Lurker

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Hardeep
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Lurker

Post by Hardeep » Fri Oct 07, 2016 10:07 pm

A water horror creature that moves 1 on land and 3 on water
Cost 5
Attack 12
Range 2

Has a powerful psychic mind blast for a regular attack, it has a 33% chance to stun a unit
Maybe magical resistance ÷10 reduces stun chance
More slimy than scaly
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
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Alpha
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Re: Lurker

Post by Alpha » Fri Oct 07, 2016 10:10 pm

Explain why does it have a range 2?
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MightyGuy
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Re: Lurker

Post by MightyGuy » Fri Oct 07, 2016 10:18 pm

why cost 5 and hp 12?

i think it should be cost 4 and hp 21.
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Alpha
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Re: Lurker

Post by Alpha » Fri Oct 07, 2016 10:20 pm

Its attack is 12 which is pretty powerful
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MightyGuy
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Re: Lurker

Post by MightyGuy » Fri Oct 07, 2016 10:25 pm

Like This?
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Lurker
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Alpha
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Re: Lurker

Post by Alpha » Fri Oct 07, 2016 10:29 pm

WHAT THE HECK IS THAT THING!
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Hardeep
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Re: Lurker

Post by Hardeep » Fri Oct 07, 2016 10:34 pm

Hp isn't defined....
It used a mind blast rather than its physical self to attack
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Alpha
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Re: Lurker

Post by Alpha » Fri Oct 07, 2016 10:36 pm

oh But seriously though it looks gross
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MightyGuy
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Re: Lurker

Post by MightyGuy » Fri Oct 07, 2016 10:56 pm

ok, there's a psychic dragon that can controls the minds of enemies also
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Skelegonsans
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Re: Lurker

Post by Skelegonsans » Mon Oct 10, 2016 1:07 am

Yeah, but the phsychic dragon converts, and its bad in atk.

Btw... imho... the stats are TERRIBLE. Cost 5 and hp 12, atk 12 and range 2?? That should be cost 2/3
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Re: Lurker

Post by MightyGuy » Mon Oct 10, 2016 6:13 am

no skelegonsans, this unit is very rare to use, i think it is balanced. lurkers can control minds but except Ships,Battering ram,trebuchet,catapult,ballista..etc..any wooden sieges machines units. Lurkers are so slow in land but fast in water. This unit is first defensive orc i saw.
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Hardeep
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Re: Lurker

Post by Hardeep » Wed Oct 12, 2016 12:29 am

HP WASN'T DEFINED.
Also this is a scaled folk unit originally.
Maybe increase stun chance
Cost 5
Hp 27
Power 12
Range 2
Move 1/3
Actions 1
Armour 0/1
Stun possible via counterattack if possible
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
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Re: Lurker

Post by MightyGuy » Wed Oct 12, 2016 5:35 am

#1

Cost 5
Hp 24
Power 10
Range 2
Move 1/3
Actions 1
Armour 0/1

or #2

Cost 5
Hp 27
Power 8
Range 2
Move 1/3
Actions 1
Armour 0/1

or #3

Cost 5
Hp 25
Power 9
Range 2
Move 1/3
Actions 1
Armour 0/1
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Skelegonsans
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Re: Lurker

Post by Skelegonsans » Thu Oct 13, 2016 9:34 pm

Imho its still very unbalanced. I definitely wouldnt pay 5 cost for a unit thats weaker than the knight that costs 4, even if able to move in water. Needs dramatic increase in stats
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Re: Lurker

Post by MightyGuy » Fri Oct 14, 2016 8:36 am

knights have no abilities. so if the knight approaching to A Lurker, lurker can make or use the abilities to knights if not successfully approached to it depends to its range. sorry for my bad english :)
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Hardeep
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Re: Lurker

Post by Hardeep » Sun Oct 16, 2016 2:04 am

What if it's invisible in water
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Re: Lurker

Post by MightyGuy » Sun Oct 16, 2016 4:49 am

i agree!!! :D like assassins but this one cant stealth.
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Skelegonsans
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Re: Lurker

