templar/hospitaller design - IMPLEMENTED

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

Templar (Infantry)

Cost: 5
Hp: 32/38/44
Attack: 10/14/17
Range: 1
Armor: 2/2
Speed: 3
Vision: 4
Spell Resistance: 100%

Spells: Heal 8hp, Range 1, Exorcism

Bonuses: standard vs Buildings
Hospitaller (Infantry)

Cost: 4
Hp: 32/38/44
Attack: 8/11/14
Range: 1
Armor: 1/1
Speed: 3
Vision: 4
Spell Resistance: 100%

Spells: Heal (10hp) Range 2, Exorcism

Bonuses: Zombies, Skeletons 50%,

Ignore secondary stats if no upgrades...

Thoughts?
Last edited by StormSaint373 on Mon Oct 29, 2018 7:33 pm, edited 7 times in total.
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Savra
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Re: templar/hospitaller design

Post by Savra »

They have 3 tiers.
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

Better?
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Savra
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Re: templar/hospitaller design

Post by Savra »

Yes, but also remove armour upgrades since they get that through blacksmith upgrades and lower Templars heal rate to 7 and leave hospitaler to 10 heal but 1 range.

Templars can have standard bonus to buildings.
Hospitaler can have 50% bonus to skeletons (maybe zombies) but no other bonuses.

Hospitaler could have 1/1 armour and maybe 4 cost.

Cavalry can just have higher hp, spd, and arm but attack remains the same. I'll check up on them.
Last edited by Savra on Mon Oct 29, 2018 5:19 pm, edited 2 times in total.
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Savra
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Re: templar/hospitaller design

Post by Savra »

Templar Cavalry could have 45 Hp, with a +3 increase to it per tier
Attack could be 12 with a +2 per tier
3/3 armour
Cost:6

Hospitaler could have lower stats.
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

Savra wrote: Mon Oct 29, 2018 5:07 pm Yes, but also remove armour upgrades since they get that through blacksmith upgrades and lower Templars heal rate to 7 and leave hospitaler to 10 heal but 1 range.

Templars can have standard bonus to buildings.
Hospitaler can have 50% bonus to skeletons (maybe zombies) but no other bonuses.

Hospitaler could have 1/1 armour and maybe 4 cost.

Cavalry can just have higher hp, spd, and arm but attack remains the same. I'll check up on them.
Hold up, even the weakest units get armor tier upgrades... Why not include these units? Just doesn't seem to be fair to them...
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Savra
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Re: templar/hospitaller design

Post by Savra »

The humans fighters don't get armour upgrades when they upgrade, they only get higher hp and attack.
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

Well, that sucks! That proves that they are indeed not as effective as other races in combat

Why even have them drawn in armor?
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Savra
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Re: templar/hospitaller design

Post by Savra »

I know, I mentioned it but then I found out that we have the shield upgrades for units with shields meaning any unit with shields and no armour to start with will end with 4/4 armour.

Templar will end with 6/6 armour.

Hospitaler will end with 5/5 armour.

That's a lot of armour so it makes sense. Shield upgrades are ready too.
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

I hope THAT gets implemented soon, I hate sacrificing units just because they are so much worse than the other races units at same cost.

Edited.
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Savra
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Re: templar/hospitaller design

Post by Savra »

Yes, I know, that's orc strategy right there (or I think that's just Me. :lol: )
Cavalry I think will be exempt from this shield upgrade though but I think they get an armour increase in their upgrades anyway.
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

You're not alone on that one. :lol: :lol: :lol:

Hey, can you make a topic with just stats and images so this can get put on the ready list?
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Savra
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Re: templar/hospitaller design

Post by Savra »

Ok, never mind cavalry also don't get an armour increase.
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

Does that mean that they get shields upgrades too? Or are they super nerfed?
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Savra
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Re: templar/hospitaller design

Post by Savra »

Well, look at all upgrades knights will be getting first, if they do get effected by shield upgrades then they end with 8/8 armour for starting ones and that's too much.
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

I see.
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

- IMPLEMENTED
Age of Fantasy design leader
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