockability and the need to summon compensate for the high power.

The Coder
05-26-2006, 06:52 PM
1. overpowered.
2. Search.

shatterstar
05-26-2006, 08:04 PM
adjacent tile = distance 0.

100/0 does not compute.

RAGING INFERNO
05-27-2006, 01:03 AM
that's way overpowered

scb
03-21-2007, 10:10 PM
Hmph, I thought I responded to the div/0 complaint. The distance to an adjacent unit is 1, not 0. The power would only be 100/0 if the ghost was in the same location as the ward (which is impossible).

This is a bump. I will edit the first post for minor corrections, nothing that changes what I meant.

Red Mage
03-22-2007, 02:15 PM
No offense scb, I thought you were an intellegant person, but this is not your best work.

Shadowkill
03-22-2007, 03:11 PM
Its overpowered on a short range, very useful in turtles, useless for rush. If the opponent decides to bomb you with scouts, it cant do almost anything, you have wasted one unit place by placing this.

scb
03-22-2007, 05:21 PM
Its overpowered on a short range, very useful in turtles, useless for rush. If the opponent decides to bomb you with scouts, it cant do almost anything, you have wasted one unit place by placing this.

Compare it with the lightning ward. ;) Dropping the peak damage to 60 would make it a slower, blockable version of the lightning ward. So I think it might be balanced.

HierophantNexus
03-24-2007, 09:58 AM
Hmm

100/1=100 - 100/2=50 - 100/3=33 - 100/4=25

Far more powerful than a Lightning Ward but blackable so long as it dose not get a back shot. Non focus means the ghost stays up even if the ward is hit.

Let's see

XXXXX
XXXXX
XXGXX
XXWXX
XXXXX

A back shot on any red square kills a unit. A back shot on any green square will kill many units and leave the rest seriously wounded.

Maybe 75 would be more reasonable. It would still get back kills on the red tiles. If I was playing against the ward I'd simply place my back against the ward that way only side shots would be available. At the green squares damage would be 37 still greater than a Lightning Ward but blackable. At 3 sguares out damage would be a blockable 28 a little less than a lightning ward and many back shots would be out of range. At 4 tiles out damage would be 18 greater range than a Lightning Ward but a front shot only on one tile and out of range on the others.

scb
03-24-2007, 12:31 PM
Actually, the damage is decided by the location of the ghost, so it gets the most powerful hits on units 2 tiles away. I'll lower the power to 65 so that it can't one-hit a full-health knight.