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hamletback rebalance - IMPLEMENTED

Posted: Tue Sep 12, 2017 8:28 pm
by Alexander82
I was thinking we might rebalance that unit to become more useful. As it is now it seems a bit underrated. What about giving a certain chance to spawnI was thinking to makes other 2 levels for the goblin spikers dropped by its back. Right now they are really pointless and their only usefulness is just occupying a tile around the unit.

So the hamletback might spawn elite spikers if you researched the elite goblin tech and master spikers if you already have the master goblin tech. Do you like the idea?

Re: hamletback rebalance

Posted: Tue Sep 12, 2017 8:31 pm
by Alexander82
This is the original card for the unit:

Image

Seeing as it works it really seems the opposite of the unit. While the unit drops units on hit the card gains attack and constitution when you play a new creature.

I think that should have been a strong card in mtg while the unit is not that great

Re: hamletback rebalance

Posted: Tue Sep 12, 2017 8:42 pm
by Sunrise Samurai
Higher level spikers sounds good. I don't think these should get goblin grenade though. That's a little too powerful for free units.

Re: hamletback rebalance

Posted: Tue Sep 12, 2017 8:46 pm
by Sunrise Samurai
I agree this is a little underused though. Maybe make it able to carry 1-2 small(goblin) units that can attack from it?

Re: hamletback rebalance

Posted: Wed Sep 13, 2017 3:56 am
by Stratego (dev)
or it could gain +1 attack on each damage it gets (similar to zurgo)

Re: hamletback rebalance

Posted: Wed Sep 13, 2017 10:05 am
by Sunrise Samurai
No. Not on damage taken. We can't have a giant unit that upgrades when hit in the same race as troll shaman's 100% heal. Maybe if it gained attack and life (no armor) when it makes a kill though.

Re: hamletback rebalance

Posted: Wed Sep 13, 2017 10:28 am
by Alexander82
Would it be possible to gain an increase to attack and hp/maxhp by "absorbing" another friendly unit proportional to that unit cost? For example you might give it a +1 attack +3 hp for every point of cost (for example absorbing a unit that costs 2 it gains +2 att +6 hp)

Re: hamletback rebalance

Posted: Wed Sep 13, 2017 11:42 am
by Sunrise Samurai
That's an interesting idea. Complete contrast to the current version, but definitely interesting.

Re: hamletback rebalance

Posted: Sat Nov 04, 2017 1:04 pm
by LordOfAles
Alexander82 wrote:I was thinking we might rebalance that unit to become more useful. As it is now it seems a bit underrated. What about giving a certain chance to spawnI was thinking to makes other 2 levels for the goblin spikers dropped by its back. Right now they are really pointless and their only usefulness is just occupying a tile around the unit.

So the hamletback might spawn elite spikers if you researched the elite goblin tech and master spikers if you already have the master goblin tech. Do you like the idea?
This is the best version imho

Re: hamletback rebalance

Posted: Sat Nov 04, 2017 7:59 pm
by Alexander82
Is it ok for Daniel?

Re: hamletback rebalance

Posted: Sat Nov 04, 2017 8:34 pm
by Stratego (dev)
we can not refer to tech as i remember. but we can simply improve spiker stats if we want

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 12:08 am
by Alexander82
Are you sure? Ir should work like the reanimation skill that gives improved units.

What about the goblin upgrades (or orc king upgrades that might affect giants) affects the hamletback too giving it an improved skill that allows it to spawn stronger spikers?

Hamletback -> spikers
Elite Hamletback -> elite spikers
Master Hamletback -> master spikers

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 12:36 am
by Sunrise Samurai
Maybe hamletback, villagebearer, and townbeast :mrgreen:
Sorry, had to. I know it sounds a little corny.

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 12:41 am
by Alexander82
I think that Daniel wants to keep the unit name

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 3:20 pm
by samuelch
Is Goblin spiker affected by Goblin Grenade?

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 4:40 pm
by Alexander82
I think it will be since it is a goblin but I'd like to make goblin grenade start with an active cooldown to avoid making it exploitable.

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 4:52 pm
by Sunrise Samurai
Speaking of goblin grenade, when will that get in? And if spikers get it, that might be pretty powerful even without upgrades on them.

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 7:02 pm
by Stratego (dev)
Alexander82 wrote:Are you sure? Ir should work like the reanimation skill that gives improved units.

What about the goblin upgrades (or orc king upgrades that might affect giants) affects the hamletback too giving it an improved skill that allows it to spawn stronger spikers?

Hamletback -> spikers
Elite Hamletback -> elite spikers
Master Hamletback -> master spikers
we dont have that setting without coding (imho)
- i am afraid the "reanimation skill" is not even working anymore - i never tried tough.

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 7:07 pm
by General Brave
What? Also your turn.

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 7:09 pm
by Alexander82
Sunrise Samurai wrote:Speaking of goblin grenade, when will that get in? And if spikers get it, that might be pretty powerful even without upgrades on them.
I don't know. They spawn adjacent ti the hamletback and you don't generally want to loos your giants.

I'm working on the goblin grenade tough so it should be in in a short time. I'm also editing some orc techs to provide a more complex tech tree.

Re: hamletback rebalance

Posted: Sun Nov 05, 2017 9:37 pm
by Sunrise Samurai
Alexander82 wrote:
Sunrise Samurai wrote:Speaking of goblin grenade, when will that get in? And if spikers get it, that might be pretty powerful even without upgrades on them.
I don't know. They spawn adjacent ti the hamletback and you don't generally want to loos your giants.

I'm working on the goblin grenade tough so it should be in in a short time. I'm also editing some orc techs to provide a more complex tech tree.
Actually my idea on that is I'd prefer to hit my own hamletback, to spawn more spikers. Obviously, I'd keep around a shaman or three to heal.

Re: hamletback rebalance

Posted: Mon Nov 06, 2017 12:16 am
by General Brave
How can you do that?

Re: hamletback rebalance

Posted: Mon Nov 06, 2017 12:27 am
by Sunrise Samurai
When a hamletback​ takes damage, it spawns goblin spikers. If those spikers could be used to damage the hamletback again while hurting enemies, you could easily make a feedback loop. You just need to remember to heal the hamletback before you kill it.

Re: hamletback rebalance

Posted: Mon Nov 06, 2017 12:45 am
by Alexander82
That's why I'd like units to spawn with a cooldown on goblin grenade. The other use is too exploitable.

Re: hamletback rebalance

Posted: Tue Nov 07, 2017 5:49 pm
by Alexander82
Anyway Daniel should I make 3 levels so that it will spawn upgraded spikers?

Re: hamletback rebalance

Posted: Fri Nov 10, 2017 12:42 am
by DoomCarrot
I think upgraded spikers is reasonable imo.

Re: hamletback rebalance

Posted: Fri Nov 10, 2017 12:07 pm
by LordOfAles
Me too

Re: hamletback rebalance

Posted: Tue Nov 21, 2017 11:02 am
by Lawrence
Or you can upgrade the hamletback for better spikers

Re: hamletback rebalance

Posted: Tue May 28, 2019 11:13 am
by Alexander82
IMPLEMENTED