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Herbalist

Posted: Mon Nov 05, 2018 7:15 pm
by StormSaint373
A support unit, with a few tricks up her sleeves :)

Image
Unit suggestion: Herbalist (Humans)

Recruit: TC, Mages hut
Hp: 15
Cost: 3
Att: 3
Range: 3
Armor: 0/0
Speed: 3
Vision: 5
Action/turn: 1

Passive Effects: Poison Weapon

Bonuses: none

Spells:
Heal: rate (12hp)
Trample: (others, Same range as attack) lasts 3 turns
Slowing: (-3 Speed, enemies only) lasts 3 turns

Re: Herbalist

Posted: Tue Nov 06, 2018 7:03 am
by makazuwr32
No.
Too much spells, too powerful ones, too cheap.
For this its hp must be 10 or less and cost 12-15 turns.

Re: Herbalist

Posted: Tue Nov 06, 2018 1:12 pm
by StormSaint373
WHOA! Now hold up.

Orc Shaman has same spells minus slowing, has more hp and higher att for cost 3
Dwarven alchemist has similar spells minus regeneration has A LOT more hp att, buff range, for cost 4

Re: Herbalist

Posted: Tue Nov 06, 2018 4:09 pm
by makazuwr32
1. Orcs don't have disenchant.
2. Orcs don't have cheap 2 turn cost caster.
3. % based regen is allowed for orcs only on cheap unit. If it affects all units. If affects specific group (ents and plant-based buildings for elves as example) than can be on unit with lower cost.
4. Dwarven alchemist can't be trained in tc or anywhere else exept of tavern for that cost. If he was availible anywhere else than cost would be 6-8 turns.

Re: Herbalist

Posted: Tue Nov 06, 2018 4:16 pm
by StormSaint373
We are NOT talking about priest.

•If any thing maybe changing 30% Regen to heal cause she heals flesh and blood units.

Cost is 6 already. This is a "villiage" Herbalist.

Has to come from TC, Mage hut is added because it comes close to catagory of Arcane.

Re: Herbalist

Posted: Tue Nov 06, 2018 4:39 pm
by makazuwr32
No for regen at all unless it would be able to heal elementals only like wood shaper could heal only tree based units only. "Flesh and blood" category is too big.
Or cost 10+.
Also too much spells still.
Change regen to normal healing (heal rate 12), remove strengthen and double strike, increase hp to 15, lower turn cost to 3 turns. This way it will be balanced.

Re: Herbalist

Posted: Tue Nov 06, 2018 4:48 pm
by StormSaint373
makazuwr32 wrote: Tue Nov 06, 2018 4:39 pm No for regen at all unless it would be able to heal elementals only like wood shaper could heal only tree based units only. "Flesh and blood" category is too big.
Or cost 10+.
Also too much spells still.
Change regen to normal healing (heal rate 12), remove strengthen and double strike, increase hp to 15, lower turn cost to 3 turns. This way it will be balanced.
Already changed to heal, strengthen is a no-go, no hp increase. Supposed to be support ONLY, front lines=certian death.

Same cost.

Re: Herbalist

Posted: Tue Nov 13, 2018 1:44 pm
by StormSaint373
Here's an image.

Re: Herbalist

Posted: Tue Nov 13, 2018 4:10 pm
by makazuwr32
I see no changes. It is not balanced for now.
makazuwr32 wrote: Tue Nov 06, 2018 4:39 pm Change regen to normal healing (heal rate 12), remove strengthen and double strike, increase hp to 15, lower turn cost to 3 turns. This way it will be balanced.
She will have trample, slowing, healing, poison weapon passive.

Re: Herbalist

Posted: Tue Nov 13, 2018 4:47 pm
by StormSaint373
Edited.

Re: Herbalist

Posted: Mon Aug 02, 2021 3:45 pm
by makazuwr32
Will be a thing later.