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JesusCraig
10-22-2008, 02:52 AM
http://www.ultimosdiasdegloria.com/FR/Personagens_fr/fig_pers_gd/Telamont1.jpg
A shade is adept at manipulating shadows, they have gained an unprecedented mastery of darkness. Shades tend to blend with the shadows around them and are incredibly hard to discern, making them exceptionally hard to hit. Shades tend to prefer trickery to brute strength.

Health: 50
Armor: 0
Blocking: 70% (Animation: Shadows enclose and swirl when the attacker begins attacking, after the attack is finished the shadows stop moving and the shade appears unharmed when the shade blocks)
Power: 8 damage plus Blind
Movement: 3
Range: 3
Recovery: 2 (1 attacking, 1 moving as per the recovery formula)

Blind: The Shade sends a concentrated blast of shadows into the face of the attacker. The shadows coalesce around the eyes and the unit which is attacked takes on the status "Blind"

Blind units can move only half of their movement, rounded down (An assassin can move 2 squares, a knight can only move 1). Blind units can attack only 1 square directly adjacent to them, as well as their own square (A knight is unaffected by this part, a pyro however will always hit itself when blinded [one square adjacent to the pyro will be the center square of the pyro blast, meaning the pyro will hit itself]). The only units which will ever hit their own square are the pyro and potentially the barrier ward (barriering itself)

How blind effects the units attacks:
Assassin: Not at all.
Knight: Not at all.
Beastrider: Can only hit one unit, adjacent
DMW: Can only hit one unit, adjacent.
Pyro: Center of blast can only be 1 square adjacent.
Scout: Can hit only one square away.
Cleric: Not at all.
Dragon: Can hit only one square away.
Muddy: Mudquake only hurts units adjacent, no effect to normal.
Enchantress: Can only paralyze units adjacent
Wisp: Can only poison units adjacent.
Frosty: Can only paralyze units adjacent

Basically, it reduces the range and area of effect to 1 square for each unit.

Blindness is a self-curing status ailment and disappears after 3 turns. (Previously 4, but editted to reduce impact of the effect)

Mr Anton
10-22-2008, 03:37 AM
Really well thought out beautifully described. Sounds like an awesome unit. :D

Mad props for this.

bloodreign
10-22-2008, 01:08 PM
*RAISES THE ROOF*

whoot! GOOD TO SEE YOUR STILL AROUND MAN!
As for this unit it is sweet.

It is a good concept and a potent unit indeed, i would for sure use this as part of my set for sure.
And i aint juss sayin.

It could......

stop scouts from hitting my precious cleric!
Induce enemy DSM selfsuicide! (thats if they realy need to killyou!)
Stop that frosty from freezing a crucial attacker!


And last of all i think this unit would destroy a knight 1 on 1 in a final battle.
knight would get a good hit in but then it's downhill after that...the Shade would just blind and then retreat avg 5 spaces away from knight...knights reduced movement capacity hamstrings him and he is no longer capable of catching Shade.


One issue i have though is the length of the blindness...

4 turns may be too much?

Overall sweet buttery goodness.
sweet return ...sweet unit.

Tubby
10-22-2008, 01:16 PM
I like it. Especially with the Copyright image:p

Dangle
10-22-2008, 01:17 PM
The blind ability does seem a bit overpowered to me. This unit would probably have up to two units blinded at a time essentially making a lot of non melee units completely useless. Of course this is the unit's only real use since an ap of 8 doenst do much dmg at all.

Maybe try reducing the blind debuff to 3 turns.

Also you could try to make the unit who is blinded have a completely random movement (controlled by the cpu). I think that would make more sense considering the unit wouldn't be able to see where they are going. Also that way it gives the player a chance to 'risk' taking the opportunity to move their unit to more advantageous position.

Just a thought.

Kindle
10-22-2008, 01:53 PM
I like Dangle's idea of a 3 turn debuff, but not the random movement. :p
I also like the unit, well thought out, quite original. Well done. :D

JesusCraig
10-22-2008, 02:12 PM
You guys are right, three would make a much better balance for the effect.

Thank you for all the positive feedback.

P.S. Bloody, you are going to tie with that knight if you play that way. You should attack from 3 and retreat only 2. That way you can still catch the knight to blind him if he attempts to escape. If you retreat 3 and he retreats once twice, he's out of range.

shurtugal
10-22-2008, 08:24 PM
It's good, but it's more of a staller unit in my eyes, considering it can only deal out 8 damage.

Oh, and that's not a shade.

http://movie.mop.com/zt/egraon/images/durza.gif
*facepalm*

Bl00d
10-22-2008, 11:01 PM
Underpowered in most situations... I like the blind concept, very new and quite a cool idea.

8 damage for a wait turn of 2 makes it the weakest unit in the game, 3 hits to kill a cleric? I would raise power to 15, which makes it much more balanced. Think about it...

And the effect should only be for 1 turn, 2 at max. Looking at what it does to a scout, it basically makes it useless for 3 whole turns. It would be better if it only did it for a turn.

JesusCraig
10-22-2008, 11:15 PM
It can't be both underpowered and overpowered at the same time.

Cross Punisher
10-23-2008, 10:50 AM
touche

Kyir
10-23-2008, 10:51 AM
*RAISES THE ROOF*

whoot! GOOD TO SEE YOUR STILL AROUND MAN!
As for this unit it is sweet.

It is a good concept and a potent unit indeed, i would for sure use this as part of my set for sure.
And i aint juss sayin.

It could......

stop scouts from hitting my precious cleric!
Induce enemy DSM selfsuicide! (thats if they realy need to killyou!)
Stop that frosty from freezing a crucial attacker!


And last of all i think this unit would destroy a knight 1 on 1 in a final battle.
knight would get a good hit in but then it's downhill after that...the Shade would just blind and then retreat avg 5 spaces away from knight...knights reduced movement capacity hamstrings him and he is no longer capable of catching Shade.


One issue i have though is the length of the blindness...

4 turns may be too much?

Overall sweet buttery goodness.
sweet return ...sweet unit.

Didn't you quit? -_-

Bl00d
10-23-2008, 01:47 PM
It can't be both underpowered and overpowered at the same time.

In certain situation. I don't think its balanced...