hamletback rebalance - IMPLEMENTED

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Alexander82
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hamletback rebalance - IMPLEMENTED

Post by Alexander82 » Tue Sep 12, 2017 8:28 pm

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?
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Alexander82
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Re: hamletback rebalance

Post by Alexander82 » Tue Sep 12, 2017 8:31 pm

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
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Re: hamletback rebalance

Post by Sunrise Samurai » Tue Sep 12, 2017 8:42 pm

Higher level spikers sounds good. I don't think these should get goblin grenade though. That's a little too powerful for free units.
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Re: hamletback rebalance

Post by Sunrise Samurai » Tue Sep 12, 2017 8:46 pm

I agree this is a little underused though. Maybe make it able to carry 1-2 small(goblin) units that can attack from it?
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Re: hamletback rebalance

Post by Stratego (dev) » Wed Sep 13, 2017 3:56 am

or it could gain +1 attack on each damage it gets (similar to zurgo)

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Re: hamletback rebalance

Post by Sunrise Samurai » Wed Sep 13, 2017 10:05 am

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.
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Re: hamletback rebalance

Post by Alexander82 » Wed Sep 13, 2017 10:28 am

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)
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Re: hamletback rebalance

Post by Sunrise Samurai » Wed Sep 13, 2017 11:42 am

That's an interesting idea. Complete contrast to the current version, but definitely interesting.
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Re: hamletback rebalance

Post by LordOfAles » Sat Nov 04, 2017 1:04 pm

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?
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Re: hamletback rebalance

Post by Alexander82 » Sat Nov 04, 2017 7:59 pm

Is it ok for Daniel?
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Re: hamletback rebalance

Post by Stratego (dev) » Sat Nov 04, 2017 8:34 pm

we can not refer to tech as i remember. but we can simply improve spiker stats if we want

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Re: hamletback rebalance

Post by Alexander82 » Sun Nov 05, 2017 12:08 am

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
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Re: hamletback rebalance

Post by Sunrise Samurai » Sun Nov 05, 2017 12:36 am

Maybe hamletback, villagebearer, and townbeast :mrgreen:
Sorry, had to. I know it sounds a little corny.
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Re: hamletback rebalance

Post by Alexander82 » Sun Nov 05, 2017 12:41 am

I think that Daniel wants to keep the unit name
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Re: hamletback rebalance

Post by samuelch » Sun Nov 05, 2017 3:20 pm

Is Goblin spiker affected by Goblin Grenade?
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Re: hamletback rebalance

Post by Alexander82 » Sun Nov 05, 2017 4:40 pm

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.
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Re: hamletback rebalance

Post by Sunrise Samurai » Sun Nov 05, 2017 4:52 pm

Speaking of goblin grenade, when will that get in? And if spikers get it, that might be pretty powerful even without upgrades on them.
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Re: hamletback rebalance

Post by Stratego (dev) » Sun Nov 05, 2017 7:02 pm

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.

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Re: hamletback rebalance

Post by General Brave » Sun Nov 05, 2017 7:07 pm

What? Also your turn.
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Re: hamletback rebalance

Post by Alexander82 » Sun Nov 05, 2017 7:09 pm

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.
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Re: hamletback rebalance

Post by Sunrise Samurai » Sun Nov 05, 2017 9:37 pm

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.
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Re: hamletback rebalance

Post by General Brave » Mon Nov 06, 2017 12:16 am

How can you do that?
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Re: hamletback rebalance

Post by Sunrise Samurai » Mon Nov 06, 2017 12:27 am

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.
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Re: hamletback rebalance

Post by Alexander82 » Mon Nov 06, 2017 12:45 am

That's why I'd like units to spawn with a cooldown on goblin grenade. The other use is too exploitable.
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Re: hamletback rebalance

Post by Alexander82 » Tue Nov 07, 2017 5:49 pm

Anyway Daniel should I make 3 levels so that it will spawn upgraded spikers?
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Re: hamletback rebalance

Post by DoomCarrot » Fri Nov 10, 2017 12:42 am

I think upgraded spikers is reasonable imo.
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Re: hamletback rebalance

Post by LordOfAles » Fri Nov 10, 2017 12:07 pm

Me too
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Re: hamletback rebalance

Post by Lawrence » Tue Nov 21, 2017 11:02 am

Or you can upgrade the hamletback for better spikers
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Re: hamletback rebalance

Post by Alexander82 » Tue May 28, 2019 11:13 am

IMPLEMENTED
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