#enchantment idea: book of total knowledge

59 messages · Page 1 of 1 (latest)

visual topaz
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Bro spent too much time on this

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Ain't gonna read this

wet forge
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so like a mythiv

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mythic enchant

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Archidon learns range: Archidons can detect further and shoot further into fog by 5%

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archidons can already kyte like gods

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no

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Deads learns immunity: deads are immune and do poison damage

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TT overlaps with this

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Juggerknight learns block: juggerknights raise their shield and can attack while blocking. Enemy attacks do 20% less damage

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no juggs should be their own unit i hate when people make juggs and spears similar

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Juggerknight learns block: juggerknights raise their shield and can attack while blocking. Enemy attacks do 20% less damage
bruh

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Eclipsors learns swoop: Eclipsors fly down and pick up a unit that is not a Giant, Riprider, or general and then drop them dealing 50 damage
breaks lore

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also whats the cooldown for all of these

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50 damage is a ton and i assume the units cant attack the eclipsor while being picked up

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Enslaved Giant learns chain break: the enslaved Giant will pick up any unit that isn’t another Giant or Riprider and throws the unit straight into the ground instantly killing the unit
intresting although if its automaticly casted by the unit could make Egiants worse

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Merics learn daze: the meric will cast daze and temporarily stun any unit for 2 seconds
honestly think its a good adition but again cooldown?

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Magikill learns reanimate: any unit that is killed by the magikill will turn into a dead. The dead will not have the poison gifted by the book
RoR should be a chaos thing.

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Bombers learn target: bombers will target the lowest health unit and will target archidons over deads, sicklewrath and crawlers
bombers are assins already this is redundant also could make bombers worse as they might chase units while getting picked off

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also only archidons or all ranged units?

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Crawlers learn pack mentality: Crawlers will do more damage based on how many other crawlers there are by 0.5 damage

0.5 damage is wild

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no because 0.5 isnt worth 3 of your slots but if you do a crawler swarm crawlers will dominate early game

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King Zarek learns elemental bound: Zareks attacks now deal fire, voltaic, freeze, poison and every 15 attacks deal stun for 1 second
why is he included hes a general not all other generals are included

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every 15 attacks is also wayy too many most units die before attacking 15 times

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Archis learned special arrows: every 3 arrows one will cause one of the effects between fire, voltaic, freeze, tether, poison and stun
rng no thanks

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also would they stack with previously equiped enchants or does it overlap

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Upgrades, enchantments, and rage cannot be used
And Generals no longer give the cooldown decrease to their respective unit

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why

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whatst he point

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essentialy

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what i want to say is this is too spread out

cunning temple
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it doesn’t make any sense other than the sheer idea of each respective knowledge

wet forge
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too specific for each unit

cunning temple
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which tbh, kinda basic and common sense

wet forge
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also missing cooldowns

cunning temple
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so all in all as much as its a wall text, its not going to work for the better

wet forge
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alot of these overlap or merge units abilities / upgrades together

cunning temple
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also as far as im aware ive seen every idea in this post for how long ive been around this channel

wet forge
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jugg
Egitant
magikill

mint beacon
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hello

wet forge
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hi

mint beacon
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fan ideas was muted earlier

cunning temple
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and this ones just worse in terms of balancing

mint beacon
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I saw it happen in qna

wet forge
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smh

cunning temple
mint beacon
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he was arguing with some idiot

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and now he got muted

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cause guess what

wet forge
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why

mint beacon
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the guy he was arguing with just insulted his statements instead of actually talking about what they're arguing about

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which is how SD works

wet forge
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bruhh

cunning temple
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arguing with an idiot just proves there are two

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thats why I try to shut down arguments when I see something stupid

obsidian wave
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Trash idea