View Full Version : The Seraph and High Priest
Scipio
02-23-2004, 03:16 PM
I have changed the stats on the Seraph and decided on a drain/heal amount for the Seraph/High Priest combo. It shoudl also be noted, the high block rate of the Seraph is intentional, since I want the unit to be hard to kill by physical attacks, but much easier vs magical ones.
THE SERAPH
These holy warriors are agile and deadly accurate. Their skin is a pale yellow, with fiery red hair, and golden wings. A Seraph has incredible blocking when able to utilizing its metallic wings and may call upon a mighty lightning bolt from the heavens to strike down their foes.
Statistics
Hit points: 30
Power: 24
Armor: 10%
Movement Range: 4
Recovery Time: 2
Attack Pattern
Calls down a bolt of lightning on any unit within a 3 tile radius.
This attack is unblockable.
Special Abilities
+Teleportation
+80%Blocking from the front (40% from the sides)
Tactics
The Seraph is an excellent support fighter. They are best used behind a row of knights or assassins. They may be viewed as semi-lightning wards that are movable.
OK, my next unit, which really fleshes out the Seraph...
THE HIGH PRIEST
These clerics, through their devout faith, have discovered a way to channel the angelic energies of the Seraph. Doing so enhances the already mighty healing abilities of their brethren.
Statistics
The High Priest is statistically the same as a cleric.
They receive one additional ability-
+Devotion (Passively channels the power of a Seraph to boost healing abilities)
Tactics
While the High Priest is on the battlefield, they passively drain the power of your Seraph to increase the healing abilities of all Clerics/High Priests (Drains 6 from the Seraph's power and increases the healing of Clerics and High Priests by 6).
After the High Priest is slain, the power is returned to the Seraph.
Thanks,
-Scipio-
moosey2
02-23-2004, 03:46 PM
well I like the seraph idea but the high priest is ify and change the block of the seraph down alot 90% is way to much id say 60-70 at the most.
moosey2
02-23-2004, 03:48 PM
oh and sense the serpaph is basically a flying mage with 24 attack id do 0 armor and reduce the blocking to 35 or 40...
Scipio
02-23-2004, 03:54 PM
Originally posted by moosey2
oh and sense the serpaph is basically a flying mage with 24 attack id do 0 armor and reduce the blocking to 35 or 40...
Not really. Both the Pyro and DMW can hit multiple targets, while the Seraph is only going to hurt one at a time. Plus, I want them to be more of a pain to physical attackers than opposing magic using units.
Also, you mentioned the High Priest being ify, why? I feel the combo of units is a good alternative to the Dragon Tyrant/Dragonspeaker combo.
If the healing boost was enough, one could get really aggressive with knights/assassins/scouts.
someone
02-23-2004, 03:59 PM
ok i for once i actually like something some posted i say make power drain 4 or 6 cause if you go too high it becomes overpowered and too low makes it usless
moosey2
02-23-2004, 04:11 PM
Ok then your saying it only hits one unit? How does that work if it has an attack range of 3 spaces. What you gonna click on 3 units in a line then have to click again on the unit you want to attack?
moosey2
02-23-2004, 04:12 PM
you have to agree that 90% block is still overboard...
someone
02-23-2004, 04:15 PM
ok yes i say take it down to 60 on block and i think it attacks like a lw if im correct
BlackSyphon
02-23-2004, 04:18 PM
The sereph is slightly over powered, because of teleportation. Blocking must also become like 60. Other than that, the attack range is good and so are the hit points. The reason it is powerful like the witch is because it can attack from behind something. But the witch cannot do that easily which makes both balanced.
:) :) :) :)
BlackSyphon
02-23-2004, 04:22 PM
oh and, for the high priest, it should channel 6 power from the seraph...
Scipio
02-23-2004, 04:27 PM
I am not really sure how high the block needs to be.
* It has assassin hit points
* It has slightly less armor than an assassin
* It does a bit more damage than an assassin
* It has a better mobility than an assassin (because of teleport)
* It has a more limiting attack than the assassin (only 1 unit hit)
* It has a slower recovery time than the assassin
I would say it would need a block % equil to an assassin based on the above.
Any thoughts?
moosey2
02-23-2004, 04:36 PM
Why you basing this off of an assassin. The reason why the block needs to be lowered is because it can teleport which for having range of an attack and dmg like that the blocking should be 60% at most.
