Sentinel adjustment - IMPLEMENTED
Posted: Wed Sep 13, 2017 12:59 pm
I'd like to know your opinion about one thing.
When i proposed the sentinel i wanted to add the strengthen on self as one sort of defensive stance. It should have been like giving up its attack to stand ground in a defensive position.
When developing the unit we just added a strengthen on self with the side effect of having a longer duration. This way it is just a buff that you need to cast on yourself from time to time.
Since I wanted the unit to stick more with the starting concept I was thinking to reduce the strengthen effect to 1 round (so you need to cast it every time you want that extra armor) but i didn't want to nerf the unit (even tough the upcoming evasion techs might reduce that effect) so i was going to change something to even things a bit. Those are some of my ideas.
1) instead of the current strengthen we might give a purely defensive and stronger effect (like a +5 or +6 to both armors) until the next turn
2) increase the unit attack by +3 in normal mode but reduce it when using the defending skill (while raising armor)
3) giving full damage on counter in defense mode
What do you think about it?
When i proposed the sentinel i wanted to add the strengthen on self as one sort of defensive stance. It should have been like giving up its attack to stand ground in a defensive position.
When developing the unit we just added a strengthen on self with the side effect of having a longer duration. This way it is just a buff that you need to cast on yourself from time to time.
Since I wanted the unit to stick more with the starting concept I was thinking to reduce the strengthen effect to 1 round (so you need to cast it every time you want that extra armor) but i didn't want to nerf the unit (even tough the upcoming evasion techs might reduce that effect) so i was going to change something to even things a bit. Those are some of my ideas.
1) instead of the current strengthen we might give a purely defensive and stronger effect (like a +5 or +6 to both armors) until the next turn
2) increase the unit attack by +3 in normal mode but reduce it when using the defending skill (while raising armor)
3) giving full damage on counter in defense mode
What do you think about it?