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Magical archer
Posted: Thu Jul 26, 2018 5:35 pm
by Tankhead
( for humans ) Can only be made in mages hut or the castle.
Hp 25
Atk: 15
Cost: 5
Not a unique unit.
Has three abilites
Skill 1: regeneration 25% of health ( last 4 turns)
Skill 2: haste ( increases movement spd ) ( last 3 turns)
Skill 3: fire bolt arrow- combination of fire and electricity: enchantment spell ( last 2 turns )
Re: Magical archer
Posted: Thu Jul 26, 2018 7:13 pm
by makazuwr32
No.
1. too high damage for archer. WAAAY to high.
2. Op regeneration especially when casted on something like imperial shielder - 1000% elves death.they literally have no ways of countering this.
3. Haste for increasing speed is no because this will completely change speed balance of races. especially if it is spammable (no cooldown and is seems so because you didn't list it)
4. Again - elements are not present in game as themself, and because what does "electricity" part of fire bolt? apart from dealing damage.
Re: Magical archer
Posted: Thu Jul 26, 2018 7:26 pm
by Tankhead
Hmm how bout this
Hp 25
Atk 8
Spd: moderate
Cost: 4
Armor: not exactly sure but low armor
Skill 1: haste - last 2 turns Cooldown 3
Skill 2: Self regeneration last 3 turns Cooldown 4
Skill 3: fire bolt last 3 turns cool down 5 ( when skill activated; burning affect, and the electric part was just suppose to be extra damage)
I hope this is better
Re: Magical archer
Posted: Thu Jul 26, 2018 7:46 pm
by makazuwr32
Still no.
i'll explain later why but one of reasons is because of low hp while having great spells and extremly low cost for it.
Also what is his range? 100500? 7? 1?
Re: Magical archer
Posted: Thu Jul 26, 2018 8:16 pm
by Tankhead
Its range should be that of a longbow archer, and i was going for a strong yet more produce able troop. The hp can increase by 10 so 35 Hp 40 tops? And as far as cost i was trying to avoid 8 turns so what about 6? I do wanna hear your other reasons thou
Re: Magical archer
Posted: Thu Jul 26, 2018 8:52 pm
by General Brave
I see something about this.
Re: Magical archer
Posted: Thu Jul 26, 2018 11:17 pm
by makazuwr32
With his abilities you suggest his cost will be AT LEAST 8 turns for balancing reasons.
Warmages are ridicilously powerful and only 8 turn cost stops them from being op.
If you want more powerful archer use imperial crossbowman (4 turns, 10 damage, 20 hp, 6 range, 3/3 armor, 100% spell resist, trainable at archer's range and castle). The archer you suggest must be for cost 6 on same power level as this o e but with no armor, and only 1 powerful or 2 weak spells. And not with hundreds of dodges and 2 forms like one current aof co-dev made...
Re: Magical archer
Posted: Thu Jul 26, 2018 11:51 pm
by Tankhead
Oh well if it can't be help then sure 8 turns
Re: Magical archer
Posted: Thu Jul 26, 2018 11:55 pm
by makazuwr32
I will prefer an archer with just 1 ability but similar to imperial crossbowman's stats and that ability must be powerful (and ofc 5-6 turns). But it will wait because i need revamp of unit types first to have more clear abilities and power of suggestable unit.
Re: Magical archer
Posted: Sun Sep 02, 2018 8:36 am
by Tankhead
What if this archer had a passive slow weapon?
- 1 speed and maybe a forest sight spell for self only?
Re: Magical archer
Posted: Sun Sep 02, 2018 9:03 am
by makazuwr32
we will think later, after new techs will be implemented.
Re: Magical archer
Posted: Sun Sep 02, 2018 12:14 pm
by Sunrise Samurai
I think any form of magic archers should be for elves really. I wouldn't mind a fire archer for humans, or even an upgrade to give their archers slowing weapon 1 via enchanted arrows, but not a unit where the archer itself is also a mage.
Re: Magical archer
Posted: Mon Aug 02, 2021 4:14 pm
by makazuwr32
Will be a thing in form of arcane archer. Ranged alternative to warmage.
Elves will get more powerful and more costly bow singer variant (opposite situation with warmage and blade singer).