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Abyssal — ARCHIVED

Posted: Wed May 09, 2018 6:14 am
by wang870
Late-game assault unit.

COST: 8
HP: 60
ATK: 25
ACTIONS: 1
ARMOR: 3/8
SPEED: 3 Tiles
Spells:
Summon storm:
Range - 6
Does 40 damage to all structures in radius (Allies included). Inflicts slowing (2) to all units hit, but no damage.
Cooldown - 3

Re: Abyssal

Posted: Wed May 09, 2018 2:11 pm
by Typhoon
Looks very useful
but I would suggest bringing down hp and attack a little
Also where you think it should be built?

Re: Abyssal

Posted: Wed May 09, 2018 8:08 pm
by Patrol3110
40 dmg in that spell is too much, I would say 20 max. Good idea by the way, undead lack late game non-cavalary units

Re: Abyssal

Posted: Thu May 10, 2018 6:22 am
by wang870
It would be produced exclusively at mansions.

Yeah. 40 Damage and slowing is painful, but I feel like toning it down indirectly as well by creating research:

60HP/20ATK
Summon storm research takes 7 turns -
20 Damage on buildings, slowing (2) on units, same cooldown.

Re: Abyssal

Posted: Thu May 10, 2018 7:48 am
by makazuwr32
1. We have abyssal skeleton idea.
2. I hope udead soon finally will get phantom pack.
3. Stats maybe even low a bit but spell is just ridiculous. Lower damage to basic 10 and maybe add second one (both must have cooldown 4 turns so you'll be able to deal 10 aoe spell damage two turns in a row with two turns cooldown).
To compencate loss of powerful aoe add power range 1 (deals 50% of its damage to units in 1 tile range of original target). Or add bonuses to some units.

Also it must be burnable.

Re: Abyssal

Posted: Thu May 10, 2018 8:23 am
by wang870
My abyssal is a spearhead late-game assault unit.

It is meant to be burnable.

The abyssal is meant to just break into walls and nothing else, and I do agree that I have taken the spell way too far.

Spell Rework -
Summon storm curses(2) all buildings in a 3x3 radius up to 3 tiles away from the unit (similiar to fireball/poison breath). Does not affect units.
Needs 7 turn research. Cooldown of 4.

Aura - +2 strength to nearby allies.

HP - 80
No AoE planned yet besides the spell.

Re: Abyssal

Posted: Thu May 10, 2018 12:51 pm
by makazuwr32
Few problems:
1. Poor damage (even 25 damage to single unit is not so good) cause no bonuses and aoe.
2. Low speed. Sometimes it will not even get in time to place.
3. No spell range. This means it MUST go to point blank range for effective usage of spell.
4. Buildings usually play less role than units so point blank cursing of buildings is not very effective.

How to solve these problems (use only one):
A. Lower damage to 20 but add 2nd action.
B. Add 1 power range.
C. Add spell range 3 tiles to this spell.
D. Instead make this spell able to target units but with chance 30% or less.

Or add as i suggested first 2 fireball-like aoe damaging spells without additional effects with 4 turns cooldown.

Re: Abyssal

Posted: Thu May 10, 2018 10:08 pm
by Patrol3110
What about giving him an aura. Strenght, or maybe a fear aura (something like camel in aos) to enemy units.

Re: Abyssal

Posted: Fri May 11, 2018 5:40 am
by makazuwr32
It already has aura (strengthen +2 - +2 damage to allied units in range) so it will be a bit too much to give another aura.

Re: Abyssal

Posted: Fri May 11, 2018 6:17 am
by wang870
300% Damage on walls and towers.

Advanced abyssal spell research - 9 turns - spell range +3, requires basic spell research at mansion.

Storeable in transports.

Summon storm now disables all buildings and has 10% chance to cast curse on affected units.

Re: Abyssal

Posted: Fri May 11, 2018 1:07 pm
by Typhoon
You can edit first post with new stats

Re: Abyssal

Posted: Sun May 13, 2018 6:53 am
by Typhoon
Any concept how he should look like?

Re: Abyssal

Posted: Sun May 13, 2018 12:50 pm
by wang870
@Typhoon A large shadowy figure wearing a black hood and has red eyes and mouth. Surround him with black clouds.

Re: Abyssal

Posted: Wed Aug 04, 2021 12:20 pm
by makazuwr32
This unit's role is taken by skeleton ball.
Archived.