Post by Skelegonsans » Sun Oct 16, 2016 12:11 pm

Well thats a bit better, but still needs a better speed (1 in land and 3 in water is terrible imo) and maybe lower cost to 4, cuz i still think 5 is too much.(or maybe raise its hp to 16 or 18 instead of raising cost).
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Re: Lurker

Post by MightyGuy » Sun Oct 16, 2016 12:48 pm

i dont think about that
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Re: Lurker

Post by Skelegonsans » Sun Oct 16, 2016 12:53 pm

Dude, theres no point in using such a weak unit with cost 5, even if its able to move in water. Its much better to wait 4 turns for a lizardman warrior and move it in water if u want an aquatic fighter. I dont agree with this unit unless cost is lowered or stats are raised, or some good ability is added to it.
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Re: Lurker

Post by General Brave » Mon Jan 01, 2018 2:41 am

There are two ways for this to work.

1, it is a creature the has massive health and could do damage to ships and sea creatures while are also moving slowly on land.

Or

2, it has a good amount of Health and could convert or stun its enemies with it psychic powers. while are still moving on land.

Both of them cannot be seen in when in water.
Can someone do a simple art of it?
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Re: Lurker

Post by Skelegonsans » Mon Jan 01, 2018 5:39 pm

I'd suggest something like this.

Lurker (Cost: 4 / Aquatic) (It has the Psychic Blast spell, which will deal 20 magical damage [can be altered by magic resistance] and has 80% chance to stun for one turn [can also be altered by magic resistance]. Cooldown 3, range 5. Will not work on mechanical units. It also has an ability called "submerged", which means that it is invisible while in water, but if an enemy is adjacent to it, it is revealed.)

Hp 28
Attack 10
Range 1
Speed 6 (2 on land) (since it's main aquatic of scaledfolk it has to be fast, right?)
Armor 0
P. Armor 1

Description: Few would say that the Lurker belongs to this world. It is an alien-ish looking amphibian with psychic powers and great speed on water. It will sink enemy ships rather easily and can be used to temporally stop the stronger units from moving with its psychic powers, however it is kind of frail.

(50% bonus vs. infantry, 250% bonus vs. naval units) (it is good at taking on infantry and sinking enemy ships.)

How about that?
"I'm sorry, but there was never enough room on this stage for both of us!"
(Yeah, guess which is one of my favorite UCN characters :lol: )

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Re: Lurker

Post by Midonik » Mon Jan 01, 2018 6:03 pm

Sounds good.
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Re: Lurker

Post by General Brave » Mon Jan 01, 2018 6:06 pm

It's belong to this word? Good thing it's not a alien. I imagine he has seaweed on him and other plants. And also the stats seems good.
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Re: Lurker

Post by Skelegonsans » Tue Jan 02, 2018 3:14 pm

Just need a sprite now - maybe similar to the image up there (but a bit less terrifying maybe?? :mrgreen: )
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Re: Lurker

Post by General Brave » Tue Jan 02, 2018 11:42 pm

Would a picture of a frog work?
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Re: Lurker

Post by Skelegonsans » Wed Jan 03, 2018 11:13 pm

Maybe?? Idk, I'm still not sure what this unit is TBH-
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Re: Lurker

Post by General Brave » Wed Jan 03, 2018 11:24 pm

Would they need to be two pictures, like one when he's in the water and one when he's on land?
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Midonik
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Re: Lurker

Post by Midonik » Thu Jan 04, 2018 2:00 pm

We will need image for submerged and not submerged version,I propose to make submerged version not able to walk on land.
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Re: Lurker

Post by Skelegonsans » Thu Jan 04, 2018 3:15 pm

Maybe do something like this: when it's on land, it will automatically use the non-submerged sprite but when it's on water and enemies manage to see it, it will use its submerged sprite.
"I'm sorry, but there was never enough room on this stage for both of us!"
(Yeah, guess which is one of my favorite UCN characters :lol: )

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