#New Unit: the Paraseur (with format help from Nokolo!)
105 messages · Page 1 of 1 (latest)
I can add lore soon,
Gotta type it up and make it more clear
Oh forgot to mention also
They can guard with their shield for 15% damage resistance; and they fight like standard units, not Ripriders, and lack splash damage
@chilly rover look at this
Hehe
It have 2 uses?
Ok ngl that cost is abit overkill
What the fuck
Skewer 60 dmg on L
ITS NOT EVEN GENERAL UNIT
Nokolo suggested the idea; she also helped with the format and stats
Soooo—
By "not affected" by Voltaic Armor and Spark, does that mean they just won't take bonus damage from it and won't obtain the status effect?
I'mma be honest, I doubt that this can work
They don’t get the benefits
Oh
But are affected by it if the enemy hits them with it
Its ass.
Its overkill with Ability that does 60(+40 L)
I mean originally I had them have a training time of 50 seconds and a unit pop of 12
Is it aoe? @gaunt quail
Oh thank god
Nothing they do has splash damage
It’s mainly supposed to help so they don’t just die to light swarms when they’re meant to counter light units and swarms
It's essentially a general as an unit
I don't mean in the same way as giants or magikill where they're just really powerful units, this unit seem to focus heavily on UC
Strafe and shoot like a faster archidon
I don't mind uc base unit, but its overdone imo
Also switching between melee and ranged is inherently broken
Yeah
I mean again; Nokolo added the skewer; if it’s that game breaking balance wise I’m fine ditching it
I didn’t come up with the idea
An unit benefitting well from UC is good, but outright relying on it is a bad thing
Fair enough
Nokolo have bad sense at making fan idea lmao
Ur art is good
O-
But the ability nokolo suggest doesn't
I mean regardless she still helped a lot with the stats and whatnot
I made basically everything besides the Skewer
Would be better if it came from an upgrade card rather than just upgrading forge imo
Its still overkill, especially for normal unit that can switch mode
..I mean good point actually
Also as a Frontline unit, this is too weak, even if it's only intended as a DPS unit but the ability is too strong
It’s not really meant to be frontline really
Then why it cost so fat like egiant then?
The charge is meant to let them get to the backline and mess it up
An unit being expensive but having stats that are accordingly powerful is already enough to make an unit hella strong with UC, just look at magikill, giants and shadows
Because has also meant to be a really strong unit outright and I wanted it to try and be balanced
What cooldown does skewer have
Then they're a Frontline unit but in the same way as ripps
Oh no the fling mechanic, The sicklebear ram. Do u have idea what ur making at some point?
It doesn’t fling
Just askin
Expensive ≠ Frontline, that should be obvious :|
Their charge doesn’t fling, it’s just damage
Frontline can be mean anything stoopid
It can be tank melee
Or its dps melee
Or high speed tank
Frontline is something that stays on the Frontline.
…I mean like guys im not even saying this is the final model cus I’m still working on it; any other altercations or changes im more then open to hear
Im assuming it's just like a Juggerknight charge
Yeah it’s just damage and low stun
No flinging or knockback
With this sentence, you're implying that expensive units HAVE TO be a Frontline unit, which is outright false because magikill exist
It would be cool if charge could be paired with skewer, allowing you to charge through crowds of light units and timing the skewer to hit a valuable unit amongst the crowd
Would be very satisfying
Tbh I think the idea of it is already doomed to fail
But yeah I think this would fit as a general more since it's very UC focused
Like this is meant to be my own special thing I wanna have because I like cavalry units but wanted to make someone other then Ripriders due to them being
Y’know
Idk its strange that it have switch mechanic despite not general unit.
Look i'm okay if it have complex or uc-based but the moment i see skewer ability does 100 dmg to light is kinda turn down my hopes off
So it kinda needs a major rework, by which point it's not really the same unit anymore
Since when i said expensive unit have to be at front?
Look egiant
Its not even frontline unit
I mean really the only core identity it’s meant to have is being that it’s meant to be an expensive investment for a unit that is quite good and can be a solo army with assistance, with minimal other unit support
That’s like
It’s meant to be their only idea
"it's not meant to be Frontline"
"Then why is expensive like a giant?"
Again
Im more then happy to hear any actual criticisms and changes from you guys rather then “that’s kinda bad and doesn’t work”
Or are Rynn and Fan gonna focus on arguing with each other
- Tank melee
- DPS Melee
- High speed tank
Look if you guys don’t have any other input about the concept besides “it’s bad and doesn’t work” I’ll just delete the post and continue working on it on my own
@gaunt quail
The switch mechanic there was cuz I wanted to give them something unique and let them not get cheesed by eclipsors considering the investment
That's still a bad idea tho
Units need a designated role, being expensive but strong enough to only require minimal support isn't a designated role, that's just a steamroll
TL:DR
Go rework this with an actual changes
Can you like
Fucking say any
Maybe
Instead of just
“This bad don’t do this”
Traper:
Can I get
Do ripriders not fulfill that already?
ANY
It could be a ripprider variant in the same way that juggs and spears are the same role
Which i'm working on
Actually input
Ripps are a speedy meatshield