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Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 2:21 pm
by Alexander82
A suggestion. When making lights on green unit you might use yellow instead of white to avoid loosing color
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 3:43 pm
by Skelegonsans
Yup, its great
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 4:16 pm
by Skelegonsans
Heres another one, imho, this one is really good. Note that i invented 2 of its 4 abilities.
Serpent shaman (cost: 4 / mage) (abilities: slowing, poison mist (poisons units in a + area, 2 cooldown), freeze (10 damage in a + area. Requires the respective tech. 2 cooldown.), strenghten.)
Hp 15
Atk 3
Arm/p.arm 1/1
Speed 3
Sight 5
Spell range: 5
Description: this serpentine magican can use ice, poison, and supportive spells.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 4:44 pm
by Alexander82
I think that for those abilities the cost is pretty low. You should make no less than 6 turns (and probably more having 2 area damage)
The images are getting better. Try now to make the different parts of the unit being on different planes (take a look to the drake rider or the raptor rider and see how the tail looks forward compared to the rest of the body)
It's not simple at first but you seems to be a fast learner.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:07 pm
by Skelegonsans
I dont think its abilities are THAT op since they just target a + area, but yeah, its cost is a bit low. I guess a 5 will be better. Maybe lower its hp? And feel free to use the sprite i made as base for better ones, guys.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:24 pm
by Alexander82
fr a + area you mean melee range?
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:28 pm
by Skelegonsans
No, i mean: you choose a square in a range up to 5, and that square AND the squares around it get hit. (As opposed to wizards fireball that hit not only in a + area but also in the squares close to the + area, that is a total of 13 squares.)
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:29 pm
by Skelegonsans
And btw the poison mist does not deal any damage. It just poisons.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:32 pm
by Alexander82
Yes... i mean that a skill like that would be very strong. Let's say you poison them with a shaman end use freeze with the other (like 5 archers)
They are definitely dead once they receive their poison damage
They unit is strong and versatile (it also has one of the best debuff and one of the best buff).
I think it is worth not less than 6 turns
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:35 pm
by Skelegonsans
Well, they CAN be a bit op when used in combo... ok, i guess a 6 cost is better after all.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:38 pm
by DoomCarrot
I actually do not agree with Alexander here.
So far there are no protections/buildings/wagons or anything for this race, which means the shaman is gonna be in the open with a speed of 3.... Yes he can probably cause a lot of havoc if he gets close to a congested group of your soldiers (or if 2 do at the same turn), but I personally wouldn't let this guy get anywhere near my frontline without filling his low 15 HP up with arrows--and even if I had a weak ranged race like undead or orcs I would split up my troops to minimize his effectiveness and then just rush it the next turn.
I think 6 cost is far too much, 5 maybe, 4 honestly seems balanced given the current units and balance of the game imo.
EDIT: After reviewing the unit, I am actually confused as to the freeze ability. Is it JUST area damage or area damage + freezing a unit for how many turns?
Re: Dragons as a separate race
Posted: Wed Sep 28, 2016 5:44 pm
by Skelegonsans
Skelegonsans wrote:White dragon (cost:5 / healer/flying) (its a healer and a fighter at the same time, but a bit weaker than most other dragons. Can fly. Has the "healing breath" ability, it heals 8 hp in a + area. Needs 2 turns of cooldown to use again. When in a dragon den, units in the den will heal 8 hp per turn instead of 4.)
Hp 16
Atk 7
Arm/p.arm 1/1
Speed: 4 (fly)
Sight: 5
Description: This dragon has a healing breath that eases pain and closes wounds.
i REALLY want this one to be implemented, along with the devourer / phsychic dragons. Imho they are great ideas for dragon units. (If u guys havent seen those ideas, check em out, there are many cool ideas for units back there.) I guess ill start making a sprite for this one. (Just forget about that "dragon den", now that the dragons topic merged with the scaledfolk topic, i guess it wont work.)
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:49 pm
by Skelegonsans
Like i said before, i guess a cost of 5 would be tge perfect balance between op abilities and frailness.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:52 pm
by Skelegonsans
And no, the freeze ability just deals damage. Nothing else.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:55 pm
by Alexander82
I think that the breath should be like the current dragon breath (around the dragon). It would be a good compromise from a long range healer that heal at a distance and this one that heal more units but near itself
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 5:57 pm
by Alexander82
DoomCarrot wrote:I actually do not agree with Alexander here.
So far there are no protections/buildings/wagons or anything for this race, which means the shaman is gonna be in the open with a speed of 3.... Yes he can probably cause a lot of havoc if he gets close to a congested group of your soldiers (or if 2 do at the same turn), but I personally wouldn't let this guy get anywhere near my frontline without filling his low 15 HP up with arrows--and even if I had a weak ranged race like undead or orcs I would split up my troops to minimize his effectiveness and then just rush it the next turn.
I think 6 cost is far too much, 5 maybe, 4 honestly seems balanced given the current units and balance of the game imo.
EDIT: After reviewing the unit, I am actually confused as to the freeze ability. Is it JUST area damage or area damage + freezing a unit for how many turns?
Not every race has ten thousand archers...
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 6:17 pm
by Skelegonsans
Alexander82 wrote:I think that the breath should be like the current dragon breath (around the dragon). It would be a good compromise from a long range healer that heal at a distance and this one that heal more units but near itself
Good idea. Healing breath: range 3, area 3 (the same as fire breath), heals 8 hp, cooldown 3.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 6:20 pm
by Skelegonsans
I tried to make a sprite for white dragon but...... i just cant

its horrible. Do this one for me pls, guys.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 6:23 pm
by Alexander82
area for fire breath is 2 around the unit (max 12 unit at once)
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 6:36 pm
by Skelegonsans
Ehm, no. The area is 13 and the range is 3. U are forgetting to slide the green fireball that appears over the dragon to the target location...

when u click it without sliding the range is self.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 6:50 pm
by Alpha
Got an Idea for a unit
Constrictor: Use's a whip to convert enemy's (Like the Orc Slaver)
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 6:52 pm
by Alexander82
ok but the area is 2 (the cross is 1 and the single tile is 0)
I didn't know you could slide it tough xD
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 6:59 pm
by Skelegonsans
Alex:
Worker: constrictor?... sounds a bit weird. Status/sprite?
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 7:04 pm
by Alexander82
ok i tested it, lol that is definitely too much then xD
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 7:12 pm
by MightyGuy
I list your unit ideas here:
- White Dragon
- Serpent Shaman
- Constrictor

Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 7:13 pm
by Skelegonsans
Well, the cooldown is 3 so... i guess its reasonable. Or slightly op

Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 7:18 pm
by Alexander82
maybe area 2 but only around the unit but no cooldown or area 2 and range 2 with cooldown. Also if you want area 3 and range 3 the amount of healt healed should be lower (like 4)
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 7:23 pm
by MightyGuy
i think some scaledfolks best in spell but easily to ward if spell resist is 80% above.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 7:29 pm
by Skelegonsans
Area 2 range 3 cooldown 3. Just like fire breath. But instead of 10 it will heal 8.
Re: Scaledfolks - Dragons and reptiles - MERGED
Posted: Wed Sep 28, 2016 7:30 pm
by Skelegonsans
MightyGuy wrote:i think some scaledfolks best in spell but easily to ward if spell resist is 80% above.
Ah yes, you reminded me:
How about 80% spell res to shaman