View Full Version : Feltouched
Barbaric warriors from the Blasted Wastes that have been influenced by the dark powers infused into the land, all Feltouched fight like a one man army with hardly any control over where their next blow will fall
Life : 55
Armor : 10%
Blocking: 36% (18%)
Power: 18+(1-12)
Movement: 4
Recovery: 2
Abilities:
Recklessness : A random 1-12 damage is added to every attack the Feltouched makes.
deleryn
08-22-2006, 09:13 PM
People would whine about power and blocking, plus all the newbies would use it. Not really anything strategic about it. Knights are usually better in power and everything else but movement. Five hp doesn't count for much with the difference in armor.
Then again, knights are often thought of as overpowered.
Is this supposed to be one of your awesome units? :rolleyes:
The Coder
08-22-2006, 09:14 PM
is teh random damage reduceable?
heartagram69
08-22-2006, 09:14 PM
I like it alot, 55 health is interesting. Same with 10 armor, new and different I guess. Balanced, good job :). Only thing is I would make the blocking 30, same as a pyro, since it has to potential to do 30 damage. Just a thought.
EDIT: Didn't see the movement and wait time, I would set the health to 50 then, and blocking to 40. I think that would make it well balanced.
Cross Punisher
08-22-2006, 09:44 PM
I don't really like the randomness of the unit but without that there isn't much to this unit
People would whine about power and blocking, plus all the newbies would use it. Not really anything strategic about it. Knights are usually better in power and everything else but movement. Five hp doesn't count for much with the difference in armor.
Then again, knights are often thought of as overpowered.
Is this supposed to be one of your awesome units? :rolleyes:
Almost no units have strat' really, basicly what anything close to that with this unit would be keeping it alive.
I like it alot, 55 health is interesting. Same with 10 armor, new and different I guess. Balanced, good job :). Only thing is I would make the blocking 30, same as a pyro, since it has to potential to do 30 damage. Just a thought.
EDIT: Didn't see the movement and wait time, I would set the health to 50 then, and blocking to 40. I think that would make it well balanced.
The idea is that it's a reckless unit, he has low blocking and armor for the chance of one shotting a few things.
heartagram69
08-23-2006, 01:24 AM
The idea is that it's a reckless unit, he has low blocking and armor for the chance of one shotting a few things.
I get what you mean, I think you should drop the blocking to 30, armor to 8 and bump the health to 60 then. Balance it out a little more, just my opinion though...:rolleyes:
Cuathon
08-23-2006, 05:44 AM
horrible. bad kyir. we dont really need more luck.
Hellblazer
08-23-2006, 05:50 AM
Hm....It's not a terrible idea, but not the best one I've seen. Kudos for making it simple, with no crazy ability, but there's that chance it can be a walking LW once in a while. With 55 health, the random chance of doing 30 damage is a bit much.
Duffman
08-23-2006, 06:19 AM
Backstory
--
The Feltouched is male, mid-age, middle-class and white. He goes to work everyday but his wife stays home to take care of the house and his two children. Currently living in a two-story 4 bedroom house in suburbia the Feltouched works 9-5 before getting a healthy 8 hours of sleep to try and make partner at work. The Feltouched's hobbies include mowing the lawn, washing the car and adding to his stamp collection he started when we was a boy scout. He also enjoys chatting with the milkman and beleives nothing is better than a home cooked meal.
He also still lives with his mother.
--
horrible. bad kyir. we dont really need more luck.
All on the game is based on luck unless you plan on playing a full mage set, a bit more won't break it (omg, 6 day trip to canada, laters people)
and 6k post :0
Smiley_Girl
08-23-2006, 08:08 AM
I think people would whine too much about luck if he gets like a 30 attack hit on a pyro or a 28+ hit on witch, and if it was a grey unit, people would use to rush in and get cleric.
Forest_Archer
08-23-2006, 09:50 AM
Kyir, I like your units because they're simple, but if you could be more original, that'd be great.
