Primitive unit : Witch doctor

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Badnorth
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Primitive unit : Witch doctor

Post by Badnorth »

Unit desc : A witch doctor was originally a type of healer who treated ailments believed to be caused by witchcraft and is now more commonly a term used to refer to healers, particularly in regions which use traditional healing rather than contemporary medicine.
Trained at : Primitive barracks
Aura : Low morale
Cost: 4
Hp: 14
Att: 3
Spd: 3
Armor: 0/0
Sight: 4
Spells :
* regeneration boost
- + 4 HP every turn for 4 turns
* Heal - Heals the selected unit by 8
Spell resistance : 100%
Heal rate : 8
Bonuses:

Affected by healing techs
Attachments
unit_witch_doctor.png
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Last edited by Badnorth on Wed Aug 12, 2020 11:15 am, edited 5 times in total.
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Re: Primitive unit : Witch doctor

Post by Badnorth »

This should have chants ?
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Re: Primitive unit : Witch doctor

Post by SirPat »

Is he wearing a mask? Cause his face looks too inhumane
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Re: Primitive unit : Witch doctor

Post by Badnorth »

as I saw on multiple sources most or all witch doctors wear these ritual masks .
Image
Image
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Especially savage primitive ones .
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Witch doctor healing icon
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Re: Primitive unit : Witch doctor

Post by Endru1241 »

Is it healing or soul stealing?
No seriously - it looks creepy as hell.

For any healing effect I'd use classic green plus icon - with some addition to indicate long term effect (e.g. hourglass with two or three heal pluses on the side - each higher placed.
Then it's universal and can be used somewhere else in the future.
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Lol i made it like that to represent witchcraft .
A heal with time slot sure , Ill change it .
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Like this?
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Re: Primitive unit : Witch doctor

Post by Badnorth »

This is actually the best tech img I made (except for the healing icon around it )
heal timer.png
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Any agreement between stats ?
Category :
Unarmed healer,primitive

Are witch doctors religious ?
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Re: Primitive unit : Witch doctor

Post by SirPat »

it should have give poison weapon and herb protection he'll be a weaker herbalist but with only those abilities and promote loyalty and maybe demoralize aura and throw spear ability

concept: weaker herbalist with attack capabilities
can you give poison weapon to a ranged unit? if not then lets add another ability:

Poisoned Tips' ability
gives poisoned weapon to ranged units
desc: By coating the tips of the projectiles with poison, this makes the projectile more deadly against any enemy.


stats
turns 4
hp? 17
power 4
1/0 armor
4 speed
100% resistance
2 or attack/turns
sight 3
50% bonus vs light infantry and archers

aura:
demoralize range 3

abilities:
heal
throw spear
poisoned weapon(give)
poisoned Tips(give)
herb protection

CD? idk maybe atleast 4 per ability except spear. spear gets 1-2 CD
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Whut , no don't , it should be a seperate unit - this'll be a primitive unit who focuses in giving heal and buffs , that should be like a Savage warrior I made a topic for it but was ignored , if you want you can revive that topic , and also it has an image already.

Witch doctor : A witch doctor was originally a type of healer who treated ailments believed to be caused by witchcraft,and is now more commonly a term used to refer to healers, particularly in regions which use traditional healing rather than contemporary medicine.
In its original meaning witch doctors were not witches themselves, but rather people who had remedies to protect others against witchcraft. Witchcraft-induced conditions were their area of expertise, as described in this 1858 news report from England.

They were healers who use traditional healing from their tribe or homeland .
Shaman should be a seperate unit with primitive herbalist abilities .
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Also herb protection no since it has timed heal the target unit will be healed every turn for 4 turns
Shaman should be the primitive version of herbalist .
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Re: Primitive unit : Witch doctor

Post by Endru1241 »

QuadrupoleStrat wrote: Mon Aug 10, 2020 1:16 pm Cost: 4
Hp: 15
Att: 3
Spd: 3
Armor: 0/1
Sight: 4
Spells :
* healing timer
- + 3 HP every turn for 4 turns
* Double action - gives 1+ action
- cannot cast on self
* Heal - Heals the selected unit by 8
Spell resistance : 100%
Heal rate : 8
I am reluctant. On paper seems quite balanced, but it would have herbalist strongest ability (double attack enchantment), while having less cost.
On the other hand it doesn't have the utility of Herbalist (various poison types, herbal protection).

