The Phantom Update

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Savra
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Re: The Phantom Update

Post by Savra » Thu Sep 20, 2018 4:55 pm

makazuwr32 wrote:
Thu Sep 20, 2018 5:19 am
Watcher looks more like mix of demonic look, hi-tech and alien. And definately not as ghost in the armor.

As for phantom minion i just don't like look of it (visual) - it looks like hobbit armor. Sauron's hobbit in armor.

And also i removed both of them because conjurer this way had too much spells: 2 summons, 3 damaging spells, 1 buff spell + first summon with a bit too good stats while other summon adds 3 more abilities (in total 9 abilities for 8 turn cost unit! A bit TOO much!!!).
I can understand removing some spells. But remember the mage has 6 spells for a 5 turn unit, and from what I've seen undead are supposed to be better spell casters because it makes more sense for them to be it. Not fav masters. The phantom minion was supposed to be a defender that wasn't supposed to be overly strong plus I suggested a halfling imperial anyway and this could be a possessed armour of one. That's temporary.

I'm simpler terms it's like my gnoll gaurdian only with less stats and vanishing since you can get more of these units with more spells unlike me who split it to compensate the other units stats.(no that's not a complaint, just stating I understand your reasoning. :) )

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Savra
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Re: The Phantom Update

Post by Savra » Thu Sep 20, 2018 4:56 pm

Lynx Shafir wrote:
Thu Sep 20, 2018 4:47 pm
Lower max spell res to 60-80%, (u can't even slow them - very hard to 3 race now that decreased cost)!

Now really looks as sub race (or a bunch of walking armores)..
Phantoms are living armours. Plus they all have 100% spell resist.

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Lynx Shafir
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Re: The Phantom Update

Post by Lynx Shafir » Thu Sep 20, 2018 4:58 pm

Oh can u try to put a living bull head on bull knight to look a bit different? (a bit fantomic)
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
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Lynx Shafir
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Re: The Phantom Update

Post by Lynx Shafir » Thu Sep 20, 2018 5:31 pm

Savra wrote:
Thu Sep 20, 2018 4:56 pm
Lynx Shafir wrote:
Thu Sep 20, 2018 4:47 pm
Lower max spell res to 60-80%, (u can't even slow them - very hard to 3 race now that decreased cost)!

Now really looks as sub race (or a bunch of walking armores)..
Phantoms are living armours. Plus they all have 100% spell resist.
Its bad that all heavy units are immune to any spell.
So 80 max would be better.

Have high Phisical protection and relativ cheap cost
And immune to exorcism too!?

(Also ghost are not strongly holding in this world, and they are continously pulled away.weakened, and need host to hold -
The Curse what imprisoned on armor won't protect m from different spells(and effect Wath use spell res )

Also many casters - who are strong minded - trained to deflect spells ,have less than 100 %.
Conclusion 1)need to lower it (until 2)
2)need more resistence tipe
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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DoomsdayDragonfire
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Re: The Phantom Update

Post by DoomsdayDragonfire » Thu Sep 20, 2018 11:37 pm

Lynx Shafir wrote:
Thu Sep 20, 2018 4:47 pm
Lower max spell res to 60-80%, (u can't even slow them - very hard to 3 race now that decreased cost)!

Now really looks as sub race (or a bunch of walking armores)..
Lynx Shafir wrote:
Thu Sep 20, 2018 5:31 pm
Its bad that all heavy units are immune to any spell.
So 80 max would be better.

Have high Phisical protection and relativ cheap cost
And immune to exorcism too!?

(Also ghost are not strongly holding in this world, and they are continously pulled away.weakened, and need host to hold -
The Curse what imprisoned on armor won't protect m from different spells(and effect Wath use spell res )

Also many casters - who are strong minded - trained to deflect spells ,have less than 100 %.
Conclusion 1)need to lower it (until 2)
2)need more resistence tipe
Cheap? Did you forgot that they do have logistic disavantage?!, In order to produce them, you must deploy their high cost building, isn't like the imperials that can be made in many different and cheap buildings... Also i don't need to say twice that they are not sub-race, since you can just read on the older posts. Zzz

I agree with that part that no unit should be immune to any spell, btw, i must remind you that on phantoms, many on-hit stats work on them, aswell as ofensive spells, also to the other part, that would require more kinds of spells with different effects that aren't in game yet, but in fact, they are actually immune to the current set of non offensive spells, for example, the only way to effectivelly slow them would be ice/freezing spells, or time freezing spells, also, they don't own disavantages as like, have a mind to be controled, or a soul to be redeemed, suffer with burning, poisoning, bleeding, fear, or other curses... So for now, i think that part does not need to change.

Well if you want to complain about the overall spell resistance on elite units, you should make a post for it.
Why cut if you can BURN IT?

Find me in-game as Visconti :)

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makazuwr32
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Re: The Phantom Update

Post by makazuwr32 » Fri Sep 21, 2018 5:54 am

Savra wrote:
Thu Sep 20, 2018 4:55 pm
makazuwr32 wrote:
Thu Sep 20, 2018 5:19 am
Watcher looks more like mix of demonic look, hi-tech and alien. And definately not as ghost in the armor.

As for phantom minion i just don't like look of it (visual) - it looks like hobbit armor. Sauron's hobbit in armor.

