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Gorgon

Posted: Fri Dec 02, 2016 9:56 pm
by Skelegonsans
EDIT: Changed the stats as agreed down there.

Statwise, it is a more powerful basilisk that can also cast spells and even wield a bow. (Multi-talented unit. Obviously costy.)
I'm actually doubty if this unit is REALLY scaledfolk, cuz its half-human. Ill leave it here anyways.
Im also doubty if scaledfolk should have another unit that can petrify. Maybe more than 1 is op... tell me what u think.

Gorgon (or Medusa, if you'd like.) (Cost: 7 / Ground) (Can use: Curse (we will change it to the petrifying spell once someone can code it), Poison Breath and Slowing.)
Hp 35
Atk 12 (Poison attack.)
Range 6
Arm./p.arm. 1/1
Speed 4
Sight 5
Description: Half woman and half serpent, this creature is extremely powerful and deadly. It shoots poison arrows with its bow, can cast several debuff spells, and can petrify any who look at her eyes.

Is it good? Maybe too op? (If so raise cost to 8/9)

Re: Gorgon

Posted: Fri Dec 02, 2016 10:09 pm
by Midonik
Idea is good.

Re: Gorgon

Posted: Wed Dec 07, 2016 1:28 pm
by Skelegonsans
What everyone else think?

Re: Gorgon

Posted: Wed Dec 07, 2016 1:31 pm
by Alexander82
I think that we should see the basilisk first. It is going to be already very powerful. A gorgon might be stronger in combat but being less strong at petrifying

Re: Gorgon

Posted: Fri Dec 09, 2016 3:50 pm
by Skelegonsans
Actually, if u think at it, the basilisk will not be THAT good. Every race (except for undead) has healing units, not to mention that the cooldown for petrifying only 1 enemy is 5. So its not that op. Besides, the basilisk is only good for petrifying; his stats are bad and even if u try to poison an enemy with it, closing the basilisk to melee range might kill it.
The gorgon, however, is a multi versatile unit. It has a bow, poison attack, great spells, and the ever-useful petrifying gaze. Not to mention its cost is high, so having many of them is very hard.
But if u REALLY think that petrifying will be that op, we can raise basilisk's cost to 4 (and slightly better stats) and raise gorgon's cost to 8 to avoid overuse of petrifying. Im fine with both of these choices. (Though i think it should stay as it is.)

Re: Gorgon

Posted: Fri Jan 27, 2017 11:58 pm
by Skelegonsans
What everyone else think?

Re: Gorgon

Posted: Sat Jun 23, 2018 5:16 pm
by Typhoon
Medusa.png
Medusa.png (1.02 KiB) Viewed 3996 times
There she is!

Re: Gorgon

Posted: Sat Jun 23, 2018 6:16 pm
by LordOfAles
Colored by me.

Re: Gorgon

Posted: Sat Jun 23, 2018 6:19 pm
by Typhoon
LordOfAles wrote:Colored by me.
You also added quiver

Re: Gorgon

Posted: Sat Jun 23, 2018 6:26 pm
by General Brave
This could work.

Re: Gorgon

Posted: Sat Jun 30, 2018 11:02 pm
by Skelegonsans
Yes, but now that I look at this again, I think she's too weak for cost 7. Probably increase hp, attack and/or range. Maybe like this:
Hp 35
Attack 12 (Poison attack)
Range 6
(+50% damage vs. infantry)
And she will also obviously be affected by ranged techs made by the player (like increase damage / range for archers), if scaledfolk will have any.

Re: Gorgon

Posted: Sun Jul 01, 2018 12:53 am
by General Brave
I thought she could petrified the enemy?

Re: Gorgon

Posted: Wed Jul 04, 2018 2:03 am
by Skelegonsans
she can, the things I didn't mention are still the same. she still has petrification (choose a direction out of 4 and the closest visible enemy in the chosen direction gets petrified (works like curse but is only removed with healing magic))
if that effect for petrifying is too complicate though, just make it like a regular curse spell instead

Re: Gorgon

Posted: Wed Jul 04, 2018 2:19 am
by General Brave
I can't do the line thing, other than that I could do maybe the rest.

Re: Gorgon

Posted: Wed Jul 04, 2018 1:37 pm
by Skelegonsans
Well, let's leave petrification for later then I guess. :? It's a cool concept but we can wait to implement it later. I guess a regular curse spell will do for now since the effects are similar, until we can get someone that can do the petrification thing.

Re: Gorgon

Posted: Wed Jul 04, 2018 5:50 pm
by General Brave
So where should this be built?

Re: Gorgon

Posted: Wed Jul 04, 2018 6:46 pm
by Midonik
How about snake's pit? She is snake-like after all. But maybe it's too op.

Re: Gorgon

Posted: Thu Jul 05, 2018 1:37 pm
by Skelegonsans
Snake pit sounds just about right. Could be in Temple too since it's unique unit.

Re: Gorgon

Posted: Thu Aug 02, 2018 1:53 am
by Skelegonsans
Is this gonna get implemented anytime soon? I think this unit is cool. Of course the priority for scaledfolks rn is the balancing and whatnot, but a few new units won't hurt I guess.

Re: Gorgon

Posted: Thu Aug 02, 2018 2:02 am
by General Brave
Just put accepted by me, I have to finish all the balancing.

Re: Gorgon

Posted: Fri Aug 10, 2018 5:04 pm
by Skelegonsans
Ey, nice. :)

Gorgon units

Posted: Tue Jul 30, 2019 10:45 am
by ethanking5
Gorgon swordsman
Cost 4
Hp25
Attack 12
Speed 3
Sight3
Recruitment tc
Special ability petrify an enemy unit and it loses next turn cooldown 3
Gorgon Archer
Cost 5
Hp 12
Attack 15
Speed 4
Sight 4
Recruitment tc
Special ability petrify an enemy unit and it loses next turn cooldown 3
Gorgon pikeman
Cost 3
Hp18
Attack 12
Speed 3
Sight 3
Recruitment town center
Special ability petrify an enemy unit and it loses next turn

Re: Gorgon units

Posted: Tue Jul 30, 2019 11:52 pm
by Alexander82
Gorgon was already suggested. Please search the board before opening new posts.