Necrophage ACCEPTED

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LordOfAles
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Necrophage ACCEPTED

Post by LordOfAles » Thu Aug 24, 2017 5:32 pm

Hp: 14
Power: 4
Action/turn: 2
Cost: 7
Armor: 0/0
Builders: Dark Altar
Speed: 3
Sight: 4
No bonuses
Spell resist: 0%
Abilities:
Devour a corpse(Consumes adjacent corpse, +4 max hp, +2 power, effect is permanent, stackable)
Eat up a corpse (+10 hp)
Attachments
CorpseDevouree[1].png
CorpseDevouree[1].png (1.2 KiB) Viewed 2782 times
Last edited by LordOfAles on Thu Jun 21, 2018 2:30 pm, edited 16 times in total.
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Midonik
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Re: Necrophage

Post by Midonik » Thu Aug 24, 2017 5:34 pm

What? Cost 12? You mean 2...
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LordOfAles
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Re: Necrophage

Post by LordOfAles » Thu Aug 24, 2017 5:38 pm

*cough cough*Check the abilities*cough cough*
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Re: Necrophage

Post by Midonik » Thu Aug 24, 2017 5:41 pm

Ohh,I miss that it also adds power. Then,I aggre,but such a unit will be usefull only on late game if you have many corpusess left behind.
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Re: Necrophage

Post by LordOfAles » Thu Aug 24, 2017 5:42 pm

Or if you have a grave digger ;)
That would be like having a pet to feed
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Re: Necrophage

Post by LordOfAles » Thu Aug 24, 2017 5:43 pm

Is the cost too low?
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Midonik
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Re: Necrophage

Post by Midonik » Thu Aug 24, 2017 5:45 pm

Right. I didnt think about grave digger. I might be cool,if well used it will be really strong.
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Re: Necrophage

Post by Midonik » Thu Aug 24, 2017 5:45 pm

No
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 5:47 pm

I still need to work on image,any ideas?
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Re: Necrophage DISCUSSING

Post by Sunrise Samurai » Thu Aug 24, 2017 5:53 pm

Have the effect changed to increase max hp by 2, 75% or power by 1, 25% chance. It's a little slower to upgrade the attack, and might let you lower the cost to something manageable, that can actually be made before the tc is captured on you.
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Re: Necrophage DISCUSSING

Post by Alexander82 » Thu Aug 24, 2017 6:05 pm

What about a very low starting cost with almost basic stats? At the start is worse than a skeleton but coupled with some grave diggers can really grow fast and strong. I would randomize every stats:

40% +4 maxhp
15% +1 armor
15% +1 pierce
15% +1 attack
5% +1 action
5% +1 range
5% +1 speed
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Re: Necrophage DISCUSSING

Post by Sunrise Samurai » Thu Aug 24, 2017 6:13 pm

I wouldn't add armor or range, but otherwise that table looks good. I might also suggest another option at 15% that it heals itself for 20 life, with no permanent​ increase. This encourages using it on the battlefield, rather than just hiding it until it's a 500 life 80 power monster, since it would slow growth but increase survivability.
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Alexander82
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Re: Necrophage DISCUSSING

Post by Alexander82 » Thu Aug 24, 2017 6:24 pm

I mean it might cost 2 and start with no armor at all
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 6:26 pm

No,for obivous reasons,and chance to add speed can result him in crossing the whole map sometimes
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 6:26 pm

And action chance would make him OP
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 6:27 pm

If there are chances,everything can happen ;)
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Sunrise Samurai
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Re: Necrophage DISCUSSING

Post by Sunrise Samurai » Thu Aug 24, 2017 6:30 pm

..... probably too complicated, but for anything outside max hp, attack, and healing it might be able to reduce the chances of an increase in that stat by the amount of existing increases to that stat. For example, it has armor at +5 and speed at +3, the chances of an armor up are 0%, and speed up are at 2%. This caps off some of the more dangerous stats at reasonable levels.
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Alexander82
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Re: Necrophage DISCUSSING

Post by Alexander82 » Thu Aug 24, 2017 6:45 pm

I don't think it will be easy.
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LordOfAles
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 6:49 pm

Maybe hold mine stats,lower cost to 10,armor to 0/0,and with max hp and power(which will always raise) there is a 10% chance to gain +1 sight.Simple but effective
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Re: Necrophage DISCUSSING

Post by Sunrise Samurai » Thu Aug 24, 2017 6:52 pm

The problem there is the high cost of that would be prohibitive. Why pay 10 for something you need to babysit when you can have ready made death knights in 8
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 6:53 pm

Because this..."thing" can grow stronger than 6 death knights
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 6:54 pm

i can of course raise action/turn to 4(he has 2 mouths and is a fast biter),so he can grow faster
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 6:58 pm

Added better shading below the legs

Image updated
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Re: Necrophage DISCUSSING

Post by LordOfAles » Thu Aug 24, 2017 7:05 pm

Image updated.Mouths can be seen easier
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Re: Necrophage DISCUSSING

Post by LordOfAles » Fri Aug 25, 2017 11:10 am

Stats updated
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MightyGuy
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Re: Necrophage DISCUSSING

Post by MightyGuy » Fri Aug 25, 2017 11:35 am

The cost is too expensive and has only One HP? And too weak at first. If this unit continuesly Grow, the STATS makes increase then increase again.(eg. HP: 763, ARMOR: 300) ?? No Limit???
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LordOfAles
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Re: Necrophage DISCUSSING

Post by LordOfAles » Fri Aug 25, 2017 11:38 am

No,armor is not rising,only hp and power,and yea no limit thats why its 10 turns
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Re: Necrophage DISCUSSING

Post by MightyGuy » Fri Aug 25, 2017 11:41 am

The enemies shall take many turns to kill one Necrophage
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LordOfAles
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Re: Necrophage DISCUSSING

Post by LordOfAles » Fri Aug 25, 2017 11:41 am

Yea,but player will take many turns to make 1 necrophage strong,get it? ;)
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Re: Necrophage DISCUSSING

Post by MightyGuy » Fri Aug 25, 2017 11:45 am

I got it, but, If ththe necrophage would clashing or rushig the enemie teritory, The enemies will getting hard to kill this... The nectophage continuesly getting strong and Attacking...
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