Scipio
02-23-2004, 05:32 PM
Originally posted by moosey2
Why you basing this off of an assassin. The reason why the block needs to be lowered is because it can teleport which for having range of an attack and dmg like that the blocking should be 60% at most.
I just picked the assassin out of the other units... since its already "balanced". I used it simply as a point of referance.
I am not arguing for 90% block, I was just reasoning out on how to balance it properly. The things I listed above as pluses and minuses compared with the assassin are also tough to judge since their amount of benifit/penalty is also in question
:confused:
60 may be the magic number, but it also may be too little. What are you basing 60 off of and why?
Thanks for all the feeback though. I really like hammering out ideas like this.
-Scipio-
moosey2
02-23-2004, 06:00 PM
60% to low HAHHAHAHAHHAHAHAHA
Scipio
02-23-2004, 06:06 PM
Originally posted by moosey2
60% to low HAHHAHAHAHHAHAHAHA
You laugh, but is 60 too low for a knight? yes.
moosey2
02-23-2004, 06:08 PM
are we tlaking about a knight?
Scipio
02-23-2004, 06:13 PM
Originally posted by moosey2
are we tlaking about a knight?
No, but I asked you why you think 60 is good for the Seraph. I am not trying to be smart, I just want some reasoning. There are reasons why 80% armor makes a knight balanced. There should be reasons why we set a Seraphs armor to 50, 60, 70, 80, or even 90.
moosey2
02-23-2004, 06:15 PM
well lets see a knight is in full body armor and has a shield almost equal to his hieght. The seraph has wings which i can see making his blocking high but not nearly as high as a knight, thats why 60% is reasonable.
moosey2
02-23-2004, 06:16 PM
and a knight can only move 3 spaces and doesnt teleport or have a ranged attack.
Scipio
02-23-2004, 06:20 PM
Oh, but those wings are metal. Being magical in nature the Seraph's wings are as hard as adamantine! Plus, the Seraph is 10 fold more agile than a Knight!
:)
Alright, those things are all just "details"....
We can make up all kinds of silly explanations on why it has X% blocking. I just want to discuss on how to make it balanced, as compared to other units in the game. Hence my comparison to the assassin and knight.
moosey2
02-23-2004, 06:24 PM
How is making a ranged unit have 80% block, 2 turn recovery, teleport and 24 attack balanced?
moosey2
02-23-2004, 06:28 PM
and all the people that have posted on this thread also think that the blocking should be 60% that usually tells you something...
Scipio
02-23-2004, 06:32 PM
Originally posted by moosey2
How is making a ranged unit have 80% block, 2 turn recovery, teleport and 24 attack balanced?
Well it does have 35 hit points, while the knight and assassin has 50. Plus it has 2 turn recovery while the knight and assassin have 1. But, looking at the scout, it has less range, less hit points, same recovery, a little more armor, but can teleport.
Thats what I mean about hard to evaluate. I would say 70% is good.
moosey2
02-23-2004, 06:34 PM
you just said that the assassin has 50 hp's and everyone else said it should have 60% block i dont know how many times i need to pound at your thick head to get this msg through to you
moosey2
02-23-2004, 06:35 PM
you forgot to mention that it has a higher attack then all of those units you listed and that you want to make it have 80% block
Scipio
02-23-2004, 07:13 PM
Originally posted by moosey2
you just said that the assassin has 50 hp's and everyone else said it should have 60% block i dont know how many times i need to pound at your thick head to get this msg through to you
No need to get hostile.
I accidentally mentioned the assassin in that example, of course I know she only has 35 hp. Besides, most people gave it a range like 60-70 block. I was just asking you (and them) why that number? I am not trying to argue, I just want a reason. You have given me one previous to my last post, and I thank you. My point was concerning the advantages the other units have over it. Yes I did forget to mention higher power on its attack. Maybe that warrents 60% instead of 70%. I just want a discussion and not:
90% armor thats crazy! Drop it to 60%!
Scipio
02-24-2004, 06:50 AM
Updated units with altered stats.
moosey2
02-24-2004, 08:32 AM
:rolleyes:
Scipio
02-24-2004, 11:45 AM
We already know your opinion buddy!
;)
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