PDA

View Full Version : Battlefield Medic


Boreal
03-06-2008, 02:29 PM
In TAO, there are always alternatives. There are alternatives for freezing, you could use a chanty or a frosty. if you wanted to protect your units, you could use a BW or a Furgy. However, if you wanted to heal, everybody is consigned to using a cleric. Clerics are...lacking...if you want to heal one seriously injured unit. It is especially annoying when only one of your units have taken damage, but you need a heal to prevent your scout or dragon fron being blasted off the board. So, I propose a healer made specifically for healing one unit.

Battlefield Medic
Human
HP: 26
Power: ∞ (full heal)
Armor: N/A
Range: 1
Movement: 3
Wait: 3 (edited from 5)
Block: 0%

There are a couple of restrictions when using the Medic. First, you may only heal live, physical units. This means that Barrier Wards, Lightning Wards, Wisps, and Golems CANNOT be healed. The Medic uses medicine, not magic to heal. Also, the Medic may heal himself by holding down the square he occupies. (similar to mud-quake) (armor reduction removed) Finally, you may not have a cleric on the field when using a Medic. The single target, high healing power of the Medic is balanced by sacrificing your ability to heal all of your units a smaller amount. You cannot have both.

This unit would be most useful in turtles, or just kept around if you need to save a vital unit. The Medic is meant as a safeguard. He is not meant to be rushed up to save your offense, as he is incredibly fragile and one swipe from a knight will put an end to his usefulness. Keep him close to the back and bring him out when needed. That's it.

So, what do you think? Overpowered? Underpowered? Completely Omfg-ownage-give-me-that-unit now kind of good? Or absolutely pathetic? I'd like comments, so please give feedback! =)

By the way, this is my first post. Just because I haven't been on the forums before doesn't mean I'm uneducated. Flamers get flattened with my steamroller. =P

Hellblazer
03-06-2008, 03:57 PM
It's a decent idea with all the details of how specific it has to be, but under it all I still see a Cleric with a lot less power.

Boreal
03-06-2008, 04:13 PM
True, I was unsure at how much power to put it at...40 with armor restriction seemed the most balanced at the time.... Its purpose it to heal one unit for major points as an alternative for a cleric. 12 points on one unit is a waste when you consider the cleric's widespread healing power, as opposed to focusing that on the unit that actually needs it.

Sacred Silence
03-06-2008, 04:19 PM
I think it's underpowered. It has a range of one, 22hp and no armor? So basically you use it once and it is dead.

Boreal
03-06-2008, 04:53 PM
What do you think you're going to do with it? Rush it with your DT? It's for an emergency heal on one unit. Although, I think it could use a slight power boost and maybe a range of 2...

EDIT: I changed it so that it will completely heal any unit. It still has the same range and HP though. If it was too durable, or had any range, then I'd be verging on HP powerhouse... O_o

Rubbish
03-06-2008, 05:06 PM
Lol.
It's a fine idea I guess.

Boreal
03-06-2008, 05:16 PM
Care to elaborate Rubbish? You seemed sarcastic when you lol'd at me...
What do you like about it specifically? Does it need any tweaking?

Sacred Silence
03-06-2008, 05:28 PM
It's just that I think everybody would prefer a cleric, apposed to a unit that dies instantly.

Supersmiley :-)
03-06-2008, 05:34 PM
I've always liked this concept but there is one fatal flaw:
Nobody is going to use this AND and a cleric, they'll only use one healer -- and most people would prefer a cleric instead.

The only way to make people choose this as an actualy option for a cleric replacement would be
A). More HP
B). I would change wait time to four

Ol' Time
03-06-2008, 05:38 PM
Too little HP. So easily taken down it can never replace a cleric.

Sacred Silence
03-06-2008, 05:39 PM
change the wait time to 2... for not moving. 3 for a move + heal. Atleast that way it has a "chance" of surviving.

shurtugal
03-06-2008, 05:57 PM
I think it destroys the fundementals of the game, And besides, it will be a gold unit only and they would prefer clerics, Rather not have only 8 units to attack with, and in turts, you also add the frost and stone, then maybe a furgon, wisp. that leaves 4 units if you use all, 3 if you use a dragon, most will have 2 scouts and a dragon, but alot prefer knights also.

EDIT: And also you say "full heal" at the power, but you also say that the armor messes it up, you have to change one or the other.

farcus
03-06-2008, 08:00 PM
It dies fast. More HP or less wait time

Lex
03-06-2008, 08:06 PM
Finally, you may not have a cleric on the field when using a Medic. The single target, high healing power of the Medic is balanced by sacrificing your ability to heal all of your units a smaller amount. You cannot have both.



To all the people saying no one will use this with a cleric cause it takes away another attacker, you can't use it with a cleric.

I think it's a decent unit, can it heal itself?

gryph89
03-07-2008, 12:18 AM
I think it destroys the fundementals of the game, And besides, it will be a gold unit only and they would prefer clerics, Rather not have only 8 units to attack with, and in turts, you also add the frost and stone, then maybe a furgon, wisp. that leaves 4 units if you use all, 3 if you use a dragon, most will have 2 scouts and a dragon, but alot prefer knights also.

EDIT: And also you say "full heal" at the power, but you also say that the armor messes it up, you have to change one or the other.

Your fundementals on the game is pretty damn screwed up then. No offense.

Good idea, I enjoyed it. Better than alot of the most recent pop-ups of it going around.

Boreal
03-07-2008, 04:04 AM
Thank you everybody for the feedback, I never realized how big of a target this guy would be early in the game.

Supersmiley- I gave this guy 6 more hp, making him slightly more durable, but killable if not protected. I also felt that a shorter wait time was needed, 3 seemed appropriate. This guy would have to move fast if your DT needed healing.
Ol' Time- Thanks for your short comment which as usual, says what everybody else was saying.
Shurtugal- I didn't understand why you were telling me of a typical gold turtle and how a Medic ruins the fundamentals of the game....but I did remove the blurb about armor reducing the amount of HP healed.
Farcus- Umm....thanks for posting?
Lex- I forgot to add that it could heal itself O_o
Gryph- I guess you shared my confusion with shurt's post, I had no idea why he posted that. Thanks for the support. =)

shurtugal
03-07-2008, 06:00 AM
I'd prefer it at 24 hp, as a double scout will also kill it, allowing us to use the same tactics as killing clerics.

booyaka619
03-07-2008, 07:11 AM
It is a decent unit.

Boreal
03-07-2008, 01:09 PM
I'd prefer it at 24 hp, as a double scout will also kill it, allowing us to use the same tactics as killing clerics.

Shurt, if this guy heals himself, he's going to get full HP. Otherwise, it doesn't matter if he had 26 or 24 HP. Also, thanks to booyaka for the support, but you didn't say much. Is there anything that could be done to fix it?

2xfire
03-07-2008, 02:32 PM
With the unit having to be next to the medic to be healed I deem the medic worthless.... If a unit is about to die and is near this medic in the first place you are probably getting owned.

Boreal
03-07-2008, 02:42 PM
It's easier to find a flaw in someone else's unit than to create a good one yourself...remember that. If it had range, even a couple squares, do you think it would be worthwhile?