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xerent
04-29-2008, 08:29 AM
HP: 15/15
Power: 0
Movement: 3 tiles at any direction
Movement Recovery: 2 turns
Passive Attack Range:

xoxox
oxoxo
xotox
oxoxo
xoxox


Special:

- Contraption.
- Has first turn wait time applied

- All enemy units within the attack range at the end of turn have their current and maximum HP reduced by 1.
- All enemy units within the attack range at the end of turn have their current and maximum blocking percentage is reduced by 1 every turn.
- All destroyable objects within range at the end of turn are destroyed (eg, shrubs)
- This units current and maximum HP is reduced by 1 every turn.
- This unit does not suffer damage from any attack.
- This unit cannot be healed.
- This unit is immune to all status effects.

†Tao Veteran†
04-29-2008, 08:35 AM
So in other words you can't kill it?

bloodreign
04-29-2008, 12:11 PM
It is truly a sweet idea and a very unique unit at that, but the fact that it will be able to move into an enemies same side turtle unimpeded and at least bring some units max hitpoints down by at least 10 or more would make this unit overpowered....turtlers would die because all you would do is concentrate at floating this puppy in ....let it do it's thang and then mop up the riff raff left in it's wake.

2 turns and any spellcaster is down to 28 ripe for a DT shot..."permanently".

I love the concept very much but i think the mechanics might need alteration....

(suggestion)What if it was like an evil seed type thing and it's husk is impenatrable..but when it opens it is vulnerable to attack...bump the hp up and it would fi the mechanics better.


I personaly believe it should not be immune to at least frost ...enchantress and whisp are another story.

The AIDS Virus
04-29-2008, 12:22 PM
I kinda like it, it would be useful in those assbomb situations or when you have that 24hp pyro and a lone knight in range. I can see it being effective.

xerent
04-29-2008, 01:52 PM
(suggestion)What if it was like an evil seed type thing and it's husk is impenatrable..but when it opens it is vulnerable to attack...bump the hp up and it would fi the mechanics better.


Because then it doesn't mesh well with the 'token' theme of units that I've been creating on here since forever ago.

I was thinking about it for a bit. I took down the longevity of the unit, and the teleportation aspect, but added a blocking decay mechanism as well.

map13
04-29-2008, 07:11 PM
WAY OVERPOWERED! The fact that you can't even touch it makes it an un-stopable anti-turt. You could literally own 10 units with this and a knight 0.o I suggest making the hp 4...

bloodreign
04-29-2008, 08:00 PM
I remember xerents tokens and glyphs and the like yeah you definetly have a unique theme to your units Xerent....along with some nifty effects.

Perhaps you can hit it just to break focus....it doesn't damage it but the token spins around? losing focus?...

I love this unit.

perhaps it was just the passive effect that bothered me, since the only way to counter this units effects was tomove.

xerent
04-29-2008, 10:11 PM
You could literally own 10 units with this and a knight

I'm pretty sure you can kill a knight with 10 units.

map13
04-29-2008, 10:43 PM
I'm pretty sure you can kill a knight with 10 units.

not if you also have this token

xerent
04-29-2008, 11:15 PM
not if you also have this token

Explain to me this logic.

Turn by turn.

bloodreign
04-29-2008, 11:48 PM
Careful...he just ..might ..do ..it. lolz.


Maybe you misunderstood something map..i know i did when i judged arachnid.

But maybe you see something we don't?...

map13
04-30-2008, 06:47 PM
k, token moves in, all dies since it can kill all destroyable objects. I win you lose game over. Way overpowered :cool:

In a more serious manner, it goes in and if all 15 turns it hits all of the units it would bring a knights max and min hp to 35, pyro to 15, cleric to 15 etc... the cleric wouldn't be able to heal them up, easy picking for the knight. If you get lucky enough to block a lot of the hits and the guy has no wards you win.

xerent
04-30-2008, 10:04 PM
Ok, let me rephrase:

In a more serious manner, it goes in and if all 15 turns

13-14, because it starts with a 1 turn wait if you move first. And you're able to hit all 10 units because they set them up that way?

it hits all of the units

All 10 of the units? In it's spread out attack pattern?

it would bring a knights max and min hp to 35

36-37

pyro to 15,

16-17

cleric to 15 etc...

