Basilisk

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Alexander82
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Re: Basilisk

Post by Alexander82 » Thu Oct 20, 2016 8:03 pm

any kind of healin spell/potion should work

If the unit has regeneration it should act as a healing effect too
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Alpha
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Re: Basilisk

Post by Alpha » Thu Oct 20, 2016 9:24 pm

I agree.
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Re: Basilisk

Post by Skelegonsans » Fri Oct 21, 2016 9:12 am

Ok, but i think that regeneration shouldnt count as a cure. Imo regeneration should stop while unit is petrified.
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Re: Basilisk

Post by MightyGuy » Fri Oct 21, 2016 9:18 am

i agree , lizards are best concept ability using Regeneration.
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Re: Basilisk

Post by MightyGuy » Fri Oct 21, 2016 9:19 am

i agree , lizards are best concept ability using Regeneration.
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Alexander82
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Re: Basilisk

Post by Alexander82 » Fri Oct 21, 2016 5:03 pm

I think it should since petrification isn't generally instantaneous on all body, and a regeneration might stop it during the effect resulting in a simple slowdown. Also not every race heal in the same amount, that would be something to avoid an army of basilisk only to overwhelm an entire army. This unit must be useful, not invincible. Skaledfolk are starting to be too strong on paper already.
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Re: Basilisk

Post by MightyGuy » Fri Oct 21, 2016 10:13 pm

possible weakness:
human « orc
orc « elf
elf » human
orc » undead
undead » human
elf » undead
orc » scaledfolk
scaledfolk » human
human » dwarf
dwarf » undead
undead » orc
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Alexander82
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Re: Basilisk

Post by Alexander82 » Fri Oct 21, 2016 10:46 pm

every race should have strenghts and weaknesses against any other race. For example you don't generally make anti-archer against orcs but you rely on control spells or ranged units. Also if i play against elves i will choose anti-archers and unit with a high pierce armor, but any race should be able to have its way against any other by using the right strategy
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Re: Basilisk

Post by MightyGuy » Fri Oct 21, 2016 11:33 pm

:arrow: :idea:
Last edited by MightyGuy on Fri Oct 21, 2016 11:35 pm, edited 1 time in total.
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Re: Basilisk

Post by MightyGuy » Fri Oct 21, 2016 11:34 pm

it's true :lol: xD
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Re: Basilisk

Post by Alpha » Sun Oct 23, 2016 12:46 am

Indeed
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Re: Basilisk

Post by Skelegonsans » Mon Oct 24, 2016 12:52 am

Imo, scaledfolk are pretty balanced. Sure, in general, they are slightly better than other races, but like u said, with the right strategy, any race can beat scaledfolk easily.

About regeneration, u got a point. So regenerating units (like the hydra) are immune to petrification?
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Alexander82
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Re: Basilisk

Post by Alexander82 » Mon Oct 24, 2016 9:31 am

Not directly immune, but they autoheal the following turn
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Re: Basilisk

Post by Alexander82 » Mon Oct 24, 2016 9:34 am

Btw, remember that we should always pursue to balancing the races.

For example we need to improve undeads in fighting races like elves or we need to give elves a counter against orcs or an anti-ranged for orcs or... no, humans are strong xD
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Re: Basilisk

Post by Skelegonsans » Wed Oct 26, 2016 9:13 am

For now, the only races that have a slight advantage over others, imo, are humans and scaledfolk.

However, the way to solve that should be by improving orcs/elves/undead, and not by reducing humans/scaledfolk
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Re: Basilisk

Post by MightyGuy » Wed Oct 26, 2016 9:49 am

it's true we are discussing that about need more melee units for elves and more ranged units for orcs.
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Re: Basilisk

Post by Alexander82 » Wed Oct 26, 2016 12:10 pm

Scalefolk aren't implemented so we can still adjust them. Humans are good at everything tough, but their greater strenght are siege weapons
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Re: Basilisk

Post by Skelegonsans » Wed Oct 26, 2016 2:22 pm

I think it would be best if we made the other races stronger rather than weakening scaledfolk. The main strenght of scaledfolk/humans is variability, so we should do the same. For instance, we should add more ranged units to orcs. Of course, not as strong as elf/human archers, but just to add to the versatility of the race. Undead, too, need more archers. Elves need more useful melee units, but they should focus on speed rather than atk and armor.
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Re: Basilisk

Post by Alexander82 » Wed Oct 26, 2016 4:30 pm

I don't agree. Variability is for humans. Scalefolk main features are waterwalking and poison effect.
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Re: Basilisk

Post by MightyGuy » Wed Oct 26, 2016 8:20 pm

yes, scaledfolk units they don't need a lot of wooden ships or great ships because they can swim on water.
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Re: Basilisk

Post by Skelegonsans » Thu Oct 27, 2016 9:17 am

Well, if you didnt want for variability in scaledfolk, i guess ur too late... :lol:
Take a look at how many units we have, most are nearly ready or already completed. We have good archers, towers, basic and upgrade units and structures, and great spellcasters. Its the most versatile race so far, except for humans and maybe dwarves.
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Re: Basilisk

Post by MightyGuy » Thu Oct 27, 2016 12:45 pm

maybe you're right ;)
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Re: Basilisk

Post by Midonik » Thu Oct 27, 2016 12:47 pm

Cavalery is bad,structures arent best too.
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Re: Basilisk

Post by Alexander82 » Thu Oct 27, 2016 2:34 pm

Versatility has to come at a price. Humans have good units but their aren't the best statwise.

Not all the scalefolk units will be put in since we will have to choose those who shall be the defaut and a certain number of gem units, so we will have to let some of them out.

Every race has moe or less a unit for every role but none of them has all units in all departments well working like humans. calefolk will be the same since if it wasn't like that human would be totally outclassed.
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Re: Basilisk

Post by MightyGuy » Thu Oct 27, 2016 8:11 pm

yes, i agree with alexander
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Re: Basilisk

Post by Skelegonsans » Fri Oct 28, 2016 9:29 am

Up until now, i guess all the units are good to be implemented. And btw, i said that scaledfolk are versatile, but i didnt say they are more versatilr then humans. I know this is not the focus of sacledfolk race, but if you take a look at the units so far, you will see certain variation.
Anyways, i dont think we should leave any unit idea out so far. Imo all of them are great and would do great in-game. If, after implementation, scaledfolk look op, we think about removing units. K?
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Re: Basilisk

Post by Alpha » Fri Oct 28, 2016 12:42 pm

I agree
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Re: Basilisk

Post by Alexander82 » Fri Oct 28, 2016 4:22 pm

We'll try to put in a certain amount and the others will be put in via vote, as the other races.
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Re: Basilisk

Post by MightyGuy » Fri Oct 28, 2016 8:09 pm

good! nice idea! :D
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Re: Basilisk

Post by Skelegonsans » Sun Oct 30, 2016 8:44 pm

Ok, how about that:
Kobolds, Lizardmen, Snakemen and all dragons except God Dragon will be implemented right away, the rest must be voted.
Agree?
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