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Sanders
04-24-2009, 07:47 AM
Vampire Lord

HP: 40
Power: 18 + Drain 12 hp
Armor: none
Blocking: none
Recovery: 2
Movement: 4 teleportation
Target: 1 tile (like knight)

+ Good movement speed with teleport. Deals 18 damage and gains 12 hp on successful attacks.
- Holy spells will not effect (Clerics healing spell). No armor and no blocking.

Additional Information:

Vampires are undead. Clerics healing spell will not do any effect on them.
You can only place 1 Vampire Lord on the field.

Dark aura attack:
To activate, click and hold on the Vampire Lord.
Strikes all units on the 4 tiles surrounding him (like assassin) dealing 9 unblockable damage and gaining 6 hit points himself.

(Vampire Lord is still little bit a working procress, this is a beta version)


I will post my other new unit inventions soon which are:
Martial Artist, Monk, Shaman, Ninja, Necromancer and Death Knight... more will come later.

Sanders
04-24-2009, 08:02 AM
How I come up with this unit was a pretty long time ago... I was kind of bored one day, and I just started to think if there were some kind of unit that could drain life.
Feel free to reply if there's any kind of misunderstanding with Vampire Lord or if you have some good ideas for me.

Niamh
04-27-2009, 03:29 PM
It seems like a suicidal unit. 40HP would die within two hits of a knight, so unless it paralyzes as well, it seems pointless. And if it paralyzes too, there's risk of it becoming overpowered.

HierophantNexus
04-27-2009, 05:46 PM
seems balanced to me. Not suicidal.

Death_Corp
04-29-2009, 01:29 AM
ok in theory.. of one on one
knight hits vamp 40-20=20
vamp hits knight 20+12=32
knight hits vamp 32-20=12
vamp hits knight 12+12=24
knight hits vamp 24-20=4
vamp hits knight 4+12=16
knight hits vamp now it's dead

it is very balenced i would like to a lil blocking added to it tho

HierophantNexus
04-29-2009, 02:50 PM
ok in theory.. of one on one
knight hits vamp 40-20=20
vamp hits knight 20+12=32
knight hits vamp 32-20=12
vamp hits knight 12+12=24
knight hits vamp 24-20=4
vamp hits knight 4+12=16
knight hits vamp now it's dead

it is very balenced i would like to a lil blocking added to it tho

You forget teleport for 4. A Vampire can get out of Knights range fast

And I forgot 1 less recovery.

Well your scenario does seem to work.

Death_Corp
04-30-2009, 11:13 AM
well i was talking about just taking hit for hit cause Niamh said it would get shreded by a knight and it does'nt reallly in a one on one but it they have one more unit then it's pretty much done for

Niamh
04-30-2009, 02:59 PM
I thought it would be used to attack multiple units, hence the assassin style targeting. That is why I suggested it would be Sword Fodder

HierophantNexus
04-30-2009, 03:08 PM
ok in theory.. of one on one
knight hits vamp 40-20=20
vamp hits knight 20+12=32
knight hits vamp 32-20=12
vamp hits knight 12+12=24
knight hits vamp 24-20=4
vamp hits knight 4+12=16
knight hits vamp now it's dead

it is very balanced i would like to a lil blocking added to it tho

4 hits at 13 net damage and the Knight is dead.

So if the vampire struck first the vampire would kill the night.

That 2 recovery does nag at me. I think the vampire does need some more durability maybe in blocking.

Cheez-It
05-14-2009, 03:07 AM
ok in theory.. of one on one
knight hits vamp 40-20=20
vamp hits knight 20+12=32
knight hits vamp 32-20=12
vamp hits knight 12+12=24
knight hits vamp 24-20=4
vamp hits knight 4+12=16
knight hits vamp now it's dead

it is very balenced i would like to a lil blocking added to it tho

Not to be a prick, but the knight's power is off. Also it would only be hit-for-hit if the vamp did a hit and run, but then the knight would uber block. The vamp would have to tele and hit back shots on the knight in which case the knight would dominate the vamp's 2 recovery.

Vamp would do 14 to knight if vamp attacked first, 28 if knight attacked first.

-=-=-=-=-=-=

Good idea though having a piece with independent healing. I agree it could use some buffing up with an armor bonus, or if it had faster recovery or stronger attack or higher healing or something.. and it only says the special is unblockable so I assumed the main attack isn't?

Hellblazer
05-14-2009, 05:39 AM
This is overpowered. You might not see it, but it is. 4 movement is decent. It's a bit more than some of the strongest units have. Therefore, if this is a self-healing unit with the very low recovery of 2, it should be more balanced. Make the recovery at least 3 and reduce the damage it does to a unit. Total, it would deal 30 damage.

Cheez-It
05-14-2009, 10:00 AM
This is overpowered. You might not see it, but it is. 4 movement is decent. It's a bit more than some of the strongest units have. Therefore, if this is a self-healing unit with the very low recovery of 2, it should be more balanced. Make the recovery at least 3 and reduce the damage it does to a unit. Total, it would deal 30 damage.

