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Shadowkill
04-06-2007, 12:55 PM
Lol i know the name isnt very good, but the idea is quite unique for me ( please correct me if im wrong ). So here it is:

Dark mage

Description: These mages have rediscovered the arcane dark magic which was used to create golems. They are now able to create them on battlefield, using the most common material on it - shrubs!

Hit points: 30
Armor: 0
Blocking: 0% front, 0% side
Attack: Summon Shrub golem
Attack pattern: 1 tile in range
Range: 2
Movement: 3
Recovery: 3

If the Dark mage attacks a shrub, it will bring a Shrub golem on that tile, destroying the shrub.

Shrub golem

Hit points: 30
Armor: 0
Blocking: 0
Attack: Focus poison
Attack pattern: 1 adjacent tile
Movement: 3
Recovery: 2

So what do you think? Any comments or critics are welcomed!

Red Mage
04-06-2007, 06:20 PM
This unit is extremly underpowered. First off, you would have to have a Furgon to even use this unit, which is lame because I don't like furgons. Second, the Shrub Golem's attack is horrible because you can only select one unit. Maybe you should increase the poison's power to 10 and it would probably balance it.

scb
04-06-2007, 09:01 PM
I disagree with Red Mage. Furgons are fantastic. But I agree that requiring a specific other unit isn't very good.

I think it's overpowered. In tense situations it's balanced, since each attack effectively cancels out one enemy attack and the shrub golem attacks can easily be worth your turn, but overpowered against anything but a rush because you will have time to prepare multiple shrub golems, thus making any form of attack on you nearly impossible... which gives you time to make more. You then swarm the opponent and cut him to pieces while repeatedly poisoning his wall units and forcing him to attack your expendable units.

My suggestion: Put a duration on the shrub golems, such as ten turns. That way, the opponent doesn't have to kill them, and can just wait for them to die. You also won't get more than five on the field at a time.

It's a pretty neat idea. Now if only it weren't so dependent on the furgon... Maybe it should be able to summon a 0-health shrub golem without a shrub, in addition to the normal shrub use?

DIGID
04-06-2007, 11:06 PM
Decent concept. Somewhat overpowered, I think.

I think the Dark Mage's hp should be increased to 35. The Shrub Golem's hp should be reduced to ... shrub health, where an attack of any power will kill it. And then, the poison should be increased to 5 damage per turn.

scb
04-06-2007, 11:12 PM
If any attack kills the shrub golem, I think it gets too vulnerable for use. There's a big difference between surviving the first shot and dying on the first shot, enough to make the difference between underpowered and overpowered for this unit.

I don't think any of the penalties should reduce its short-term effectiveness.

Shadowkill
04-07-2007, 02:59 AM
Hmm, i have an idea. What if all shrub golems dies when dark mage is destroyed? He is pretty weak, so you will destroy him instead of golems when there are lots of them.

And i dont think depending on one unit is bad. Dsm depends on Dt totally. And this unit can create golems even from opponents shrubs, so you can use it when your furgon dies, or forcing enemy not to use his furgon. However, you must be lucky enough that your opponent will have a furgon...

HierophantNexus
04-07-2007, 12:06 PM
Decent concept. Somewhat overpowered, I think.

I think the Dark Mage's hp should be increased to 35. The Shrub Golem's hp should be reduced to ... shrub health, where an attack of any power will kill it. And then, the poison should be increased to 5 damage per turn.

Ditto DIGID