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CHAOS Realm

   

And here it is, the ability that never made it onto an actual unit after we scrapped it on sprites.
Gaining random buffs can pull out such things from the grave :D
Bad luck to get that on a swordsmen though - no ranged attack to use it.

This roll went better :

   

Third time is a charm :
   
(not visible but it also has holy weapon, bless and true sight)

Anyway, the "when cast" part is added, next the "during" and "after" parts...
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That seems.. Ludicrously strong, given that most buffs are well balanced now. Can it get unit curses?
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(May 10th, 2017, 12:00)Nelphine Wrote: That seems.. Ludicrously strong, given that most buffs are well balanced now. Can it get unit curses?

I could add that but currently not (and no haste either). I think we might want to drop the attack flag part or at least restrict it to not include any of the save or die ones, as adding a touch attack to a 8 figure ranged unit is way too OP. Even if the save modifier is "+0".
Not that "Doom" is any more balanced, nor Illusion.

Armor Piercing, First Strike are fine. Poison, not really, as "Poison 0" is meaningless.
Life Steal is too strong, as it's per figure. Same for Destruction, Stoning touch, Death touch.
Fairy touch is ok. "Power drain" is not existing and I don't remember what's in that slot if anything. Exorcise is again save or die, albeit limited to fantastic units.
Doom, Illusion, idk, not save or die but again, massive benefit for multifigure (as every figure gets to ignore armor).
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By the way, if "Animated" or "Blood Lust" comes up as buffs, the unit will become undead permanently.
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Sorry I meant can bad things happen to the unit. 25 mana just for the buffs is amazing, the random enchantments are probably worth 25-30 mama by themselves. So if you keep both at that bost,there needs to be a downside that matters. (No healing and hurt after the fight? Who cares of you havr no healing magic. And win the fight?
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Well, becoming undead is bad enough I guess. Also I need to disable "Righteousness" coming up as a buff, as it has been removed from the game.

Edit : Only Blood Lust seems to do that. "Animated" does not, as it is not a trait that grants the undead status, it merely comes along with it when Animate Dead is used.

Still a 1/35 chance of becoming undead with a 72% chance of rerolling is pretty risky, I wouldn't use it on a hero, or even an expensive unit if it's not a very important battle.

Edit 2 : Granting teleport/merging doesn't seem to work, but haste and the real unit buffs do.
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Still thinking about magicians.
Bless doesn't protect against Fairy Dust and Magicians use "Chaos" ammo so giving them a Nature spell would feel bad.
Fireball is too strong now so I don't want it on magicians (the whole point in buffing it is to let Chaos have a better spell - if everyone gets it, there is no point).
Fire Bolt disables Magician's role of countering multifigure units.
No spell at all...is the same, but worse, as it also means neutral magicians can't use any spell.

I really don't know what to do with this. (heck if I knew, I would have buffed Fireball ages ago)
Keeping them with fireball seems the best option (but then neither Chaos's Fireball nor Heroic Shout is that special - Magicians can do the same thing).
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Undead is only a problem if you can't find a way to heal. Otherwise it's a huge buff. Things hydra for instance... And I was one of the few people who loved black channels. And 1/35? That really means I have a godly unit for the first 34 battles. A super hero I might not do, but everything is replaceable. Think hydras... But even gargoyles would be amazing with this, since its adds 50% to their attack ability, assuming they don't get a good enchantment. And if they got iron skin and Lionheart???
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Actually, buffing the movement of hydras by 3 is crazy powerful by itself. Are we really sure we want to enable this on fantastic units?
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I think buffing anything by 3 movement is worth 30 mana. tongue throw in everything else? Yeah..
I'd rather have it at +1 move, +1 defense, +2 attack baseline.
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