SirPat wrote: Tue Aug 11, 2020 1:13 pm weaker herbalist
stats
turns 4
hp? 17
power 4
1/0 armor
4 speed
100% resistance
2 or attack/turns
sight 3
50% bonus vs light infantry and archers

aura:
demoralize range 3

abilities:
heal
throw spear
poisoned weapon(give)
poisoned Tips(give)
herb protection
Please tell me you are joking.
With these abilities it's much stronger than herbalist, so rather 8+ turns cost.
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Herbalist can be produced on a TC and Witch dr. Can only be trained at primitive barracks.
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Re: Primitive unit : Witch doctor

Post by SirPat »

sorry got carried away hehe. my bad. so this unit will only have heal and.. would demoralize still be part?
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Re: Primitive unit : Witch doctor

Post by Badnorth »

I guess no , endru already said its quite balance but he is reluctant about the abilities.
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Re: Primitive unit : Witch doctor

Post by Endru1241 »

He could have low morale aura instead of casting double attack ability.
And I forgot about another thing - armor should be 0/0.
Also, I don't know if 15 hp is not too much - it's 18 with tatoos. A little too much for a healer.
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Re: Primitive unit : Witch doctor

Post by Badnorth »

I'll change stats , idk demoralize will fit though , were witch doctors really that scary?
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Reduced to 14HP , This'll be a very vulnerable unit when without tattoos .
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Is this unit affected by prayers and chants ?
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Re: Primitive unit : Witch doctor

Post by SirPat »

Maybe
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Re: Primitive unit : Witch doctor

Post by Badnorth »

If medicine is researched this units timed heal would prove effective.
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Re: Primitive unit : Witch doctor

Post by SirPat »

so it recieves both herbal tech and medicine tech
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Endru does timed heal need an indicator ?
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Re: Primitive unit : Witch doctor

Post by Endru1241 »

All unique lasting effects should have an indicator.
We can just make green heal plus.
Chants will work on them, as it works on all healer category. The same with medicine and herbalism.
But it won't affect this heal per turn effect (maybe name it regeneration boost?).
There is still no way to directly affect effect power by tech. Not that it would be balanced.
So I think it should give +4 each turn on the start. And maybe we'll think about some way to streghten it by tech in the future.
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Re: Primitive unit : Witch doctor

Post by Badnorth »

Ok , Here it is .
Regeneration boost.png
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Re: Primitive unit : Witch doctor

Post by makazuwr32 »

Endru1241 wrote: Wed Aug 12, 2020 10:24 am All unique lasting effects should have an indicator.
We can just make green heal plus.
Chants will work on them, as it works on all healer category. The same with medicine and herbalism.
But it won't affect this heal per turn effect (maybe name it regeneration boost?).
There is still no way to directly affect effect power by tech. Not that it would be balanced.
So I think it should give +4 each turn on the start. And maybe we'll think about some way to streghten it by tech in the future.
For making effects more powerful you can use "Spell Power" attribute that is put into stats of unit.

SP (for shortage) can be used in spell formulas next ways:
1. Addictive - when SP is added to initial number X of effect of spell (for example 3 base heal + SP);
2. Multiplicative - when SP is multiplies base effect of spell (for example 3 base heal x SP times).

Spells without SP in their formulas are not affected by it as result.

You can choose only one type of how works sp for ability (not both addictive and multiplicative for different parts of effect).
You can't change with it duration of effect.
You can alas make for example effect that gives +2xSP attack and +1 speed (so effect with 2 parts: one is depending on SP and one is not).

Also spell range and spell power as unit attributes can be increased via techs just as armor or attack if you plan to add such.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Primitive unit : Witch doctor

Post by Endru1241 »

I know. This property is abilityPower. I was one of the people asking for it.
Stratego made it quite recently along with possibility to affect spell magnitude with unit regular power.
But I am greedy - I hope for a way to affect effects by healRate - then it could just use 0.5*healRate.
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