And also i removed both of them because conjurer this way had too much spells: 2 summons, 3 damaging spells, 1 buff spell + first summon with a bit too good stats while other summon adds 3 more abilities (in total 9 abilities for 8 turn cost unit! A bit TOO much!!!).
I can understand removing some spells. But remember the mage has 6 spells for a 5 turn unit, and from what I've seen undead are supposed to be better spell casters because it makes more sense for them to be it. Not fav masters. The phantom minion was supposed to be a defender that wasn't supposed to be overly strong plus I suggested a halfling imperial anyway and this could be a possessed armour of one. That's temporary.

I'm simpler terms it's like my gnoll gaurdian only with less stats and vanishing since you can get more of these units with more spells unlike me who split it to compensate the other units stats.(no that's not a complaint, just stating I understand your reasoning. :) )
1. Mage of humans cost 6 turns and his best spell needs another 6 turns for research.
And mage also has 2 almost useless abilities (i never saw them used) - disarmor and disenchant. First one is useless because 1. Many units have high spell resist. 2. Your mage on open field will die on next turn if enemy has any good ranged units. And second ability is not so useful because 2 turn healers have that as well.
2. Mage himself is much weaker than phantom conjurer and can die from ranged units extremly easy. This one will live for pretty long time and annoy your enemies.
If i will have a choice what caster i want to get (for example on custom map) - human mage or phantom conjurer of my suggestion - i will choose phantom conjurer because of 2 offencive spells, self healing from one of them, good support (+2/+2 armor is good) and much better survivability.
3. Imperial halfling sounds like "baby troll" - i can't imagine it as useful fighting force; also sounds awful (will burn away from 1-2 stacks easily, will have worse stats than normal orc for same cost).
4. Phantom minion is useless as well with my spells revamp because it is much better to use ofrencive spell usually for them rather than that weakling and also please don't forget than undeads will get (hopefully) soon even more summoners (from corpses or from units around) so this is also reason why i don't want conjurer to have summon.
5. Max limit of abilities (apart from shapeshifting for druids) is 6 including abilities of summons + 1 aura.
Lynx Shafir wrote:
Thu Sep 20, 2018 4:47 pm
Lower max spell res to 60-80%, (u can't even slow them - very hard to 3 race now that decreased cost)!

Now really looks as sub race (or a bunch of walking armores)..
1. Phantoms will be only garrison and mansion (maybe, later) units only. Both buildings are costly.
2. Their stats are weakened as well so it will be easier a bit to kill them without any spells.
3. They are counterpart of imperials and those have 100% spell resist as well.
4. Undeads need some high spell resist units with good stats for them (apart from special units like death knight and that rider with styche)
5. As for slowing itself:
Humans don't need to slow them down - they need to stop them with their imperials and drake knights;
Elves can swarm them with their archers and with sentinels (after implementation);
Dwarves will have much better armor so phantoms won't be a problem for them even without slowing;
Orcs have lots of giants, uruks (and they cost 3 turns!) and great 4 turn cost master wolf riders which will be superior against nearly all phantoms (exept of pikeman and bull knight).
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

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Tankhead
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Re: The Phantom Update

Post by Tankhead » Sat Oct 06, 2018 5:07 am

Nice concept with a good amount to add in
This will take time to add everything just by looking at it

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Savra
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Re: The Phantom Update

Post by Savra » Wed Oct 10, 2018 5:25 am

We might just switch conjurers dark bolt out with dark burst. It's less op and I can see problems with the new curse thing were dark burst only has a fear passive. Plus, it already has a good image.

Oh yes, and theres something wrong with the images on first page.
Attachments
Dark Burst.png
Dark Burst.png (500 Bytes) Viewed 85 times

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makazuwr32
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Re: The Phantom Update

Post by makazuwr32 » Wed Oct 10, 2018 5:34 am

Uhm. I don't like neither dark bolt nor dark burst spells. (Not images though).
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

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Savra
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Re: The Phantom Update

Post by Savra » Wed Oct 10, 2018 5:38 am

Oh wait, I knew I missed something. Alright I'll just give it to dark citadel.

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makazuwr32
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Re: The Phantom Update

Post by makazuwr32 » Wed Oct 10, 2018 5:40 am

Savra wrote:
Wed Oct 10, 2018 5:38 am
Oh wait, I knew I missed something. Alright I'll just give it to dark citadel.
makazuwr32 wrote:
Wed Sep 19, 2018 3:25 pm
Image
Phantom Conjurer
Cost: 6
Hp: 28
Attack power: 1
Range: 1
Armor: 1
Pierce Armor: 3
Speed: 3
Sight: 6
Action /turn: 1
Spell Range: 5
Spell possibility: 100%
Spell Resistance: 100%
Abilities:
Phantasmal overload: fireball-like ability, deals 10 damage to all units in range, no aftereffect applied, range - 5, cooldown - 3 turns.
Energy syphon: deals 8 damage to enemy, heals for 8 hp caster. No cooldown, range - 5.
Cursed shield: adds to target friendly unit +2/+2 armor. No cooldown.
Fear: as usual, range - 5.
Size: 1x1
Here are stats which i suggested for phantom conjurer.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

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Savra
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Re: The Phantom Update

Post by Savra » Wed Oct 10, 2018 5:44 am

Yes, we need the image fixed. :lol:

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Savra
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Re: The Phantom Update

Post by Savra » Thu Oct 11, 2018 5:56 am

Let's see we got all these correct?

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Tankhead
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Re: The Phantom Update

Post by Tankhead » Thu Oct 11, 2018 5:59 am

Looks like it

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