Proposal: Complete Rework

Started by: Tecness2 | Replies: 22 | Views: 1,727

Tecness2

Posts: 1,340
Joined: Jul 2009
Rep: 10

View Profile
Apr 10, 2013 8:59 PM #943107
Okay, this is a LARGE proposal, so bare with me, this is JUST for the two races, and can/will be modified when more information for the third race comes out. This will rework the attacks, certain spells, as well as armor.
Three types of armor and three types of attacks.

Light attacks are normal against light armor.
Light attacks are good against normal armor.
Light attacks are bad against heavy armor.

Normal attacks are bad against light armor.
Normal attacks are normal against normal armor.
Normal attacks are good against heavy armor.

Heavy attacks are good against light armor.
Heavy attacks are bad against normal armor.
Heavy attacks are normal against heavy armor.
In short, Heavy beats Light, Light beats Normal, Normal beats Heavy.



Order:

Miner:
Armor: Light
Attack: Light

Swordwrath:
Armor: Light
Attack: Light
Attack with rage: Normal + Electric

Archidon:
Armor: Light
Attack: Light
Flame Arrows: Heavy + Fire

Meric:
Armor: Normal
Attack: Light

Magikill:
Armor: Normal
Attack: Light + Unknown*

Spearton:
Armor: Heavy
Attack: Normal

Shadowwrath:
Armor: Light
Attack: Heavy + Poison

Flying Crossbowmen:
Armor: Light
Attack: Normal
Blazing Bolts: Heavy + Fire

Giant:
Armor: Light -> Light->Light
Attack: Light -> Normal -> Heavy


Chaos:

Miner:
Armor: Light
Attack: Light

Crawler:
Armor: Light
Attack: Light
Predatory Edge Attack: Light + Electric

Dead:
Armor: Heavy
Attack: Normal
Poison Guts: Normal + Poison

Marrowkai:
Armor: Normal
Attack: Light

Medusa:
Armor: Light
Attack: Light + Poison

Bomber:
Armor: Light
Attack: Light + Fire

Juggerknight:
Armor: Normal
Attack: Heavy

Wingadon:
Armor: Light
Attack: Normal

Giant:
Armor: Normal -> Normal -> Normal
Attack: Light -> Normal -> Normal

*The Magikill no longer starts with fireball. You must instead, research your type of Magikill(s). Either, a Fire Magikill, Poison Magikill, or a Lightning Magikill. Whichever type of Magikill you pick, is the bonus damage he does. It also changes his starting spell.
Fire Magikill starts with a Fireball that does 1.25x increased damage (for example, it normally does 10 damage, now it does 12.5 damage).
Poison Magikill starts with a Poison spell, which selects ONE target to poison. It also has a Longer-range than stone-face. Poison Spray also gets a wider range of effect.
Electric Magikill starts with a Lightning spell which summons a Lightning bolt to a selected area, like fireball, but less instant damage, and slight damage overtime, as well as increasing the time electric wall is on the field by 1-2 seconds.
This would require a small research time (10 seconds) and will be free. You will only be able to research one.


Electric Damage SLOWS targets by 5%.
Poison Damage does damage over time.
Fire Damage does extra instant damage by 5%.
WheresMyCheetos
2

Posts: 1,047
Joined: Feb 2013
Rep: 10

View Profile
Apr 10, 2013 9:08 PM #943112
ummm? why is giants defence light? anyways nice idea tec but then this would get really confusing
Tecness2

Posts: 1,340
Joined: Jul 2009
Rep: 10

View Profile
Apr 10, 2013 9:12 PM #943115
Quote from WheresMyCheetos
ummm? why is giants defence light? anyways nice idea tec but then this would get really confusing

Because with this, speartons would be tanks, and the enslaved giants would be glass cannons, which they should be.
Normal giants (chaos) would be more tanky, because that's what they should be.
WheresMyCheetos
2

Posts: 1,047
Joined: Feb 2013
Rep: 10

View Profile
Apr 10, 2013 9:16 PM #943121
Thanks for explaination but I do like the sound of glass cannon :D
So a miner can 1 hit KO it right :P
BuddyLucky2
2

