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tarvos 6
01-09-2007, 12:00 PM
As most CAU ideas have generally been talked about, discussed, and overused, this one probably falls into that category. I am taking some ideas from wc3 and placing them here.

Drow Ranger:

HP: 34
Armor: 20
Blocking: 35
Range: 4
Power: 12
Recovery: 3, 1 for move, 2 for attack.
Ability: Cripple

The Drow Ranger aims for the units ankle or foot joint or muddy base, and opens a wound.

The Drow Ranger is a special kind of unit as it damages its afflicted unit based on their movement. It damages a unit for 4 unreduceable, unblockable damage for every square that the afflicted unt moves. For example, the DR hits a knight, it would only start out by doing its normal attack. Then the knight moves forward 3 spaces to attack a scout, the knight takes 3 damage per square.

Teleporting units take only 3 damage for every time they move, thus acting as if they've only moved 1 square.

If a unit has 4 hitpoints left, and moves, and the unit would normally die from the recieved damage, it is not allowed to move until it has enough hitpoints to survive the crippling damage, or the cripple wears off.

The crippling arrows are blockable. The DR has 2 power so it is able to break focus.

When the enemy heals with their cleric, the cripple effect is removed.

All critiques, suggestions, and or opinions can either be posted here, or PMed to me. I am not able to forum alot, at least for now.

scb
01-09-2007, 01:49 PM
It's weaker than a scout. The arrows are not going to do more than 20 damage most of the time, and will usually do much less. The health and blocking are lower than that of a scout, and while the armor is higher that barely makes up for the lack of health (but not the lack of blocking). It has lower range, higher wait and no movement stat :huh:. The movement damage is also tied to the cleric, which I don't like.

I suggest raising the damage to 10, having the effect non-cleric-healable and having the effect wear off exactly after the next time the unit moves, no matter how long or short that takes. The effect could therefore stack, making a unit effectively unable to move in time, if the opponent doesn't move it for a while. However, it won't be too powerful because the opponent can delay the damage or reduce it to a wimpy 16 total with well-timed moves. The unit could also stand to have a lower wait time and/or higher blocking (possibly wait 1 and keep blocking the same).

tarvos 6
01-10-2007, 06:19 AM
I gave it some juices, it now has 12 power, 35 blocking, and 20 armor. But I reduced the crippling effect slightly, and made it 3, nonreducing damage per square.so if it attack a dmw, it will bring it down to 16 hp, then if the dmw moves 3 spaces it will only have 7 hp, hmmm.

I will up the cripple effect to 4 unreduced damage, then it will be a worth while effect.

The idea of the cripple effect is that the Drow Ranger aims for the ankles, so it opens a wound in a somewhat awkward spot. So after a while, the wound will heal (3 turns.) Or if a cleric heals it, then the wound goes away. Its not a magical attack.

The logic behind non armor reduceable 4 damage is that, plate mail armor isnt going to protect you from the pain of an ankle wound, so why should it be reduced?

scb
01-20-2007, 09:39 PM
I think it's still a bit wimpy, but it's a neat idea. Perhaps give it more blocking to account for the agility of an elf. This is one of those simple, interesting ideas that won't win any prizes but are still worthy of this forum.

Bumped from Novemeber, does that still count? This is because of a rep I got for my previous post, so rep me if you want your threads to come back to life! :p
Actually, negs have the same result. :dry:

VAMP7
01-21-2007, 12:19 PM
The Drow Ranger aims for the units ankle or foot joint or muddy base, and opens a wound.

:eek: why not just aim for the crotch?