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Rotten Revamp

Posted: Sun Feb 17, 2019 5:40 am
by StormSaint373
This spell is currently underused.

I think it would be best to have it revamped.

Rotten: would have a damage rate (Same as a heal rate for healing) ignores armor, adds poison. (Decay)

Thoughts?

Re: Rotten Revamp

Posted: Tue Feb 19, 2019 7:35 am
by Alexander82
Yes. I've never used it since there always is a better option.

Re: Rotten Revamp

Posted: Tue Feb 26, 2019 7:28 am
by Lynx Shafir
What if adds a special debuff like
Weakness(4) and slowing (1)

Ignores spell res has 55% chance
-Living target and buildings

4dmg
Bonus 200% to tree creatures, giants
And 500% buildingngs 1500 megas (won't be too effective against megas yet alternative of fire)

I cud use it for mummy priest and cursedr

Re: Rotten Revamp

Posted: Tue Feb 26, 2019 8:02 am
by Tankhead
You've made a simple spell into some overpowered ability

It can easily get Poison effect with tune up of damage

Re: Rotten Revamp

Posted: Tue Feb 26, 2019 4:08 pm
by Alexander82
The damage to buildings might make sense and that effect could be used for the creeping mold spell/effect I proposed for elves some time ago.

It was basically an effect similar to fire for buildings (but I think it might affect undeads too).

Since it was stated that fire was Obviously faster at destroying wood, mold/rotten might have a much lower damage but also an addictional effect.

I was thinking it might give a reduction to healing/mending bonus or that you can't be healed until the effect don't wear off.

In the second case it might work this way: if a unit/building is affected by the mold the next action that would cure the unit will remove a mold instance instead

Once all the instances are removed you can heal the unit/building again

Re: Rotten Revamp

Posted: Tue Feb 26, 2019 4:54 pm
by StormSaint373
Still I think initial dmg rate should be improved. (10hp)

The after effects of rotten can be

Contaigin: Works like poison, but removes 10hp per turn, 3 turn duration (only a 5 hp difference overall, gives dose faster), flesh and blood units

Decay: same as burning, but with dmg semantics as contaigin. Buildings, plants, ships, etc

Thoughts?

Re: Rotten Revamp

Posted: Tue Feb 26, 2019 4:57 pm
by StormSaint373
If accepted... I'll work on icons

They are between
5x7

Correct?

Re: Rotten Revamp

Posted: Tue Feb 26, 2019 6:27 pm
by Lynx Shafir
StormSaint373 wrote: Tue Feb 26, 2019 4:54 pm Still I think initial dmg rate should be improved. (10hp)

The after effects of rotten can be

Contaigin: Works like poison, but removes 10hp per turn, 3 turn duration (only a 5 hp difference overall, gives dose faster), flesh and blood units

Decay: same as burning, but with dmg semantics as contaigin. Buildings, plants, ships, etc

Thoughts?
10hp /turn for no CD ability that's Op
Not the weakness with~ 50%chance Tankhead

Rotten -
Should '
And affecting both undead building and living units is good

If gets a debuff and keeps low dmg than will fit for those debuff
I wanted, ( "decay/rust and ruins") for undead - most effective against structures and mech units(golems) yet weakening any moving target.

Exact Weakness with - 4 atk no stack self
..


Indicator Icons might be around 9x9
depends shape

Re: Rotten Revamp

Posted: Tue Feb 26, 2019 6:50 pm
by Alexander82
I think that the starting damage can even bit higher but the effect might have a cd (so guaranted damage but optional status) and the damage might be lower (even tough most of the problem with fire damage is that is often aos against swarm of small units and it makes a lot of damage against units that are burnable)