View Full Version : Recovery Ward
DarkMist_
01-09-2007, 07:49 PM
Name: Recovery Ward
HP: 28
Armor: none
Power: Wait Recovery
Range: targets all of your units when used. (i.e same as cleric)
Block: 100% all sides
Movement: immobile
Wait: 2 turns
Wait Recovery: When used, all allied units have their wait recovery reduced by two (if they have any)
NOTES: Essentially, this wards ability in terms of targeted works the same way as a cleric, although it heals wait recovery rather than health. When used, ALL of your units will be affected.
EDIT: Its a one time shot, not a focus spell.
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STRATEGICAL USE + PROS/CONS:
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This could be used to your advantage in a great number of ways. It can throw off your opponents timing, especially if they are relying on your wait times to plan their moves. Suddenly, units that were normally unable to act are. It also helps with units that have rather large recovery times, allowing them to act more often, which could be very dangerous to the enemy.
Its downfall is the fact that it must be used in place of another unit or ward. However, it has many strategical uses, and would take much forethought to use properly, especially since its recovery time is 3 turns.
Also, its hp is on the low side, making it not too difficult to wipe out.
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OTHER POSSIBILITIES/CONCEPTS
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- this ward could be made to target a single unit, and remove ALL their recovery time
- it could be made to target all allied units, much like a cleric.
- how much wait recovery it removes/other stats could be modified for balance purposes.
Ol' Time
01-09-2007, 08:02 PM
Overpowered, a DT with 2 wait, a scout with 1 and a knight with 0? Too much. I't sfairly balanced however, good try for a first unit.
EDIT: Explain the attack pattern better...
AlabamaBoy
01-09-2007, 08:05 PM
I dont think its overpowered, very easily killable,
But lower its health to 24, this way a dark magic witch can kill it. Also, in the endgame this unit runs the risk of hitting enemy units that are close to friendly ones.
Ol' Time
01-09-2007, 08:08 PM
I dont think its overpowered, very easily killable,
But lower its health to 24, this way a dark magic witch can kill it. Also, in the endgame this unit runs the risk of hitting enemy units that are close to friendly ones.
Yes it may be easy to kill but as long as you get it away from enemy units at one point of the game, you're insanely powerful. ALSO...you can do this to say a knight and just protect it with the same knight.
I have to say it's a pretty good unit, it really is.
AlabamaBoy
01-09-2007, 08:10 PM
Um no, it has a three turn wait.
Dresicos
01-09-2007, 08:16 PM
I like it, may be the new BW (right, like anything can beat a chanty + BW :p) no but really a chanty with 2 wait end game makes it a lot easier to paparlyze all units in range but other than that.... I like it.
I really should start thinking of a unit of my own. hmmmm
DarkMist_
01-09-2007, 08:55 PM
I lowered its health to 24. I think that currently its reasonably balanced. If used correctly and skillfully, it can be a very powerful tool, just like anything else. It gives out a new aspect to the game as well.
And yes, it is fairly easy to take out if given the chance.
@Ol'Time
it has a 3 turn wait, so you cannot just keep refreshing the turns of units continually. You have to plan it out and use it correctly.
Lightning lion
01-10-2007, 11:08 AM
I its like the poison wisp and the enchantress,you have to use it at the right time.it is quite impressive for one ward.:bigsmile:
DarkMist_
01-10-2007, 11:54 AM
I have a lot of practice at creating things. I play WC3 TFT, and Im involved in a lot of maps creating heroes, spells, items etc. Thanks for the positive comments :)
Lightning lion
01-10-2007, 12:32 PM
impressive.Give yourself a pat on the back
AlabamaBoy
01-10-2007, 12:51 PM
right.... um no.
Put more detail in it, no pats on the back just yet. But perhaps in the future :)
DarkMist_
01-10-2007, 01:30 PM
what details am I missing?
KBHoleN1
01-10-2007, 01:39 PM
You need to clarify the way it is used. Is this a focus unit, that imparts a -1 recovery to all units in its attack pattern (i.e. Do those units have a reduced recovery for the rest of the game, as long as focused is maintained)? Or is it a one time deal, where all units in its attack pattern have their current wait time reduced by one? (so a scout on 2 recovery is ready to go the next turn: -1 for the ward's attack, and -1 for normal end-of-turn recovery).
Either way, its not a very viable unit. The first option makes the ward overpowered (if correctly protected), because a knight can attack and move every turn until it dies, or 2 scouts could alternate shots the entire game. If its the second option, then the ward is almost useless. You have to waste a turn in order to speed up the recovery of a few units, a turn you could just use another unit on. It would only be helpful at the end of a game, when EVERY one of your units MIGHT be on recovery, and the ward would help out. But once again, the units prob are just going to recover the next turn anyway, so your current turn can be put to much better use.
EDIT: This entire idea is confusing, do you see what I am asking?
DarkMist_
01-10-2007, 02:13 PM
I clarified it a bit. It basically worked like the second optuion you described. If you have 3 units with 2 wait left, and used the ward on all the, all three of those units would be down to 1 wait.
Perhaps to make it a bit better, it should target all of your units on the map, and heal one wait recovery, much like the cleric, would that be a good idea?
KBHoleN1
01-10-2007, 02:21 PM
I think that would make the unit more useful. But remember, only the units with recoveries of 2 and above would actually benefit from this ward, because 1 of those wait turns recovers naturally after the turn. So its use would be very limited.
Specifically, the lw, cleric, and stone would benefit the most. Dragons and magic units would also benefit, but not as much. Units with 2 recovery would rarely be affected, unless you specifically planned to use one attacker, and recover it with the ward for a second strike. Say, mudquake, recovery ward, mudquake and retreat.
