#enchantment idea: book of total knowledge
59 messages · Page 1 of 1 (latest)
so like a mythiv
mythic enchant
Archidon learns range: Archidons can detect further and shoot further into fog by 5%
archidons can already kyte like gods
no
Deads learns immunity: deads are immune and do poison damage
TT overlaps with this
Juggerknight learns block: juggerknights raise their shield and can attack while blocking. Enemy attacks do 20% less damage
no juggs should be their own unit i hate when people make juggs and spears similar
Juggerknight learns block: juggerknights raise their shield and can attack while blocking. Enemy attacks do 20% less damage
bruh
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
also whats the cooldown for all of these
50 damage is a ton and i assume the units cant attack the eclipsor while being picked up
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
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?
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.
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
also only archidons or all ranged units?
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
no because 0.5 isnt worth 3 of your slots but if you do a crawler swarm crawlers will dominate early game
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
every 15 attacks is also wayy too many most units die before attacking 15 times
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
also would they stack with previously equiped enchants or does it overlap
Upgrades, enchantments, and rage cannot be used
And Generals no longer give the cooldown decrease to their respective unit
why
whatst he point
essentialy
what i want to say is this is too spread out
it doesn’t make any sense other than the sheer idea of each respective knowledge
too specific for each unit
which tbh, kinda basic and common sense
also missing cooldowns
so all in all as much as its a wall text, its not going to work for the better
alot of these overlap or merge units abilities / upgrades together
also as far as im aware ive seen every idea in this post for how long ive been around this channel
jugg
Egitant
magikill
hello
hi
fan ideas was muted earlier
oh true
and this ones just worse in terms of balancing
I saw it happen in qna
wtf
why
the guy he was arguing with just insulted his statements instead of actually talking about what they're arguing about
which is how SD works
bruhh