Posts: 431
Joined: Nov 2012
Rep: 10

View Profile
Apr 10, 2013 9:18 PM #943122
But this seems to make the magikill UP :/
Tecness2

Posts: 1,340
Joined: Jul 2009
Rep: 10

View Profile
Apr 10, 2013 9:20 PM #943125
Quote from BuddyLucky2
But this seems to make the magikill UP :/

How so?
WheresMyCheetos
2

Posts: 1,047
Joined: Feb 2013
Rep: 10

View Profile
Apr 10, 2013 9:21 PM #943129
Really buddy gonna go do some rage then do it on your thread
KrayZStick
2

Posts: 1,309
Joined: Dec 2012
Rep: 10

View Profile
Apr 10, 2013 9:46 PM #943150
I'm sorry, but this is.... soooo confusing.
I kinda like playing SE without having to think to much, but if this happens, we'd have to think more about what type of armor and attack they have, besides macro and other decisions. Just so confusing. Sorry :l I don't like when my brain gets overworked. That's what school is for.
DragonFrost
2

Posts: 3,251
Joined: Oct 2012
Rep: 10

View Profile
Apr 10, 2013 10:22 PM #943172
Quote from KrayZStick
I'm sorry, but this is.... soooo confusing.
I kinda like playing SE without having to think to much, but if this happens, we'd have to think more about what type of armor and attack they have, besides macro and other decisions. Just so confusing. Sorry :l I don't like when my brain gets overworked. That's what school is for.


Agree. When there are major changes, you have to tak a while to get used to it, and it gets annoying when they get a unit that counters your unit because you forgot about this light normal heavy stuff.
BuddyLucky2
2

Posts: 431
Joined: Nov 2012
Rep: 10

View Profile
Apr 11, 2013 12:39 AM #943272
Also the Mage becomes UP from only hitting one target with poison and electric wall hits a smaller area (Radius of blast instead of the whole wall)
Tecness2

Posts: 1,340
Joined: Jul 2009
Rep: 10

View Profile
Apr 11, 2013 1:46 AM #943315
Quote from BuddyLucky2
Also the Mage becomes UP from only hitting one target with poison and electric wall hits a smaller area (Radius of blast instead of the whole wall)

Re-READ it.
Poison pool and Electric wall gets a BUFF.
I know the names of the spells -_-
The three NEW(fireball isn't new) spells, REPLACE fireball, depending on the type of mage you select for the game.
uberman

Posts: 565
Joined: Dec 2012
Rep: 10

View Profile
Apr 11, 2013 3:30 AM #943362
Quote from Tecness2
Re-READ it.
Poison pool and Electric wall gets a BUFF.
I know the names of the spells -_-
The three NEW(fireball isn't new) spells, REPLACE fireball, depending on the type of mage you select for the game.


Exactly; how is it a nerf if blast does 1.25 times its current damage?
I assume Buddy may be refering to the free 10 seconds research in some way, as the fire mage is clearly buffed over the current magikill simply by having +25% damage.

This cant possibly be less powerful, and if anything is OP!
Really, does blast need a +25% buff? it can already one-hit a lot of units.

Regarding the light, normal, heavy - Yes, I Like that idea.
BuddyLucky2
2

Posts: 431
Joined: Nov 2012
Rep: 10

View Profile
Apr 11, 2013 3:43 AM #943370
Damn i thought you meant taking away AOE from the mage...
idk where i read that XD
blu3blitz
2

Posts: 324
Joined: Feb 2013
Rep: 10

View Profile
Apr 11, 2013 4:42 AM #943389
the fire ball should deal heavy damage to all armor types
Narsheh

Posts: 198
Joined: Jan 2013
Rep: 10

View Profile
Apr 11, 2013 5:02 AM #943394
Guys guys! These buffs shouldn't effect us that much.

I'll always play my favorite unit for every (most) situations.

Swordwraths with Rage are my favorite, and nothing is going to stop me from playing them.

I hope you guys do the same. :(