Magical archer
Magical archer
( for humans ) Can only be made in mages hut or the castle.
Hp 25
Atk: 15
Cost: 5
Not a unique unit.
Has three abilites
Skill 1: regeneration 25% of health ( last 4 turns)
Skill 2: haste ( increases movement spd ) ( last 3 turns)
Skill 3: fire bolt arrow- combination of fire and electricity: enchantment spell ( last 2 turns )
Hp 25
Atk: 15
Cost: 5
Not a unique unit.
Has three abilites
Skill 1: regeneration 25% of health ( last 4 turns)
Skill 2: haste ( increases movement spd ) ( last 3 turns)
Skill 3: fire bolt arrow- combination of fire and electricity: enchantment spell ( last 2 turns )
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Magical archer
No.
1. too high damage for archer. WAAAY to high.
2. Op regeneration especially when casted on something like imperial shielder - 1000% elves death.they literally have no ways of countering this.
3. Haste for increasing speed is no because this will completely change speed balance of races. especially if it is spammable (no cooldown and is seems so because you didn't list it)
4. Again - elements are not present in game as themself, and because what does "electricity" part of fire bolt? apart from dealing damage.
1. too high damage for archer. WAAAY to high.
2. Op regeneration especially when casted on something like imperial shielder - 1000% elves death.they literally have no ways of countering this.
3. Haste for increasing speed is no because this will completely change speed balance of races. especially if it is spammable (no cooldown and is seems so because you didn't list it)
4. Again - elements are not present in game as themself, and because what does "electricity" part of fire bolt? apart from dealing damage.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Magical archer
Hmm how bout this
Hp 25
Atk 8
Spd: moderate
Cost: 4
Armor: not exactly sure but low armor
Skill 1: haste - last 2 turns Cooldown 3
Skill 2: Self regeneration last 3 turns Cooldown 4
Skill 3: fire bolt last 3 turns cool down 5 ( when skill activated; burning affect, and the electric part was just suppose to be extra damage)
I hope this is better
Hp 25
Atk 8
Spd: moderate
Cost: 4
Armor: not exactly sure but low armor
Skill 1: haste - last 2 turns Cooldown 3
Skill 2: Self regeneration last 3 turns Cooldown 4
Skill 3: fire bolt last 3 turns cool down 5 ( when skill activated; burning affect, and the electric part was just suppose to be extra damage)
I hope this is better
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Magical archer
Still no.
i'll explain later why but one of reasons is because of low hp while having great spells and extremly low cost for it.
Also what is his range? 100500? 7? 1?
i'll explain later why but one of reasons is because of low hp while having great spells and extremly low cost for it.
Also what is his range? 100500? 7? 1?
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Magical archer
Its range should be that of a longbow archer, and i was going for a strong yet more produce able troop. The hp can increase by 10 so 35 Hp 40 tops? And as far as cost i was trying to avoid 8 turns so what about 6? I do wanna hear your other reasons thou
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- General Brave
- Posts: 4662
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- Location: The Four Point Military Academy.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Magical archer
With his abilities you suggest his cost will be AT LEAST 8 turns for balancing reasons.
Warmages are ridicilously powerful and only 8 turn cost stops them from being op.
If you want more powerful archer use imperial crossbowman (4 turns, 10 damage, 20 hp, 6 range, 3/3 armor, 100% spell resist, trainable at archer's range and castle). The archer you suggest must be for cost 6 on same power level as this o e but with no armor, and only 1 powerful or 2 weak spells. And not with hundreds of dodges and 2 forms like one current aof co-dev made...
Warmages are ridicilously powerful and only 8 turn cost stops them from being op.
If you want more powerful archer use imperial crossbowman (4 turns, 10 damage, 20 hp, 6 range, 3/3 armor, 100% spell resist, trainable at archer's range and castle). The archer you suggest must be for cost 6 on same power level as this o e but with no armor, and only 1 powerful or 2 weak spells. And not with hundreds of dodges and 2 forms like one current aof co-dev made...
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Magical archer
Oh well if it can't be help then sure 8 turns
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Magical archer
I will prefer an archer with just 1 ability but similar to imperial crossbowman's stats and that ability must be powerful (and ofc 5-6 turns). But it will wait because i need revamp of unit types first to have more clear abilities and power of suggestable unit.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Magical archer
What if this archer had a passive slow weapon?
- 1 speed and maybe a forest sight spell for self only?
- 1 speed and maybe a forest sight spell for self only?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Magical archer
we will think later, after new techs will be implemented.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Magical archer
I think any form of magic archers should be for elves really. I wouldn't mind a fire archer for humans, or even an upgrade to give their archers slowing weapon 1 via enchanted arrows, but not a unit where the archer itself is also a mage.
The glorious sun rises again
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Magical archer
Will be a thing in form of arcane archer. Ranged alternative to warmage.
Elves will get more powerful and more costly bow singer variant (opposite situation with warmage and blade singer).
Elves will get more powerful and more costly bow singer variant (opposite situation with warmage and blade singer).
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.