16-17

the cleric wouldn't be able to heal them up,

So the opponent is just going to sit there and let his HP tick away? Wisp is a better weapon if the opponent does nothing.

easy picking for the knight.

50 HP knight taking on a 10 man formation at half life?

If you get lucky enough to block a lot of the hits and the guy has no wards you win.

And ignore the negative blocking adjustment with every successive hit?

You don't even need this unit if your knights block forever.

map13
04-30-2008, 10:37 PM
well obviously the knight wouldn't block in the back xD

Ok fine you could own them with 5 units, even that's still rigged.

xerent
04-30-2008, 11:00 PM
Ok fine you could own them with 5 units, even that's still rigged.

Under what circumstances? Explain to me how you arrived at this situation.

map13
04-30-2008, 11:02 PM
Under what circumstances? Explain to me how you arrived at this situation.

based off the evidence you gave me, ANY unit that lowers the max hp to the point that it can't be repaired any more even by 1 is rigged. If 1 knight and a token could take down 3-5 units then 5 should have no problem taking out all 10.

xerent
04-30-2008, 11:09 PM
Ok, so we're down from a token and 1 knight taking down 10 units to 3 units.

What three units?

Obviously an Enchantress, or Frost Golem in any of those three wins automatically.

If we take similar units, 1 50 HP knight vs. three 42 HP knights (8 HP / unit is a reasonable assumptive loss given proper evasion, and a -VERY- conservative estimate of the token being able to hit all three during each time his move refreshes), this is somewhat of a no-brainer.

Three 32 HP scouts die in the same amount of hits anyways, so this unit is innefective when paired with a sole knight.

We're not talking about wards or dragons either.

Three dark magic witches that die in a single knight hit, pretty sure the knight loses to three DMW blasts first given their range.

Pyromancers are harder to convince, I still believe a knight dies first.

You are correct, however, in saying that a knight paired with this unit will kill three clerics.

Is that your basis on saying this is overpowered?

map13
04-30-2008, 11:13 PM
sure is :p, my 10 cleric set should be unstopable!!! :mad::rolleyes:

xerent
04-30-2008, 11:15 PM
I can see how serious you are about critiquing units.

map13
04-30-2008, 11:18 PM
I can see how serious you are about telling me how serious I am about critiquing units :angry: :cool:

xerent
04-30-2008, 11:20 PM
I'm not the one making promises.

map13
04-30-2008, 11:21 PM
:confused:, I'm not the one with a spinning yoshi as an avatar :dry:

The AIDS Virus
04-30-2008, 11:45 PM
I like the changes xer. One thought though.

Do friendly units damage it at all? Say I wanted to attack through it with a dmw? That would be a nice shield.

Sweet unit.

bloodreign
05-01-2008, 12:21 AM
AIDS has some good questions there, can you shoot through the token with your DMW?....

I bet this unit doesn't step aside for friendlies does it?

Other than that i think its pretty good as it stands now.

One thing i thought of is it's immense passsive power paired with a knight wall..
if your oppoent is same sides the token could just sit there front row and still rock those knights slowly to sleep potentialy damaging them for 10 damage permy.

The AIDS Virus
05-01-2008, 12:24 AM
I almost asked about moving through it... I didn't see many downsides though honestly...

xerent
05-01-2008, 07:55 AM
IRT Bloodreign -

Special:

- Contraption.

IRT AIDS -

Special:

- This unit does not suffer damage from any attack.

The AIDS Virus
05-01-2008, 08:30 AM
Just double checking, that makes this pretty formidable.

ks5bns
05-07-2008, 05:17 AM
maps right tell token to attack on its own forever u just create shrubs and slow the game right down. then send token just outside of ur shrubs range...ok maybe i will have to kill mud golem but after that token can kill every1 else. until they have 1 hp each
any unit that cant die is to tough not to mention if i could have 2 of these. and he cant destroy opponent focuses frost golem becomes lame unit...

Hunt ^^
05-07-2008, 05:45 AM
Lol screw a knight and this just use this with a muddy.
=GG