Snakeman Lord

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Cequs
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Snakeman Lord

Post by Cequs »

TECNOLOGIA

El cambio de piel"Snakemans"

+10 salud

+2 armadura

+1 Alcance snakemanspearm

UNIDAD

Snakeman Lord

Hp:290

Ataque:65

Defensa:4

Defensa a Proyectiles:8
Velocidad:4

Acciones:1/1

Spell recistencia:100%
Aura: veneno 10 daño
Aura: afecta a todos los Snakeman +3 ataque
Aura:inmunidad al veneno sobre si mismo y alidados

Alcance de aura:5

Tramble
Regeneracion

Bonus

+60 de daño a orcos

+400 de daño a megaconstucciones

+ 200 de daño a construcciones
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Puppeteer12
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Re: Snakeman Lord

Post by Puppeteer12 »

Please put it in English since everyone knows English here.
A master of puppetry and manipulation, working from the shadows.
Cequs
Posts: 3
Joined: Sun Jun 20, 2021 10:23 pm

Re: Snakeman Lord

Post by Cequs »

TECHNOLOGY

The skin change "Snakemans"

+10 health
+2 armor
+1 Range snakemanspearm

UNIT

Snakeman lord Hp: 290
Attack: 65
Defense: 4
Missile Defense: 8
Speed: 4
Shares: 1/1
Spell Recovery: 100%
Aura: poison 10 damage
Aura: Affects all Snakeman +3 attack
Aura: Immunity to poison on self and allies
Aura Range: 5
Tramble
Regeneration
Bonus +60 Orc Damage
+400 Mega Damage
+ 200 damage to buildings
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makazuwr32
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Re: Snakeman Lord

Post by makazuwr32 »

Tramble? To make sounds?
Spell recovery? Ability to reduce cooldown of spells for other units?
Shares? With whom it shares and what? Pint of C2H5OH?

Has too high stats and abilities thus cost would be at least 11 turns (yes more costly than hydra!).
Bonus:
Why +60 to orcs? I will not allow for now any racial bonuses (anti-undead bonuses for holy costly units are fine since undeads will have anti-holy units later).

Where is it trainable?
I assume for such high stats in Temple exclusive?

About technogy:
Scalefolks do not get bonus armor except some soecial cases (turtlemen, shielded units, drakonians). Snakemen will not get bonus armor as well.
+1 range for snakeman spearman is no since scalefolks are planned to get more unique to them reach tech.
Also again:
What cost of tech? 9 turns? 15? 9001?
Where is it researchable? Swamp hut? Fort (ex-scalefolks 2x2 mega building)? Temple?

Last thing:
Scalefolks will get more content in next update including more snakemen.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Elrond
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Re: Snakeman Lord

Post by Elrond »

makazuwr32 wrote: Mon Jun 21, 2021 3:16 am Tramble? To make sounds?
Spell recovery? Ability to reduce cooldown of spells for other units?
Shares? With whom it shares and what? Pint of C2H5OH?

Has too high stats and abilities thus cost would be at least 11 turns (yes more costly than hydra!).
Bonus:
Why +60 to orcs? I will not allow for now any racial bonuses (anti-undead bonuses for holy costly units are fine since undeads will have anti-holy units later).

Where is it trainable?
I assume for such high stats in Temple exclusive?

About technogy:
Scalefolks do not get bonus armor except some soecial cases (turtlemen, shielded units, drakonians). Snakemen will not get bonus armor as well.
+1 range for snakeman spearman is no since scalefolks are planned to get more unique to them reach tech.
Also again:
What cost of tech? 9 turns? 15? 9001?
Where is it researchable? Swamp hut? Fort (ex-scalefolks 2x2 mega building)? Temple?

Last thing:
Scalefolks will get more content in next update including more snakemen.
How about remove the anti- orc for +50 bonus (foot) (air) (ship) (giant): except (hydra)
Tech is 9 turns
Snake pit is the tech to be researched.
Build in snake pit and temple.
9 turns to be trained
Aura is +7 hp in 5 range
Flanking +2 dps allow adjacent allies to get +2 dps in 2 range

Makazuwr32 do the content included a unit that ability to heal other units (heal Aoe) ?
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makazuwr32
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Re: Snakeman Lord

Post by makazuwr32 »

Tech is no for sure unless it just adds for 9 turns +10 hp only. Since as i mentioned already above scalefolks will get unique to them reach tech that in many cases can be superior when compared to human and dwarven variant.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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makazuwr32
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Re: Snakeman Lord

Post by makazuwr32 »

As for other things:
Reduce hp down to 250
Attack down to 50
1 action/turn
Spell resist higher than 40% will increase cost of unit by +1 per each extra +10%. If it will have 100% spell resist than this alone means that unit will have +6 cost on its own, without any additional stats changes (thus if it has initially 9 turns than with 100% it will be 15).
Armor should be 6/6 or 7/7.

