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Bleeding strike - ANSWERED

Posted: Tue Jun 26, 2018 6:58 pm
by Lynx Shafir
It's a tech that research at barracks

Bleeding attack, all mellee units (exept hoplite? ) learns it, applies bleeding to enemy, 4-6 dmg/turn, last 3 turns
Preventing Op is passive, Chance is (20-target armor) %. Don't stack to self.

Thoughts?

Re: Bleeding strike

Posted: Wed Jun 27, 2018 4:06 am
by Gral.Sturnn
I think just certain units should have it like the recently implemented ninja for example, if it is added to all melee units its going to be a bloodbath

Re: Bleeding strike

Posted: Wed Jun 27, 2018 6:30 am
by Lynx Shafir
U have a point.
Although The basic concept is that even a simple swordme cud cause a mortal wound on enemy depending upon target armor.
Whit correction at possibility 5-10%
Only adding to Elit units makes them even stronger :(

Re: Bleeding strike

Posted: Wed Jun 27, 2018 7:03 am
by makazuwr32
No.

1. No luck-based abilities (with chance of applying). Do you know why NOBODY uses slingers? Because they havr bloody miss chance on all targets exet infantries. And because of that nearly nobody uses healers for converting with their 30% base convert chance.
Nobody will ever use that because we have poison archers with 100% chance of applying poison.

2. I also against non-blacksmith tech that affects many units at once. Personal opinion but that will be a bit op if affects many units. Just look on orcs in aof and their upgrades which affect many units at once – and because of that they are op.

3. If this will have 100% chance than who the hell needs poison archers? This will make many units useless and others even more op (celtic warriors for 2 turns with 2 strikes per turn for example)

4. There is already suggestion for unit with bleeding ability. Already accepted and because that is rebalance of current unit it don't need any votes so no more bleeding things.

Re: Bleeding strike-CLOSED

Posted: Thu Jul 12, 2018 5:36 am
by COOLguy
I agree with makazuwr32 on this