Dwarven Blacksmith (Unit) — REJECTED
Posted: Tue Jan 08, 2019 10:07 am
Stats: Identical to the basic Dwarven workers, but with a +1 in both armour and offence.
Cost: 3 turns.
Ability: Forge: Give a unit a permanent Veteran Power Effect (Permanent +1/+1). Cooldown: 2
In-game description: While many dwarves take up sword and axe to defend their homelands, other dwarves take up the blacksmith's trade to further improve on the craftsmanship of their fathers. Using their smithing skills, these dwarves permanently upgrade your units.
Hello there! Before you judge the somewhat strange unit I've created, let me explain why I decided to create it. The dwarven faction is one of the best factions in creating powerful defences, with sturdy guard towers and powerful megastructures. However, even with all this defensive power, the dwarven player does not have a good endpoint to work towards. Orcs can work towards Master Orc Warriors and Uruk Upgrades, Elves can eventually gain insane dodge rates, and so forth. Dwarves do not gain any upgrades to their basic units, which renders their turtling more of an annoyance than a threat. With this unit, a dwarven player can begin to build a small powerhouse squadron of dwarves, rather than a horde of disposable attackers.
Also, it seemed very strange to create a dwarven faction with no reference to the traditional "Super Good Blacksmith" abilities.
Cost: 3 turns.
Ability: Forge: Give a unit a permanent Veteran Power Effect (Permanent +1/+1). Cooldown: 2
In-game description: While many dwarves take up sword and axe to defend their homelands, other dwarves take up the blacksmith's trade to further improve on the craftsmanship of their fathers. Using their smithing skills, these dwarves permanently upgrade your units.
Hello there! Before you judge the somewhat strange unit I've created, let me explain why I decided to create it. The dwarven faction is one of the best factions in creating powerful defences, with sturdy guard towers and powerful megastructures. However, even with all this defensive power, the dwarven player does not have a good endpoint to work towards. Orcs can work towards Master Orc Warriors and Uruk Upgrades, Elves can eventually gain insane dodge rates, and so forth. Dwarves do not gain any upgrades to their basic units, which renders their turtling more of an annoyance than a threat. With this unit, a dwarven player can begin to build a small powerhouse squadron of dwarves, rather than a horde of disposable attackers.
Also, it seemed very strange to create a dwarven faction with no reference to the traditional "Super Good Blacksmith" abilities.