View Full Version : Holy Golem
DarthYoda
03-10-2008, 07:59 PM
A golem glowing the color of your units, with a holy symbol around its neck.
HP-60
Armor-0
Power-21
Attack Area-Nearest Sight of LOS, 3 spaces away
Attack Method-A beam of light comes from the golem's holy symbol.
Movement-4 NORMAL MOVEMENT (thanks to Boreal)
Recovery-2 attack, 1 movement, 4 special
Special-If under 10 health, the golem can heal all friendly units 15 health. After using the special, the unit is sacrificed (thanks to Boreal), as in the assassin bomb. To activate the special, just click and hold the unit as in the assassin bomb or mudquake. SPECIAL CAN ONLY BE USED ONCE (thanks to Sessy)
This unit is a gold unit (double on Legends) and available for purchase using tourney points.
Criticism, Comments, and Praise encouraged.
Lord Sesshomaru
03-10-2008, 08:04 PM
Really overpowered.
Not to mention we don't have double golds here :p
DarthYoda
03-10-2008, 08:07 PM
Right, lol, I am used to the atmosphere of Legends. I'll edit.
Overpowered. How should I fix? Lower power? Raise Recovery Time?
booyaka619
03-10-2008, 08:12 PM
What's up with all this golem CAUs?
Lord Sesshomaru
03-10-2008, 08:12 PM
Well the special ability is kinda vague.
Is it every time he drops below 10 hp? If so that's a pretty strong special. If that's what it does I'd make the recovery time to 3 and maybe bring the movement down to 3. But that's just my personal opinion.
Ol' Time
03-10-2008, 08:15 PM
Compare this to a mud golem. Overpowered.
DarthYoda
03-10-2008, 08:15 PM
Well the special ability is kinda vague.
Is it every time he drops below 10 hp? If so that's a pretty strong special. If that's what it does I'd make the recovery time to 3 and maybe bring the movement down to 3. But that's just my personal opinion.
Edited to clarify. Special can only be used once. So, strategically speaking, you often want to save the special until your cleric is on high wait and your units are being picked off during a rush
Boreal
03-11-2008, 05:02 AM
It's a pretty solid idea, a unit that can fight AND heal once, but I think that the golem should just sacrifice himself to heal rather than wait. Oh, and you can't just make it purchaseable by tourny points. Do you know how many people would buy these? It would be fairly common to see them in any formation. But overall, it's a good unit. You just failed to mention if his attack is blockable or not. I'm assuming it is, but it would be helpful to clarify.
shurtugal
03-11-2008, 09:14 AM
Overpowered, but a nice try.
DarthYoda
03-11-2008, 05:27 PM
Okay, well the obvious consensus is overpowered. I get that. There are numerous things I can do to fix this.
1) (Thanks to Boreal for the suggestion) Instead of going on wait after its heal, make it sacrificial. This way, the unit cannot somehow live and go in on another rush.
2) Reduce the power. This is the obvious thing to do, but I need to make it something that will not kill a cleric with too much ease. For this reason, I propose 17 power. This, combined with a scout after a heal, will still leave the cleric with one health. However, a BR and Holy Golem combo will kill a cleric even with a heal.
3) Raise the wait time. Though not the best idea, it makes it have a mage's wait, causing for more planned rushes.
4) Last, reduce the attack range to 2 spaces. This could eliminate its ability to attack through 2 units side by side, thus reducing its effectiveness at killing clerics and/or protected mages.
Post back to reply which idea (or multiple ideas) you find best.
Boreal
03-11-2008, 05:54 PM
Good, at least you have the common sense to apply the suggestions people give you. I think the sacrificial heal ability would be better, not just because I suggested it, but because it could be protected until the cleric could get it back to fighting power, then go off on another rampage. Although it wasn't on the list, I would think it would be better to remove it's teleport ability. Currently, it can get around knight walls and attack vulnerable units, especially mages, and run away only to have healed other units and ready for a second round. Removing teleport would keep it balanced. However, keep the power at 21. Without teleportation, 17 power is going to be worthless. Good work. =)
DarthYoda
03-11-2008, 06:38 PM
Okay, thanks. Your input is taken. Based on your suggestions, I should have it die after it heals. Now, it cannot retreat after healing after a rush. No more teleportation. That seems to not underpower it, yet keep it relatively strong. Edited to reflect these changes.
DarthYoda
03-11-2008, 06:39 PM
Sorry: Double Post, Laggy Computer
Anyone Who Has The Power, Delete This Post
shurtugal
03-11-2008, 06:44 PM
Posts can't be deleted. Threads can be locked, best thing is to edit post.
farcus
03-11-2008, 08:25 PM
Define: A holy symbol around its neck.
HierophantNexus
03-12-2008, 12:29 AM
1 heal at 15 is too much I think.
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