Remove ALL castable abilities or otherwise it will have cost 18+. Trample spell will increase its cost up to 20-24 turns (it is ridicilously op spell on its own and we do not plan to give it everyone unless for even more ridicilous cost of unit). Regen spell also is no. Especially if it is regen 100 of troll.

If it will be leader unit with few auras for all and exclusive for snakemen than it will be fine.

Now about auras:
Healing aura is given to some unit with heal properties, not to that random leader guy for unknown reason except that "he is our leader! hooray!". Definitely no.
Attack aura — this one is fine to have several parts in it.
I'd say this unit can have next ones:
1. Snakekin's leadership 1 — affects only other snakekin, gives them +5 attack, range 3;
2. Snakekin's leadership 2 — affects all melee units, gives them +4 attack, range 4;
3. Snakekin's leadership 3 — affects all units, gives them +3 attack, range 3.
All 3 will be presented at once but 2nd and 3rd will be locked behind techs (2 techs).

Poison resist aura for now is no. Too high advantage.
Poison aura as passive also is no unless it will apply poisob stack to literally all units including owner of aura each turn.

Now about bonuses:
Elrond your suggested bonuses are way too wide and thus they will give to unit +8-14 cost (up to 32-38 turns cost).
Also why should it have bonuses to ships if it can't swim? +2 turns cost for this bonus since it has no reason behind it.
Why should it have bonuses to flying units if it is not a giant melee unit, a flying unit or a ranged unit? +2 turns cost for this bonus since it has no reason behind it.
Bonus against generic foot and generic giant category is too much for it as well.
We avoid for now any bonuses for melee units against giants (with very-very few exceptions). Bonus to this category will increase cost of unit by +2-5 turns.
Bonus against foot units also is too much since it will affect: melee, shooters, throwers, mechanical foot, siege foot and many-many-many-many more. Thus unless this bonus will be lowered down to like 5-10% it is no or it would increase cost of unit additionally by +2-5 turns.

Unless you want to get 38 turns cost unit with stats worse than 5 turns cost unit of elves has just because of "hey i want these awesome bonuses and full spell immunity! This unit will be awesome, i swear it!" than look better onto current units' design first.

As for me — i'd suggest for this unit to have cost 7 if it will have stats above and normal foot melee bonuses (same ones as human soldier has).
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Elrond
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Re: Snakeman Lord

Post by Elrond »

makazuwr32 wrote: Mon Jun 21, 2021 8:44 am As for other things:
Reduce hp down to 250
Attack down to 50
1 action/turn
Spell resist higher than 40% will increase cost of unit by +1 per each extra +10%. If it will have 100% spell resist than this alone means that unit will have +6 cost on its own, without any additional stats changes (thus if it has initially 9 turns than with 100% it will be 15).
Armor should be 6/6 or 7/7.

Remove ALL castable abilities or otherwise it will have cost 18+. Trample spell will increase its cost up to 20-24 turns (it is ridicilously op spell on its own and we do not plan to give it everyone unless for even more ridicilous cost of unit). Regen spell also is no. Especially if it is regen 100 of troll.

If it will be leader unit with few auras for all and exclusive for snakemen than it will be fine.

Now about auras:
Healing aura is given to some unit with heal properties, not to that random leader guy for unknown reason except that "he is our leader! hooray!". Definitely no.
Attack aura — this one is fine to have several parts in it.
I'd say this unit can have next ones:
1. Snakekin's leadership 1 — affects only other snakekin, gives them +5 attack, range 3;
2. Snakekin's leadership 2 — affects all melee units, gives them +4 attack, range 4;
3. Snakekin's leadership 3 — affects all units, gives them +3 attack, range 3.
All 3 will be presented at once but 2nd and 3rd will be locked behind techs (2 techs).

Poison resist aura for now is no. Too high advantage.
Poison aura as passive also is no unless it will apply poisob stack to literally all units including owner of aura each turn.

Now about bonuses:
Elrond your suggested bonuses are way too wide and thus they will give to unit +8-14 cost (up to 32-38 turns cost).
Also why should it have bonuses to ships if it can't swim? +2 turns cost for this bonus since it has no reason behind it.
Why should it have bonuses to flying units if it is not a giant melee unit, a flying unit or a ranged unit? +2 turns cost for this bonus since it has no reason behind it.
Bonus against generic foot and generic giant category is too much for it as well.
We avoid for now any bonuses for melee units against giants (with very-very few exceptions). Bonus to this category will increase cost of unit by +2-5 turns.
Bonus against foot units also is too much since it will affect: melee, shooters, throwers, mechanical foot, siege foot and many-many-many-many more. Thus unless this bonus will be lowered down to like 5-10% it is no or it would increase cost of unit additionally by +2-5 turns.

