This spell is currently underused.
I think it would be best to have it revamped.
Rotten: would have a damage rate (Same as a heal rate for healing) ignores armor, adds poison. (Decay)
Thoughts?
Rotten Revamp
- StormSaint373
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Rotten Revamp
Beware the calm before the Tempest. . .
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Rotten Revamp
Yes. I've never used it since there always is a better option.
Age of Fantasy design leader
- Lynx Shafir
- Posts: 1563
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Re: Rotten Revamp
What if adds a special debuff like
Weakness(4) and slowing (1)
Ignores spell res has 55% chance
-Living target and buildings
4dmg
Bonus 200% to tree creatures, giants
And 500% buildingngs 1500 megas (won't be too effective against megas yet alternative of fire)
I cud use it for mummy priest and cursedr
Weakness(4) and slowing (1)
Ignores spell res has 55% chance
-Living target and buildings
4dmg
Bonus 200% to tree creatures, giants
And 500% buildingngs 1500 megas (won't be too effective against megas yet alternative of fire)
I cud use it for mummy priest and cursedr
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Re: Rotten Revamp
You've made a simple spell into some overpowered ability
It can easily get Poison effect with tune up of damage
It can easily get Poison effect with tune up of damage
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Rotten Revamp
The damage to buildings might make sense and that effect could be used for the creeping mold spell/effect I proposed for elves some time ago.
It was basically an effect similar to fire for buildings (but I think it might affect undeads too).
Since it was stated that fire was Obviously faster at destroying wood, mold/rotten might have a much lower damage but also an addictional effect.
I was thinking it might give a reduction to healing/mending bonus or that you can't be healed until the effect don't wear off.
In the second case it might work this way: if a unit/building is affected by the mold the next action that would cure the unit will remove a mold instance instead
Once all the instances are removed you can heal the unit/building again
It was basically an effect similar to fire for buildings (but I think it might affect undeads too).
Since it was stated that fire was Obviously faster at destroying wood, mold/rotten might have a much lower damage but also an addictional effect.
I was thinking it might give a reduction to healing/mending bonus or that you can't be healed until the effect don't wear off.
In the second case it might work this way: if a unit/building is affected by the mold the next action that would cure the unit will remove a mold instance instead
Once all the instances are removed you can heal the unit/building again
Age of Fantasy design leader
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Rotten Revamp
Still I think initial dmg rate should be improved. (10hp)
The after effects of rotten can be
Contaigin: Works like poison, but removes 10hp per turn, 3 turn duration (only a 5 hp difference overall, gives dose faster), flesh and blood units
Decay: same as burning, but with dmg semantics as contaigin. Buildings, plants, ships, etc
Thoughts?
The after effects of rotten can be
Contaigin: Works like poison, but removes 10hp per turn, 3 turn duration (only a 5 hp difference overall, gives dose faster), flesh and blood units
Decay: same as burning, but with dmg semantics as contaigin. Buildings, plants, ships, etc
Thoughts?
Beware the calm before the Tempest. . .
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Rotten Revamp
If accepted... I'll work on icons
They are between
5x7
Correct?
They are between
5x7
Correct?
Beware the calm before the Tempest. . .
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Rotten Revamp
10hp /turn for no CD ability that's OpStormSaint373 wrote: ↑Tue Feb 26, 2019 4:54 pm Still I think initial dmg rate should be improved. (10hp)
The after effects of rotten can be
Contaigin: Works like poison, but removes 10hp per turn, 3 turn duration (only a 5 hp difference overall, gives dose faster), flesh and blood units
Decay: same as burning, but with dmg semantics as contaigin. Buildings, plants, ships, etc
Thoughts?
Not the weakness with~ 50%chance Tankhead
Rotten -
Should '
And affecting both undead building and living units is good
If gets a debuff and keeps low dmg than will fit for those debuff
I wanted, ( "decay/rust and ruins") for undead - most effective against structures and mech units(golems) yet weakening any moving target.
Exact Weakness with - 4 atk no stack self
..
Indicator Icons might be around 9x9
depends shape
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Rotten Revamp
I think that the starting damage can even bit higher but the effect might have a cd (so guaranted damage but optional status) and the damage might be lower (even tough most of the problem with fire damage is that is often aos against swarm of small units and it makes a lot of damage against units that are burnable)
Age of Fantasy design leader