Death Ward - mtg DISCUSSING

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Alexander82
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Death Ward - mtg DISCUSSING

Post by Alexander82 » Wed Aug 16, 2017 5:34 pm

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Cost 6
Holy unit gain the death ward spell
Target: Flesh and blood allied units
Cooldown 3

When a unit under the death ward effect is killed it doesn't die but it stay alive with 1HP and the death ward effect is removed
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Sunrise Samurai
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Re: Death Ward - mtg

Post by Sunrise Samurai » Wed Aug 16, 2017 8:19 pm

What kind of duration are we looking at? In this case, it only adds one more hit to kill range, so permanent​ until used is reasonable, especially with a cooldown. In fact I would have paladins and Templars created with this effect active on them.
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Re: Death Ward - mtg

Post by LordOfAles » Wed Aug 16, 2017 8:44 pm

Just to be sure,is this a castable spell or tech?
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Alexander82
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Re: Death Ward - mtg

Post by Alexander82 » Wed Aug 16, 2017 9:07 pm

As you can read in the first post is a spell for holy units
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Re: Death Ward - mtg

Post by Alexander82 » Wed Aug 16, 2017 9:08 pm

Sunrise Samurai wrote:What kind of duration are we looking at? In this case, it only adds one more hit to kill range, so permanent​ until used is reasonable, especially with a cooldown. In fact I would have paladins and Templars created with this effect active on them.
Yes, that was my idea. If you buff many units with that effect you gain extra hits they can take and occasionally heal those units.
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Re: Death Ward - mtg

Post by Sunrise Samurai » Wed Aug 16, 2017 10:55 pm

Sounds good to me. Humans could use this, when compared to orcs high attack power. Might be a little less useful against elves, who do more multi hit attacks. Probably a lifesaver against undead though, since it makes them work harder for corpses.
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Alexander82
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Re: Death Ward - mtg

Post by Alexander82 » Thu Aug 17, 2017 12:33 am

Yes, that would raise the importance of healers
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samuelch
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Re: Death Ward - mtg

Post by samuelch » Thu Aug 17, 2017 1:35 am

Does the buffed unit still counter attack enemy?
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Re: Death Ward - mtg

Post by Sunrise Samurai » Thu Aug 17, 2017 1:37 am

I would assume so. Not much reason it shouldn't​.
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Alexander82
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Re: Death Ward - mtg

Post by Alexander82 » Thu Aug 17, 2017 1:47 am

It depends on how we see the spell.
If the spell simply prevent the last damage the unit should be able to counter
If the spell give you back life after you have died the unit shouldn't be avle to counter.
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Re: Death Ward - mtg

Post by Sunrise Samurai » Thu Aug 17, 2017 2:09 am

I guess that depends on what's simpler to program.
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Alexander82
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Re: Death Ward - mtg

Post by Alexander82 » Thu Aug 17, 2017 2:11 am

Since is a new effect i think it might be mostly the same.
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Re: Death Ward - mtg

Post by Sunrise Samurai » Thu Aug 17, 2017 2:36 am

Then I would say prevent the last point of damage. It keeps other effects ongoing instead of spawning a whole new unit. That would​ be a problem with my idea to have certain units spawn with this active, since you would have the replacement have the same effect.
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Re: Death Ward - mtg DISCUSSING

Post by Stratego (dev) » Tue Aug 29, 2017 3:49 am

awesome but such mechanics missing currently.

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