DarkMist_
01-10-2007, 02:33 PM
Thats mostly the way I planned it to be used. You cant imagine how much a lot of people rely on opponents wait recovery to time their actions. Anyway, I changed it to the way I described in my post above, it works exactly like a cleric now, except it heals wait recovery rather than health. I think thats more viable, and it works well with high wait recovery units.
KBHoleN1
01-10-2007, 02:38 PM
You cant imagine how much a lot of people rely on opponents wait recovery to time their actions.
Actually, I can, because that's one of the biggest aspects of the game. It's wildly important to know when each unit can attack again, and units like this (because this is far from the first one) try and bypass that aspect of the game. It tends to undercut the strategy of the game, in my opinion, but at least the unit is well-done.
DarkMist_
01-10-2007, 02:46 PM
Granted, but it can still be incorporated into your timing. You can still predict when they are going to use it, and plan your moves accordingly. It just adds another layer of strategy to the game, and another thing you have to waitch out for. I dont really think it undercuts the strategy of the game per-say, but it does make it more difficult.
Anyway, thanks for the help and comments :)
DarkMist_
01-12-2007, 11:44 AM
Figured I may as well just bump this up, get some more community feedback :)
Phyrexia
01-12-2007, 12:28 PM
I'm not sure that i would qualify myself to determine the strength of this unit.
But in any case here is how i see it.
It's a little overpowered when you think of, cleric, DT, Recovery ward, cleric, DT, ( im using that it removes 1 from all friednly units) It's a little weak with one hit kill by so many units. I think it would greatly depend on where you placed it.
For me i could not be sure about the unit without testing it. It's that iffy.
My impression this far is to raise the hp to 30. But play-testing may suggest otherwise. Good work, sadly i think it needs play-testing to be sure.
Does Tao play-test?
Can't play-test here. I wrote my own program to play-test on, but unfortunately I don't have it handy and I'm a bit embarrassed about violating Seed's copyright (so I wouldn't be handing it out anyway).
Cleric-Dragon-Ward is not overpowered. You're basically using up one attack every 3 turns and giving up one attack every 12 turns to gain 1 cleric attack, 1 dt attack every 12 turns. That means that the recovery attack is worth heal 1, deal 2.3333 unblockable (or 1/6 attack total). No, this unit is only good for strategic purposes. I think it is distinctly underpowered because it dies easily (one hit from witch or dragon) and doesn't have a huge effect on the game in most situations - at least not the effect most units have, even the stall units.
DarkMist_
01-12-2007, 01:05 PM
Well, after you play-test it, could you offer me pointers on how best to improve it? Would it be better to increase its hit points, or reduce the wait time, or increase the wait time recovery?
EDIT: It was meant to be more strategic in use, however. Not necessarily something you use everytime its wait recovery has finished.
Phyrexia
01-12-2007, 01:21 PM
My scenario was not meant to repeat, i realize that that is just silly and not benificial, what i meant to emphasize is that you can heal twice much sooner to save a loved one if need be, or you can DT twice much faster to kill a hated one if the opportunity arises, and, in some cases, both. Just those 5 moves before forgetting baout the ward could be devistating whenthe oppoent expects to kill a unit in X turns and heal a unit in Y.
Of course the hp seemed to dampin this a lot.
But i am convinced, a little underpowerd as these scenarios will happen few and far between and more often when there is no recovery ward left.
It's wildly important to know when each unit can attack again, and units like this (because this is far from the first one) try and bypass that aspect of the game. It tends to undercut the strategy of the game, in my opinion, but at least the unit is well-done.
I disagree. I think this unit adds strategy. a) you spend the first couple of turns getting a witch or dragon in to kill it or b) now you can try to trick opponents into using the ward immediately. The only thing I would suggest is 4 turn recovery instead of 3. That way, your opponent has a chance of wiping out 3 turn recovery units while the recovery ward is in recovery (wow thats a confusing sentence).
The program is on another computer far off in another state with no Internet connection, the floppy drive's busted and the CD burner doesn't work... I'm afraid I will have to remake the program if I want to use it, and I'm not willing to go through that for just a few units. Maybe I'll be able to get it off that computer this summer and make it useful. However, I wrote it in VB6 and the new VB7 (what I have on this computer) will probably bring additional complications.
I'm convinced that this is quite underpowered. In the situation where the opponent wants to heal, nine times out of ten a pyromancer or scout attack on the hurt unit will do just as well; if you want to save a unit or two, a barrier ward or furgon can do the job nicely in most cases. It's also something of an anti-berserker, but only taking away part of the effect.
Perhaps this unit should remove all wait time for one selected unit? That way, you can get two fairly quick attacks with the dragon or cleric at the cost of one attack turn. Of course, it will be less effective than simply having two of the unit, but in the case of the dragon tyrant or *moving* cleric that might be OK. I fear this would simply become a dragon booster, though.
Raise the health, lower the wait time and let it remove wait times completely (instead of just one turn's worth), or at least remove two turns' worth.
DarkMist_
01-13-2007, 03:20 PM
Raised health and increased the wait recovery that it heals to two. Not sure whether I should Lower its own wait recovery yet though.
I did consider having it remove all the wait recovery of one unit, but, I wasnt sure if that would make certain combinations too powerful. So I just put it down as a possible option, in case the devs consider using this kind of unit, so they have more options to work with.
Phyrexia
01-13-2007, 08:54 PM
I think that it is fine now, remove 2 wait from all if better then removing all from 1, exept in certain rare occasions. good work.
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