Feral Hydra — IMPLEMENTED

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DoomCarrot
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Feral Hydra — IMPLEMENTED

Post by DoomCarrot »

Based on an old boardgame I used to play. Two ideas for the unit.

Simple Version: Has weak attack, but gets 4 attacks.

Complex Version: Has health easily divided by 4, lets just say 40 HP. For every 10 HP it has, it has an attack, so it can attack a maximum of 4 times, but gets weaker as you hurt it. This version should start out with a strong attack. Also, maybe healing it should not bring back extra attacks. (since I imagine it weird for a healer to regenerate a head....)

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Alpha
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Re: Feral Hydra

Post by Alpha »

I prefer the Complex Version.
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MightyGuy
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Re: Feral Hydra

Post by MightyGuy »

i prefer the complex version
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Alexander82
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Re: Feral Hydra

Post by Alexander82 »

me too, but we sould ask daniel xD

it should probably have on some sort of buff that gives extra attack for every 10 hp over 10
Also it should have regeneration (hydra heads regenerates over time)
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Re: Feral Hydra

Post by Skelegonsans »

Complex version sounds too...... complex :mrgreen: :lol: :lol: :lol:
But it sounds cool either way. I agree
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Alexander82
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Re: Feral Hydra

Post by Alexander82 »

do you like that?
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MightyGuy
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Re: Feral Hydra

Post by MightyGuy »

very nice image! :D ★★
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Re: Feral Hydra

Post by Skelegonsans »

Cool!!
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Re: Feral Hydra

Post by Skelegonsans »

Suggested stats:
Cost 6 (ground) (gem upgrade unit. Gems: 6)
Hp 72 (18 for each head)
Atk 9 (so, if it still has 4 heads: 36)
Arm/p.arm 1/1
Speed 3
Sight 5
(It regenerates 6hp per turn except if poisoned. It can regenerate heads, but if its healed by a healer, heads will not be regenerated.)

Do you think it balanced?
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MightyGuy
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Re: Feral Hydra

Post by MightyGuy »

balanced :)

ettins could be stronger than this unit so i think it's balanced :D

make units for scaledfolk weaker than orcs, not all... :D

Balanced
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Alexander82
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Re: Feral Hydra

Post by Alexander82 »

ettins cost 8 and it has a similar damage and has no regeneration. i suggest bringing its cost to 8 too
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Alexander82
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Re: Feral Hydra

Post by Alexander82 »

btw i edited the image to make the 2nd head more defined
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MightyGuy
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Re: Feral Hydra

Post by MightyGuy »

Fine Image! Nice one! :D

Btw, are ettins can trample? btw,i will agree (cost 8 is good but i dont know if skelegonsans,midonik, or worker agrees that.
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Alexander82
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Re: Feral Hydra

Post by Alexander82 »

yes, but they don't regenerate, i think it is balance for them to have the same cost. also this one can attac 4 weak units in the same turn and kill tem (like half dead units and so on) so it is potentially more deadly xD
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Re: Feral Hydra

Post by Midonik »

Think it cool.
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Re: Feral Hydra

Post by Skelegonsans »

I guess ur right alex... 8 cost is nice for these stats.
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Alpha
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Re: Feral Hydra

Post by Alpha »

I agree
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Re: Feral Hydra

Post by MightyGuy »

they agreed your opinion. :)
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Alexander82
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Re: Feral Hydra

Post by Alexander82 »

It is settled then ;)
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Re: Feral Hydra

Post by MightyGuy »

Btw, where's the Stats?
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Skelegonsans
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Re: Feral Hydra

Post by Skelegonsans »

Skelegonsans wrote:Suggested stats:
Cost 6 (ground) (gem upgrade unit. Gems: 6)
Hp 72 (18 for each head)
Atk 9 (so, if it still has 4 heads: 36)
Arm/p.arm 1/1
Speed 3
Sight 5
(It regenerates 6hp per turn except if poisoned. It can regenerate heads, but if its healed by a healer, heads will not be regenerated.)

Do you think it balanced?
Here. But cost is 8 instead of 6.
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Skelegonsans
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Re: Feral Hydra

Post by Skelegonsans »

Welp, now we just wait until scaledfolk are implemented.
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makazuwr32
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Re: Feral Hydra — IMPLEMENTED

Post by makazuwr32 »

Implemented.
Hydra looses 1 head, 50 hp and 1 action with each "death". It can regenerate head on its own for 4 turns.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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