I kind of like this unit because the initial attack isn't random, but... yeah. It's cool.
deleryn
08-23-2006, 10:23 AM
Almost no units have strat' really, basicly what anything close to that with this unit would be keeping it alive.
Sure, individual units don't have strategy, but you'll find yourself playing differently without any scouts. The units you have affect the strategy you use. I like knight strategy with support better than something like this. Berzerkers would be better; that might be saying a lot. :p
AlabamaBoy
08-23-2006, 10:33 AM
I like it, but maybe there could be some sort of pattern to how damage is decided rather than complete randomness.
Kyir, I like your units because they're simple, but if you could be more original, that'd be great.
I kind of like this unit because the initial attack isn't random, but... yeah. It's cool.
Wanna point out some units like this?
heartagram69
08-25-2006, 12:10 AM
Wanna point out some units like this?
I agree...It seems everyone posting in CAU lately just says it isn't original. This is pretty much as original as it gets, I mean SO many ideas have been put out there, so everyday it's just harder and harder to keep it original.
uniquinous
08-25-2006, 01:57 AM
yeah Kyir tends to have the more original ideas, but methinks this one isn't quite right for TAO. This is an RGP World of Warcraft "ZomG noob gots teh crit hit!" kinda thing. Here's the thing tho: in tactics - we know exactly how far each unit can move, exactly how much damage an attack from any given unit will do, exactly what alters wait times, and exactly how much a unit attacks for.
This destroys that last part. We know, upon a melee attack, it will either do ___ damage, or zero. We know combinations of attacks that will kill regardless of heal. My point is: damage being exact is an integral part of this game, and it shouldn't be taken away. It's really for an RPG where an *average* his range is acceptable cuz battles last longer and the non-stop attacks ballance out in the end. This isn't the case here
Duffman
08-25-2006, 02:50 AM
First of all, to be fair damage is only exact if you have a calculator.
Secondly, don't get too big on the ol' original thingy. I believe what FA MEANT to say was you could be more creative, but lacks the articulation.
Thirdly, I'm going to go wait in the car ><.
heartagram69
08-25-2006, 04:15 AM
Secondly, don't get too big on the ol' original thingy. I believe what FA MEANT to say was you could be more creative, but lacks the articulation.
I wasn't trying to pick on F_A, just stating that it seems in the CAU lately all most people have to say is it isn't original, and it bugs me because they are too lazy to think about it's flaws and point them out to the creator :dry: . No worries I still love you F_A :rolleyes:
First of all, to be fair damage is only exact if you have a calculator.
Secondly, don't get too big on the ol' original thingy. I believe what FA MEANT to say was you could be more creative, but lacks the articulation.
Thirdly, I'm going to go wait in the car ><.
F_A has some pretty un-origional units of his own, I'm still in canada.
yeah Kyir tends to have the more original ideas, but methinks this one isn't quite right for TAO. This is an RGP World of Warcraft "ZomG noob gots teh crit hit!" kinda thing. Here's the thing tho: in tactics - we know exactly how far each unit can move, exactly how much damage an attack from any given unit will do, exactly what alters wait times, and exactly how much a unit attacks for.
This destroys that last part. We know, upon a melee attack, it will either do ___ damage, or zero. We know combinations of attacks that will kill regardless of heal. My point is: damage being exact is an integral part of this game, and it shouldn't be taken away. It's really for an RPG where an *average* his range is acceptable cuz battles last longer and the non-stop attacks ballance out in the end. This isn't the case here
Lag doublepost, so I'm going the edit my other and finish this one.
Blocking, is random.
The game wouldn't be the same with no blocks, at a level in every stratagy you need some level of luck, while using this it would be lucky damage, on the other hand, you might be about to hit for 30 and a block comes around. You never know who gets lucky, so in the end the stratagy is to keep this unit around long enough to get lucky.
Pheonix
08-26-2006, 08:43 PM
Or if the damage could randomly be negitive too, dealing less. Maybe -4 damage---12 damage or something like that
In case he feels nice or something...or it's his birthday...
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