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EmelGreenLeafer
08-17-2006, 03:24 AM
Name: Shining Flare Phoenix
Hp: 55
Power: 25
Armor: None
Block: None
Wait: 1 Turns

Range.

O = Field
X = Range
S = Shining Flare Phoenix

OOXOO
OOXOO
XXSXX
OOXOO
OOXOO

Hits the first unit on his range like DT.

Movement.

O = Field
X = Movement
S = Shining Flare Phoenix

*Teleport*

OOOOOXOOOOO
OOOOXXXOOOO
OOOXXXXXOOO
OOXXXXXXXOO
OXXXXSXXXXO
OOXXXXXXXOO
OOOXXXXXOOO
OOOOXXXOOOO
OOOOOXOOOOO

Ability: When this unit attacks and succesfully hits the opponents unit, that unit gains 2+ attack power intill the end of your opponents turn. When your opponent ends his/her turn, the units attack power returns to normal. This ability does not work if you use it on your own units, If this units target blocks, the ability does not take place. When this unit is destroyed, all units on the field gain 1+ attack power intill the end of each players turns.

Cuathon
08-17-2006, 04:59 AM
power 25 on a one wait single slot unit...
no.

shatterstar
08-17-2006, 09:17 AM
another phoenix?

its overpowered, and balancing it by overpowering the victims, while a laudable effort, doesnt really work. just hit a recovering target and you're safe.

Supreme
08-17-2006, 09:37 AM
Name: Shining Flare Phoenix
Hp: 55
Power: 25
Armor: None
Block: None
Wait: 1 Turns

Range.

O = Field
X = Range
S = Shining Flare Phoenix

OOXOO
OOXOO
XXSXX
OOXOO
OOXOO

Hits the first unit on his range like DT.

Movement.

O = Field
X = Movement
S = Shining Flare Phoenix

*Teleport*

OOOOOXOOOOO
OOOOXXXOOOO
OOOXXXXXOOO
OOXXXXXXXOO
OXXXXSXXXXO
OOXXXXXXXOO
OOOXXXXXOOO
OOOOXXXOOOO
OOOOOXOOOOO

Ability: When this unit attacks and succesfully hits the opponents unit, that unit gains 2+ attack power intill the end of your opponents turn. When your opponent ends his/her turn, the units attack power returns to normal. This ability does not work if you use it on your own units, If this units target blocks, the ability does not take place. When this unit is destroyed, all units on the field gain 1+ attack power intill the end of each players turns.
It is really similiar to a Muddy except instead of having quake compensate for its lack of Armor and Blocking it has 5 more Power and 1 Turn less Recovery. The 'overall range' is the same except instead of 5 Movement and 1 Range its 4 Movement and 2 Range. The unit could work though, except for the Ability that gives the opposition more Power which I think is just an unnecessary complication.

Cross Punisher
08-17-2006, 10:01 AM
The unit could work though, except for the Ability that gives the opposition more Power which I think is just an unnecessary complication.Yeah but without that ability then it's just a stronger knight with no armor or blocking. The power added when the phoenix dies really does just seem added on; sure you added 1 power to every unit on the field but only one unit can be used per turn.

Supreme
08-17-2006, 10:34 AM
Yeah but without that ability then it's just a stronger knight with no armor or blocking. The power added when the phoenix dies really does just seem added on; sure you added 1 power to every unit on the field but only one unit can be used per turn.
Everything is just a Knight ;)

Frost Golem is just a Knight with no armor or blocking, more HP, less movement, more recovery, more range, and paralyzes instead of dealing damage. :D

The added ability is so insignificant that it might as well not be there and simple units are better than complicated ones so just scrap the ability and balance the unit a bit more and it should work fine.

Jon888
08-17-2006, 03:03 PM
I agree with supreme i hate it when someone says (this is just a berserker with _______) And they will say that when you just added stun to your units attack. Dont say this unit is just a blank____, unless its blatantly obvious.

Hellblazer
08-17-2006, 03:15 PM
As Cuathon said, 25 power for 1 recovery is a little bit much. Try 20 at most.
The ability is where I said "Huh?!" Why would you want to give an opponent's unit +2 attack power? Also, what's the ability's range? Lastly, does the ability have to be used in order for the +1 power part of the ability to initiate? To add to that last question: does that effect end at any point?

Pheonix
08-17-2006, 10:33 PM
Everything is just a Knight ;)

Frost Golem is just a Knight with no armor or blocking, more HP, less movement, more recovery, more range, and paralyzes instead of dealing damage. :D


That's a bit extreme there, come on. You can't honestly say that. That means a frost golem is a cleric with more hp, no freeze ability and a better move with slower wait and heals your team....meaning a knight is also a cleric then with similar changes. No
--------
On the unit: What people are saying is right. 25 power on one wait is too much. It's got high hp, so even without armor/block it will still stay around dealing a couple blows and flying away. Shatterstar is also right, attack a unit that won't fight back next turn.
Give this thing stone, and it will torch anything.

EmelGreenLeafer
08-17-2006, 10:39 PM
Its a failed unit, increase/decreasing abilities wont do, i failed, and i'll try to balance my next unit better next time. Thank you all for each of your supports.

Supreme
08-18-2006, 01:49 AM
That's a bit extreme there, come on. You can't honestly say that. That means a frost golem is a cleric with more hp, no freeze ability and a better move with slower wait and heals your team....meaning a knight is also a cleric then with similar changes. No
Give this thing stone, and it will torch anything.
ummmm, yea? thats the whole point i was trying to make. people overreact over similiarities between different units and say its the same unit except for - whatever. i could have compared a Knight to something much similiar already in TAO like a Berserker.. but i chose the most different unit to demonstrate how much people overreact. its an intended exaggeration used to make a point. im sorry you didn't see that, i guess i didn't make it clear enough.

Point is, anything could be a Knight with the right modifications, so like someone previously stated, don't discourage similiar units unless they are outrageously alike. I would rather have a good, balanced unit that is a little bit similiar to a Knight than a bad, unbalanced unit that is completely original be added to TAO and I'm pretty sure most would agree in this matter.

Cuathon
08-18-2006, 05:53 AM
none of these units will be added to tao. besides we can make a unit that is both. why settle for just one?

Pheonix
08-18-2006, 07:47 AM
ummmm, yea? thats the whole point i was trying to make. people overreact over similiarities between different units and say its the same unit except for - whatever. i could have compared a Knight to something much similiar already in TAO like a Berserker.. but i chose the most different unit to demonstrate how much people overreact. its an intended exaggeration used to make a point. im sorry you didn't see that, i guess i didn't make it clear enough.


No I understood that, it's a fully true statement that people like to do. But never to that extreme, it's always a similar unit, or they compare one aspect that is similar but not the whole unit.

--moves on--

shatterstar
08-18-2006, 07:56 AM
--coming back--

the fact is that the knight/assasin/BR are balanced units. its perfectly viable to use them as templates to build units with balanced stats on top of which we add original abilities. when someone says 'its a knight with less...' what they mean is that you've used the knight template and whatever original capabilities you have added are not enough to make it signiificantly different.