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Feral Hydra — IMPLEMENTED

Posted: Tue Oct 18, 2016 2:33 am
by DoomCarrot
Based on an old boardgame I used to play. Two ideas for the unit.

Simple Version: Has weak attack, but gets 4 attacks.

Complex Version: Has health easily divided by 4, lets just say 40 HP. For every 10 HP it has, it has an attack, so it can attack a maximum of 4 times, but gets weaker as you hurt it. This version should start out with a strong attack. Also, maybe healing it should not bring back extra attacks. (since I imagine it weird for a healer to regenerate a head....)

Image

Re: Feral Hydra

Posted: Tue Oct 18, 2016 3:17 am
by Alpha
I prefer the Complex Version.

Re: Feral Hydra

Posted: Tue Oct 18, 2016 7:53 am
by MightyGuy
i prefer the complex version

Re: Feral Hydra

Posted: Tue Oct 18, 2016 9:19 am
by Alexander82
me too, but we sould ask daniel xD

it should probably have on some sort of buff that gives extra attack for every 10 hp over 10
Also it should have regeneration (hydra heads regenerates over time)

Re: Feral Hydra

Posted: Tue Oct 18, 2016 11:23 am
by Skelegonsans
Complex version sounds too...... complex :mrgreen: :lol: :lol: :lol:
But it sounds cool either way. I agree

Re: Feral Hydra

Posted: Tue Oct 18, 2016 11:28 pm
by Alexander82
do you like that?

Re: Feral Hydra

Posted: Wed Oct 19, 2016 6:21 am
by MightyGuy
very nice image! :D ★★

Re: Feral Hydra

Posted: Wed Oct 19, 2016 9:08 am
by Skelegonsans
Cool!!

Re: Feral Hydra

Posted: Wed Oct 19, 2016 9:15 am
by Skelegonsans
Suggested stats:
Cost 6 (ground) (gem upgrade unit. Gems: 6)
Hp 72 (18 for each head)
Atk 9 (so, if it still has 4 heads: 36)
Arm/p.arm 1/1
Speed 3
Sight 5
(It regenerates 6hp per turn except if poisoned. It can regenerate heads, but if its healed by a healer, heads will not be regenerated.)

Do you think it balanced?

Re: Feral Hydra

Posted: Wed Oct 19, 2016 10:24 am
by MightyGuy
balanced :)

ettins could be stronger than this unit so i think it's balanced :D

make units for scaledfolk weaker than orcs, not all... :D

Balanced

Re: Feral Hydra

Posted: Wed Oct 19, 2016 10:50 am
by Alexander82
ettins cost 8 and it has a similar damage and has no regeneration. i suggest bringing its cost to 8 too

Re: Feral Hydra

Posted: Wed Oct 19, 2016 11:09 am
by Alexander82
btw i edited the image to make the 2nd head more defined

Re: Feral Hydra

Posted: Wed Oct 19, 2016 11:23 am
by MightyGuy
Fine Image! Nice one! :D

Btw, are ettins can trample? btw,i will agree (cost 8 is good but i dont know if skelegonsans,midonik, or worker agrees that.

Re: Feral Hydra

Posted: Wed Oct 19, 2016 12:52 pm
by Alexander82
yes, but they don't regenerate, i think it is balance for them to have the same cost. also this one can attac 4 weak units in the same turn and kill tem (like half dead units and so on) so it is potentially more deadly xD

Re: Feral Hydra

Posted: Wed Oct 19, 2016 1:39 pm
by Midonik
Think it cool.

Re: Feral Hydra

Posted: Thu Oct 20, 2016 3:00 pm
by Skelegonsans
I guess ur right alex... 8 cost is nice for these stats.

Re: Feral Hydra

Posted: Thu Oct 20, 2016 3:19 pm
by Alpha
I agree

Re: Feral Hydra

Posted: Thu Oct 20, 2016 6:33 pm
by MightyGuy
they agreed your opinion. :)

Re: Feral Hydra

Posted: Thu Oct 20, 2016 8:06 pm
by Alexander82
It is settled then ;)

Re: Feral Hydra

Posted: Fri Oct 21, 2016 12:54 pm
by MightyGuy
Btw, where's the Stats?

Re: Feral Hydra

Posted: Fri Oct 21, 2016 2:25 pm
by Skelegonsans
Skelegonsans wrote:Suggested stats:
Cost 6 (ground) (gem upgrade unit. Gems: 6)
Hp 72 (18 for each head)
Atk 9 (so, if it still has 4 heads: 36)
Arm/p.arm 1/1
Speed 3
Sight 5
(It regenerates 6hp per turn except if poisoned. It can regenerate heads, but if its healed by a healer, heads will not be regenerated.)

Do you think it balanced?
Here. But cost is 8 instead of 6.

Re: Feral Hydra

Posted: Fri Oct 21, 2016 2:26 pm
by Skelegonsans
Welp, now we just wait until scaledfolk are implemented.

Re: Feral Hydra — IMPLEMENTED

Posted: Tue Aug 03, 2021 11:43 am
by makazuwr32
Implemented.
Hydra looses 1 head, 50 hp and 1 action with each "death". It can regenerate head on its own for 4 turns.