Woah now this is overpowered? To me that means you would definitely use it in your set because it would give you a good advantage. Let's look at how it would play in a game.

-no armor or blocking, and 5 more hp than a chanty. If it moves and attacks it gets 2 recovery. In that time 2 hits can kill it (a knight/witch + scout/sassy). The chanty is ok with being so easy to kill because it is protected in the back like the cleric.

-moves like a DT. Yes that is an upside to it, but is it really worth using over lets say, an assassin?

-damages like a sassy/scout. It does have an unblockable special.. that does less damage than a pyro.

This is a battle piece however that gets into the fray with the same survivability as a chanty. And it only heals a little bit faster than a chanty (assuming you use it without hesitation).

I'm sorry but I would not use it in my set. I'd rather use an assassin because it is a blocking piece that you can use to protect your softies.. instead of another softy to protect. Sassy also survives long enough in the fray that your opponents wouldn't want to make it a target if they had other, more valuable options - where the vampire would be targeted the same as if you had a chanty up behind enemy lines.

I would be relieved if anybody used the vampire with these stats in their set, the same way I would be relieved if a gold used a berzerker to replace a knight in their set.

And it does 28, the same damage a sassy does with 2 hits on a knight.

burnout-278
05-14-2009, 12:26 PM
this unit is way underpowered. hell i would bet a scout could beat it in a one on one match
but if you tried it vs a knight this is how it would look

40-22=18
18+12=30
30-22=8
8+12=20
20-22=dead

this unit needs to be stoned to be effective. otherwise it is quite useless, but if you get it stoned, this unit will be beastly

Hellblazer
05-14-2009, 08:31 PM
Cheez... You contradicted yourself.
Either way this unit was put together wrong.

burnout-278
05-14-2009, 09:27 PM
thats wat i am saying
if you dont stone this unit will be easily destroyed, but if you stone it this unit becomes way over powered. if you stone this unit and it went against a knight here is how it would go

40-15=25
25+12=37
37-15=22
22+12=34
34-15=19
19+12=31

i think you get my point. this unit stoned makes it impossibly over powered

Cheez-It
05-15-2009, 12:35 PM
Cheez... You contradicted yourself.
Either way this unit was put together wrong.

I don't understand.. elaborate?

Cheez-It
05-15-2009, 12:38 PM
thats wat i am saying
if you dont stone this unit will be easily destroyed, but if you stone it this unit becomes way over powered. if you stone this unit and it went against a knight here is how it would go

40-15=25
25+12=37
37-15=22
22+12=34
34-15=19
19+12=31

i think you get my point. this unit stoned makes it impossibly over powered

OH that's a good point. Forgot about the stoner piece.. but to be fair with the calculation it is kinda like a 2v1 with stone/vamp vs. knight.

To be compared I think it should be like stone/vamp vs. stone/knight, or like stone/vamp vs. knight/cleric or something.

Hellblazer
05-15-2009, 11:31 PM
I don't understand.. elaborate?

Don't double-post. It's just... avoidable.
Anyway, you said you'd totally use this unit because it was so powerful and tactical. Then you went on to say how it was so limited and horrible.

burnout-278
05-16-2009, 01:40 AM
not everyone uses a stone golem, and to be even more precise most dont stone a knight. knight has high armor already, most figure it doesnt need to be stoned

Lord Ash
05-16-2009, 10:11 AM
a stoned knight is disgustingly surviveable

Cheez-It
05-16-2009, 02:51 PM
Don't double-post. It's just... avoidable.
Anyway, you said you'd totally use this unit because it was so powerful and tactical. Then you went on to say how it was so limited and horrible.

Why so critical.. I dedicated 1 post to each person. Is it really that criminal? :(

Also, if read correctly, I was commenting on how you called it overpowered and therefor you would be glad to use it in your set.. Then went on to question whether you really would or not and then gave my opinion.

ks5bns
05-27-2009, 11:09 PM
Ok first of all this unit is insanely underpowered.
this unit has to go close to a unit to drain and it can never heal.. the only time i will stike with it is towards the end when there few units left.. at that start a few stray shots its dead
its not unblockable so units will block.
22 knight + 18 scout = dead vampire
2 hits is all it takes You have to hit to drain and if one time luck goes against it and the opponent blocks its a goner.

You cant hit and run the knight coz most likely the knight will block that attack u have to telport to the side of it.. (which is suicide.)
Vampire cant block nor does it have armor
With out stoney armor it dies far to easily...
and personally ignore the vampire until it attacks you. it does only 18 damage (minimal) and has to go close.

or u could dimply hit it once then run back..
since it cant healt that damage unless it goes close just ignore it until u get another free shot. You will froce the vampire to either run back and neaver be able to heal or go to attack you which is risky as mentioned earlier.