View Full Version : Battlemage
XC_Hawk
01-11-2007, 08:08 PM
This is my first unit, feel free to make suggestions because I have no idea if it is balenced.
Name: Battlemage
HP: 36
Armor: 16
Power: 14 unblockable
Range: 1 tile (melee)
Block: 60% front
Movement: 4 tiles
Wait: 1
ability: When the battlemage attacks an enemy unit, that unit's power is reduced by 50% for 2 turns (cannot stack with multiple attacks to same unit)
*ability only effects offensive units
discription: The battlemage is a female human fighter who has traded brute strength for magic ability. She focuses her magic on her raiper for accurate and crippling attacks on enemy units. The battlemage can block with a round, wooden shield, but is otherwise very lighty armored. As with most magic types, the big, droopy hat is a must.
tarvos 6
01-11-2007, 08:18 PM
Its nice, but the 4 turn ability is kinda overpowered. Lower the effects length to 2 turns and you have yourself a solid unit.
AlabamaBoy
01-11-2007, 08:29 PM
Kind of assassin-ish but I like it.
XC_Hawk
01-11-2007, 08:30 PM
thanks for the suggestion tarvos
AlabamaBoy
01-11-2007, 09:05 PM
*looks at tarvos 6's user title* *smiles*
raise its health to 36 and its armor to 16
XC_Hawk
01-11-2007, 09:14 PM
Ok alabamaboy, but why? Is there a certain attack combo that would otherwise kill it?
Was it assassin-stats before? If so, the change prevents knight+scout from killing it without a heal and prevents witch+lwad from killing it with a heal. However, I suspect he mostly wanted to make it less assassin-ish.
The unit is already fixed by now. Good job. A few questions: does it lower the cleric's power? how about the stone golem's?
The "cannot stack" note is needless clutter, since the ability ends at about the same time as her wait time does.
Phyrexia
01-12-2007, 11:41 AM
it's not needless clutter since you can have 2 on the feild, i think it's more like a beserker then assasin, otherr then the movment. I like the idea, i think it is well balanced as is. I would increase the power to 13 or 14 and reduce the armour or blocking by a tiny amount to give it more offensive stats. Good job.
Assassin movement, toughness, blocking, wait, attack range... the only differences are power and pattern. And the target can still do most of his actions, he just doesn't do as much damage... perhaps 12 less? That gives this unit effectively witch damage if the target attacks afterward, or positively wimpy damage if it doesn't. The berserker, on the other hand, stops the unit entirely for that turn and works well on waiting units as well, has knight-like aggressive abilities and has poor defense.
I don't think you can have two on the field, since it's gold and no one gets two sets of gold units.
Phyrexia
01-12-2007, 01:15 PM
Well if you are playing on revelation, they are currently only giving away 3...
im sure the will be adding another. In each case one of us is correct.
XC_Hawk
01-12-2007, 01:53 PM
thanks for all the feedback guys, lowered blocking to 70% and raised power to 14.
As for clerics and stone golems, no, her ability only effects offensive units.
Fourteen? Comparing her with the assassin, that's 21 power (14 * 1.5 because of unblockability) minus multi-targetting plus slight protective ability minus bombing...
This will beat a knight one-on-one. It kills a knight in 5 and dies in 4, but will block 1/3 of all shots while never being blocked. I think 14 is a bit too much.
XC_Hawk
01-12-2007, 03:08 PM
so 13 or back to 12?
I think 12 is fine, but I also think Phyrexia should clarify why he wanted the power raised.
XC_Hawk
01-12-2007, 05:00 PM
Well lets see, I'll put it back to 12 if there isnt any specific reason.
Phyrexia
01-12-2007, 05:31 PM
I found the unit was perfectly well rounded as it was. Not too strong and not under powered.
I then considered if there was a way to increase it's usefullness, and with greator power we can use it for game-deciding-moves more often. Also would be nice to be able to win against 2 clerics, it would deal 2 more damage then is healable by two clerics.
When i asked that the power be increased i asked that the HP Armour or blocking be decreased to even it out. If you can find a way to do so so that it can loose 1 vS 1 with a knight that would be what im talking about.
Up the power but make it a little more killable.
XC_Hawk
01-12-2007, 06:14 PM
I'll drop the blocking a bit more phyrexia
That doesn't change anything... since blocking is random, it becomes meaningful in huge jumps of about 40%. To make her lose to the knight, she would need to die in two reduced knight hits... which is infeasible. That's only 18 health, an easy death from a mage. Her ability makes it so that no damage unit can beat her one-on-one without allowing any damage unit she did not attack recently to kill her far too fast (0 blocking 27 health would do it, or 0 blocking 36 health 3 movement). We will have to either accept that she is much like a frost golem, able to beat anything in the endgame, or lower her blocking and movement.
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