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Lance23
11-27-2003, 09:55 AM
HP : 30
Armor : 16
Power : 25
Blocking Ratio : 100%
Type - Contraption
IMMOBILE
Range - 4 Squares
Healing attack.
Delay - 3 Turns.

Use it to heal for 25 DMG on any SINGLE unit. Works same as any other ward when trying to kill it.

Hashish_Scout
11-27-2003, 10:20 AM
I like that as much as the cleric if not better. A unit than can actually save something. That cleric just heals everything somewhat and then dies when someone attacks it. The Healing Ward would be a nice complement or substitute for the defensive player.

Clavat
11-27-2003, 10:21 AM
i agree.

ABronsonM
11-27-2003, 12:11 PM
Its pretty cool, perhaps the best idea i've heard yet.

icedragon
11-27-2003, 12:24 PM
yeah, I like the idea.

Pain
11-27-2003, 12:31 PM
This idea had crossed my mind before. Good job on beating me to posting it. ;) I vouch for it.

ElvenArcher99
11-27-2003, 04:54 PM
good idea it can heal and is not as weak as the cleric

Drunken Dragon
11-27-2003, 05:54 PM
I think it needs a longer recovery, be damn hard to kill a knight, mud golem, (or dragon) if you could heal it every 3 turns for 25.... Particularly with mud golems since they could teleport within healing range.

King Kojack
11-27-2003, 06:31 PM
It might be better if it didn't heal so much. 25 looks like a lot to me. Other then that, it sounds like a great idea!

ABronsonM
11-27-2003, 07:49 PM
25 is just fine for healing a single unit kojack. Its not a heal all.

Bohemianlikeyou
11-27-2003, 07:50 PM
Ya. I think it's great.

Dromar
11-27-2003, 08:37 PM
i really like this idea but maby make it so it cant heal it self or give it a 4 turn recovery, might make it abit fare

Lance23
11-27-2003, 09:22 PM
Heh, yeah, it wouldn't be able to heal contraptions. I think we need a new unit for that...

Dromar
11-27-2003, 09:25 PM
.... or we can just use clerics to heal them :D

Logic
11-28-2003, 12:49 AM
This is a very good idea, in my opinion it is much more helpful than a cleric due to the fact that it can't be damaged by non-magic attacks. Maybe make the delay 4, but could also add hp to the ward or something to even it out. I think that 25 is a good healing amount, and hope this is added as a unit.

Killer_kev
11-28-2003, 12:51 AM
or mabey it could heal all your units 1 hp per round?

peace.

Lance23
11-28-2003, 07:12 AM
I think that a ward is good, because you would also have to keep your units near it in order for it to be helpful. Also, the heal one unit at a time is it's major disadvantage, big enough I think to make it balanced.

ABronsonM
11-28-2003, 10:18 AM
Major disadvantage? In a way, but then again remember that this unit was intended to save single units compared to the heal all of the cleric. It basically adds an additional 1-2 hits *unlike the cleric, which only gives 12 hp, making some units still takeable with just one hit* to take something down.

Walrus
04-30-2005, 11:02 AM
i disagree with you all, and will explain why.


the point of tactics arena is the tactics part. the fact that the cleric heals all your units evenly is one of the major points of the underlying strategy of the game. the fact that the cleric can only very rarely "save" a unit means that you cannot simply charge a knight in and give him a giant heal. the point is to force the enemy to spread his damage over several units.
and the fact that it is much tougher to kill than the cleric makes it overpowered in my view.

stupid joey
04-30-2005, 01:32 PM
I agree with walrus. You should to since he knows wat hes talkin about.

sub the hendrix
04-30-2005, 03:18 PM
i disagree with you all, and will explain why.


the point of tactics arena is the tactics part. the fact that the cleric heals all your units evenly is one of the major points of the underlying strategy of the game. the fact that the cleric can only very rarely "save" a unit means that you cannot simply charge a knight in and give him a giant heal. the point is to force the enemy to spread his damage over several units.
and the fact that it is much tougher to kill than the cleric makes it overpowered in my view.
Ah, remember this discusion Walrus? Probably not, it was a long time ago
Click and Look. (http://www.tacticsarena.com/forum/showthread.php?t=13616&highlight=healers)

Walrus
05-01-2005, 03:56 AM
Ah, remember this discusion Walrus? Probably not, it was a long time ago
Click and Look. (http://www.tacticsarena.com/forum/showthread.php?t=13616&highlight=healers)


nyargh. i had a point though..

xerent
05-01-2005, 07:46 AM
i disagree with you all, and will explain why.


the point of tactics arena is the tactics part. the fact that the cleric heals all your units evenly is one of the major points of the underlying strategy of the game. the fact that the cleric can only very rarely "save" a unit means that you cannot simply charge a knight in and give him a giant heal. the point is to force the enemy to spread his damage over several units.
and the fact that it is much tougher to kill than the cleric makes it overpowered in my view.

I disagree with you, Walrus.

I believe the cleric works well, tactically, as you said. However, the cleric is unique, as it is the ONLY unit that heals, as opposed to 85% of the other units, which deal damage.

This leads to almost EVERY formation consisting of at least one cleric, which is important to have in order to stave off attrition. However, that mans almost EVERY formation has a single point of failure that centers on the cleric.

As far as tactics is considered, this seriously nerfs several formation potentials. I see many unit ideas on this board, and I see several people shoot them down because of 'Well that has twice as much HP as a knight', or 'No unit in the game is that fast, so this make the proposed unit unbalanced.'

My response is different. I don't want more of the same, but something else that seriously changes the dynamics of the game, yet still retains balance. I think many units you reject are indeed balanced, because the underlying structure of the game makes it so.

I'll give you an example. I don't know if it was you or not, but my Blood Shaman recieved a 'No' vote from someone because of the fact that a scout could take frontal shots all day at a knight to build up rage and unleash it in a powerful attack. He had a point, however, do you know how many turns would have to be used wasting shot after shot just to get in a decent 25 HP scout hit on a knight? I'll give you a hint: About as many turns as it would take for the opposite team to heal that much, and have all those extra wasted turns to set up as well.

The point I'm getting at here is this, if a player wants spend 10% of his unit potential to recieve a healer that is a little over twice as effective as the cleric, but is immobile, has a short range, and dosen't count as an EOG unit, fine. If you want to charge in a knight, thinking you can grant him a giant heal later, just remember this: You have to charge him back out again.

Duffman
05-01-2005, 07:53 AM
When's the next Morph unit coming out xerent? :)

xerent
05-01-2005, 08:17 AM
Right now. ^^