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Lurker
Posted: Fri Oct 07, 2016 10:07 pm
by Hardeep
A water horror creature that moves 1 on land and 3 on water
Cost 5
Attack 12
Range 2
Has a powerful psychic mind blast for a regular attack, it has a 33% chance to stun a unit
Maybe magical resistance รท10 reduces stun chance
More slimy than scaly
Re: Lurker
Posted: Fri Oct 07, 2016 10:10 pm
by Alpha
Explain why does it have a range 2?
Re: Lurker
Posted: Fri Oct 07, 2016 10:18 pm
by MightyGuy
why cost 5 and hp 12?
i think it should be cost 4 and hp 21.
Re: Lurker
Posted: Fri Oct 07, 2016 10:20 pm
by Alpha
Its attack is 12 which is pretty powerful
Re: Lurker
Posted: Fri Oct 07, 2016 10:25 pm
by MightyGuy
Like This?
Re: Lurker
Posted: Fri Oct 07, 2016 10:29 pm
by Alpha
WHAT THE HECK IS THAT THING!
Re: Lurker
Posted: Fri Oct 07, 2016 10:34 pm
by Hardeep
Hp isn't defined....
It used a mind blast rather than its physical self to attack
Re: Lurker
Posted: Fri Oct 07, 2016 10:36 pm
by Alpha
oh But seriously though it looks gross
Re: Lurker
Posted: Fri Oct 07, 2016 10:56 pm
by MightyGuy
ok, there's a psychic dragon that can controls the minds of enemies also
Re: Lurker
Posted: Mon Oct 10, 2016 1:07 am
by Skelegonsans
Yeah, but the phsychic dragon converts, and its bad in atk.
Btw... imho... the stats are TERRIBLE. Cost 5 and hp 12, atk 12 and range 2?? That should be cost 2/3
Re: Lurker
Posted: Mon Oct 10, 2016 6:13 am
by MightyGuy
no skelegonsans, this unit is very rare to use, i think it is balanced. lurkers can control minds but except Ships,Battering ram,trebuchet,catapult,ballista..etc..any wooden sieges machines units. Lurkers are so slow in land but fast in water. This unit is first defensive orc i saw.
Re: Lurker
Posted: Wed Oct 12, 2016 12:29 am
by Hardeep
HP WASN'T DEFINED.
Also this is a scaled folk unit originally.
Maybe increase stun chance
Cost 5
Hp 27
Power 12
Range 2
Move 1/3
Actions 1
Armour 0/1
Stun possible via counterattack if possible
Re: Lurker
Posted: Wed Oct 12, 2016 5:35 am
by MightyGuy
#1
Cost 5
Hp 24
Power 10
Range 2
Move 1/3
Actions 1
Armour 0/1
or #2
Cost 5
Hp 27
Power 8
Range 2
Move 1/3
Actions 1
Armour 0/1
or #3
Cost 5
Hp 25
Power 9
Range 2
Move 1/3
Actions 1
Armour 0/1
Re: Lurker
Posted: Thu Oct 13, 2016 9:34 pm
by Skelegonsans
Imho its still very unbalanced. I definitely wouldnt pay 5 cost for a unit thats weaker than the knight that costs 4, even if able to move in water. Needs dramatic increase in stats
Re: Lurker
Posted: Fri Oct 14, 2016 8:36 am
by MightyGuy
knights have no abilities. so if the knight approaching to A Lurker, lurker can make or use the abilities to knights if not successfully approached to it depends to its range. sorry for my bad english

Re: Lurker
Posted: Sun Oct 16, 2016 2:04 am
by Hardeep
What if it's invisible in water
Re: Lurker
Posted: Sun Oct 16, 2016 4:49 am
by MightyGuy
i agree!!!

like assassins but this one cant stealth.
Re: Lurker
Posted: Sun Oct 16, 2016 12:11 pm
by Skelegonsans
Well thats a bit better, but still needs a better speed (1 in land and 3 in water is terrible imo) and maybe lower cost to 4, cuz i still think 5 is too much.(or maybe raise its hp to 16 or 18 instead of raising cost).
Re: Lurker
Posted: Sun Oct 16, 2016 12:48 pm
by MightyGuy
i dont think about that
Re: Lurker
Posted: Sun Oct 16, 2016 12:53 pm
by Skelegonsans
Dude, theres no point in using such a weak unit with cost 5, even if its able to move in water. Its much better to wait 4 turns for a lizardman warrior and move it in water if u want an aquatic fighter. I dont agree with this unit unless cost is lowered or stats are raised, or some good ability is added to it.
Re: Lurker
Posted: Mon Jan 01, 2018 2:41 am
by General Brave
There are two ways for this to work.
1, it is a creature the has massive health and could do damage to ships and sea creatures while are also moving slowly on land.
Or
2, it has a good amount of Health and could convert or stun its enemies with it psychic powers. while are still moving on land.
Both of them cannot be seen in when in water.
Can someone do a simple art of it?
Re: Lurker
Posted: Mon Jan 01, 2018 5:39 pm
by Skelegonsans
I'd suggest something like this.
Lurker (Cost: 4 / Aquatic) (It has the Psychic Blast spell, which will deal 20 magical damage [can be altered by magic resistance] and has 80% chance to stun for one turn [can also be altered by magic resistance]. Cooldown 3, range 5. Will not work on mechanical units. It also has an ability called "submerged", which means that it is invisible while in water, but if an enemy is adjacent to it, it is revealed.)
Hp 28
Attack 10
Range 1
Speed 6 (2 on land) (since it's main aquatic of scaledfolk it has to be fast, right?)
Armor 0
P. Armor 1
Description: Few would say that the Lurker belongs to this world. It is an alien-ish looking amphibian with psychic powers and great speed on water. It will sink enemy ships rather easily and can be used to temporally stop the stronger units from moving with its psychic powers, however it is kind of frail.
(50% bonus vs. infantry, 250% bonus vs. naval units) (it is good at taking on infantry and sinking enemy ships.)
How about that?
Re: Lurker
Posted: Mon Jan 01, 2018 6:03 pm
by Midonik
Sounds good.
Re: Lurker
Posted: Mon Jan 01, 2018 6:06 pm
by General Brave
It's belong to this word? Good thing it's not a alien. I imagine he has seaweed on him and other plants. And also the stats seems good.
Re: Lurker
Posted: Tue Jan 02, 2018 3:14 pm
by Skelegonsans
Just need a sprite now - maybe similar to the image up there (but a bit less terrifying maybe??

)
Re: Lurker
Posted: Tue Jan 02, 2018 11:42 pm
by General Brave
Would a picture of a frog work?
Re: Lurker
Posted: Wed Jan 03, 2018 11:13 pm
by Skelegonsans
Maybe?? Idk, I'm still not sure what this unit is TBH-
Re: Lurker
Posted: Wed Jan 03, 2018 11:24 pm
by General Brave
Would they need to be two pictures, like one when he's in the water and one when he's on land?
Re: Lurker
Posted: Thu Jan 04, 2018 2:00 pm
by Midonik
We will need image for submerged and not submerged version,I propose to make submerged version not able to walk on land.
Re: Lurker
Posted: Thu Jan 04, 2018 3:15 pm
by Skelegonsans
Maybe do something like this: when it's on land, it will automatically use the non-submerged sprite but when it's on water and enemies manage to see it, it will use its submerged sprite.