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Whiplash - OUTDATED
Posted: Thu Aug 17, 2017 9:14 pm
by Alexander82
Cost 8 at tcs
You know how to get the best from your goblins by using your whip.
Activating this ability deal 10% damage every to the goblin unit that uses that skill and it gains +1 speed and +1 action as long as the effect is active.
Re: Whiplash
Posted: Thu Aug 17, 2017 9:20 pm
by Puss_in_Boots
Sounds overpowered, maybe it should just increase their mending and building rate by 5%. They are not very likely to appear at battle there for making the damage given almost pointless.
Re: Whiplash
Posted: Thu Aug 17, 2017 9:36 pm
by LordOfAles
Maybe double action for 2 turns?
Re: Whiplash
Posted: Thu Aug 17, 2017 9:36 pm
by Alexander82
5%?
how much is 5% of 7?
The downside is that you slowly kill your workers by using their ability even if they don't fight. Also in small maps is really easy for a worker to fall in the range of an upgrade archer (particularly if you are building towers and walls) so there is no need to have them in battlefields
Re: Whiplash
Posted: Thu Aug 17, 2017 9:51 pm
by Puss_in_Boots
I forgot their mend rate and thought it was represented in percentages.
What I ment to say was +3 mend rate.
Re: Whiplash
Posted: Thu Aug 17, 2017 10:08 pm
by Sunrise Samurai
Maybe kill a worker to give an extra action to all workers nearby (say range 4) for this turn?
Re: Whiplash
Posted: Thu Aug 17, 2017 10:27 pm
by Puss_in_Boots
I don't like the idea of an extra action for workers at all.
Re: Whiplash
Posted: Thu Aug 17, 2017 10:40 pm
by LordOfAles
I dont like the idea to kill worker by a whip
Re: Whiplash
Posted: Fri Aug 18, 2017 12:12 am
by Alexander82
Goblin workers are slaves so it is perfectly in line with the fantasy background they are in.
My idea was the double action since it gives the feeling of them rushing their work.
Considering that the human workers upgrade gives +5 to their mend rate (for a total of 15) with no downside and they also have a tech that increases the effect of mending from building i think this tech isn't imbalanced at all.
Humans are still better workers and to improve goblins you still need to damage one.
Another option might be a simpler version where every single goblin receive one damage every turn when using the whiplash ability (that should be a free action), so they just continue getting whipped until they die or you deactivate the ability.
It is just more annoying to use since you need to activate it everytime for every unit and need to check their health every turn.
Re: Whiplash
Posted: Fri Aug 18, 2017 12:15 am
by Puss_in_Boots
How about it sets them up for doom without a shaman nearby to heal it? That way nobody gets to wuss out of death at 1hp.
Re: Whiplash
Posted: Fri Aug 18, 2017 1:02 am
by Alexander82
It is just damage over time, if every slave is damaged you will really need many dedicated healers to use with them.
Anyway, as i said before, the skill is not imbalanced, so, having to put a dedicated strategy to have the most from it is just natural and is part of the game itself (that's what healers are for).
Re: Whiplash
Posted: Fri Aug 18, 2017 1:11 am
by Sunrise Samurai
Hmm. Maybe a double edged tech, that activates it as a permanent effect where they take 1 damage each turn, but get +1 action too. This pretty much forced you to choose whether you want the extra build speed, but need to keep shamans around, or keep your production off shamans​ but don't build as fast.
Re: Whiplash
Posted: Fri Aug 18, 2017 2:34 am
by Alexander82
I think it should be able to choose if activating or not. Honestly I'm contrary to techs that give a permanent downside to a unit since you can't "unresearch" them.
On the other hand might be understandable a permanent effect on a specific goblin (it keeps to loose life until it dies).
Re: Whiplash
Posted: Fri Aug 18, 2017 2:48 am
by Sunrise Samurai
That could work. Quite well, in fact. I'm actually thinking this could be applied to all goblins if you so chose. Say 10% of their health per turn, minimum 1, for an extra action. It fits the absurdly temporary nature of goblins at least.
Re: Whiplash
Posted: Fri Aug 18, 2017 1:28 pm
by Alexander82
I was thinking about that too, i only fear that future goblin units that are stronger might become too powerful.
However 10% damage seems reasonable.
Re: Whiplash
Posted: Fri Aug 18, 2017 4:51 pm
by Sunrise Samurai
That's why I gave a percentage. Stronger units take more damage for it.
Re: Whiplash
Posted: Fri Aug 18, 2017 5:04 pm
by Alexander82
Ok, then we can extend to all goblins
Re: Whiplash
Posted: Fri Aug 18, 2017 5:06 pm
by LordOfAles
A whiplash could also increase Goblin slave speed by 1.Makes more sense
Re: Whiplash
Posted: Fri Aug 18, 2017 8:40 pm
by Sunrise Samurai
That could also work. Higher speed is a little more workable than extra actions.
Re: Whiplash
Posted: Fri Aug 18, 2017 10:52 pm
by Alexander82
That's completely another thing. The proposal was meant to make workers work faster. Extra speed for workers is almost useless.
Re: Whiplash
Posted: Fri Aug 18, 2017 11:04 pm
by LordOfAles
Sorry.what i meant is both speed and mend rate
Re: Whiplash
Posted: Fri Aug 18, 2017 11:14 pm
by Alexander82
I think that the extra action will cover perfectly any possible unit that might be influenced by that tech. For a goblin spearman wouldn't make sanse to gain mend rate.
The extra speed, however, might be useful for combat units. +1 speed and +1 action make sense together.
Then we should increase cost a bit (since it was for workers only at first).
Re: Whiplash
Posted: Fri Aug 18, 2017 11:16 pm
by LordOfAles
It should be up to 9,thats a pretty strong tech
Re: Whiplash
Posted: Fri Aug 18, 2017 11:18 pm
by Puss_in_Boots
Not really, you don't see goblins in an army very often.
Re: Whiplash
Posted: Fri Aug 18, 2017 11:19 pm
by LordOfAles
I very often use master goblin archers
Re: Whiplash
Posted: Fri Aug 18, 2017 11:21 pm
by Puss_in_Boots
I'm wondering if it should effect the pyromancer, it would be weird giving a magical unit some sort of lash to affect it's productivity. Just saying.
Re: Whiplash
Posted: Fri Aug 18, 2017 11:21 pm
by LordOfAles
Good one man
Re: Whiplash
Posted: Fri Aug 18, 2017 11:23 pm
by Alexander82
8 seems fair since you won't benefit from it until late game. This tech will help goblin becoming more useful (uruk archers and troll headhunters are way better ranged units at the moment, and uruk pikemen and raptor riders are better anti cavalry).
Re: Whiplash
Posted: Sat Aug 19, 2017 1:02 am
by Sunrise Samurai
We can probably put it in and tweak the cost/percentage of degeneration to balance it. As it stands, we have a good way to make goblins fast, vicious, and still seem very weak at +1 speed, +1 action, and -10% life per turn.
Re: Whiplash
Posted: Sat Sep 09, 2017 2:45 am
by Alexander82
Daniel is it ok for you?