Unless you want to get 38 turns cost unit with stats worse than 5 turns cost unit of elves has just because of "hey i want these awesome bonuses and full spell immunity! This unit will be awesome, i swear it!" than look better onto current units' design first.

As for me — i'd suggest for this unit to have cost 7 if it will have stats above and normal foot melee bonuses (same ones as human soldier has).
Makazuwr32 now present situation is lacking of healer(kobold witchdoctor only) as auxiliary role in the army. Hence I specifically ask you next update had healer and healing Aoe. Truly regeneration do not perform well enough than a direct heal.

Pertaining on poison aura I may counter propose for stackable passive +3 flanking ability of range 6. Any allies in the range of Snakeman Lord get +3 dps (no research required)(inclusive foot , air , water, giant)

Aura: Lord Kroak's blessings +7 hp in 5 range

Sure Snakeman Lord can swim that is inside the DNA. I strongly requested all reptilian able to swim it is not a bonus but It is a basic instinct. I don't understand why game developer make some reptilian can't swim. Do you see in real life s reptilian can't swim. Reptilitian nature terrain is a swamp and desert. Please don't be over fantasy which did not match the real life.

As the game play I do I had plenty of flyer units hence the Snakeman Lord's bonus should not excluded the flyer. I also encounter early giant spawning from AI or player in 7 turns of game play (eg 4 turns building swamp barrack 3 turns spiked turtleman). My game play Vs scaled giant are Spiked Turtle and Draconian Tlacochcalcatl please offer a bonus to kill these giant.

I agree on production 7 turns for Snakeman Lord. Also confirmed rest of abilities as follow;

Reduce hp down to 250
Attack down to 50
1 action/turn
Spell resist higher than 40% will increase cost of unit by +1 per each extra +10%. If it will have 100% spell resist than this alone means that unit will have +6 cost on its own, without any additional stats changes (thus if it has initially 9 turns than with 100% it will be 15).
Armor should be 6/6 or 7/7

If it will be leader unit with few auras for all and exclusive for snakemen than it will be fine.

Now about auras:
Healing aura is given to some unit with heal properties, not to that random leader guy for unknown reason except that "he is our leader! hooray!". Definitely no.
Attack aura — this one is fine to have several parts in it.
I'd say this unit can have next ones:
1. Snakekin's leadership 1 — affects only other snakekin, gives them +5 attack, range 3;
2. Snakekin's leadership 2 — affects all melee units, gives them +4 attack, range 4;
3. Snakekin's leadership 3 — affects all units, gives them +3 attack, range 3.
All 3 will be presented at once but 2nd and 3rd will be locked behind techs (2 techs).
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makazuwr32
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Re: Snakeman Lord

Post by makazuwr32 »

Healer unit of kobolds will be updated to get at base higher heal rate (34) and even more over time via upgrades (up to 70).
Lizardman caster's regen spell also will be more powerful both at base (i think it will be 7.5%%) and with upgrades (15%).

As for swimming snakes: this does not matter about dna and such. in current aof situation snakekin have no water movement but instead are desert species with +50% speed on sand.
Not all reptilians actually can swim in real life. Some who are living in harsh environment (mountains/deserts for example) do not have good swimming capabilities.

Aura for bonus health or any regen - no. As mentioned above this unit has no reason to have it. It is not any sort of caster or healer (or otherwise its cost would skyrocket up to 15-40 turns).
That additional aura is also a no. Since there aare planned even more leader units for scalefolks.

unless it is a GIANT or RANGED unit it can't have any bonus to flyers as general. Also current scalefolks are not final version and more ranged units, casters (specifically one caster will get 4 transforms one of which will be flying unit with anti-flying bonuses who would be able to steamroll through any flying units including green wyrms of orcs), flyers and giants who can target enemy flying units will be added.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Cequs
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Re: Snakeman Lord

Post by Cequs »

1: ok I added very strong skills to the unit swing it please

2: I thought it could be a giant unit but if it can't be ok
3: I think it's good that it's a unit with aura about the rest if you want to add it ok just please don't take away the aura you proposed thanks for seeing my idea of ​​unit

last proposal: I don't know if it's me but the difficulty of the games vs. AI is very easy
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Savra
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Re: Snakeman Lord

Post by Savra »

Hmm, could probably get away with making it kinda like the other serpentine:

2 actions

Dodges

Poison weapon (passive)

Serpentine later will get dodge upgrades, so that's something to look forward to for that sub. Also later serpentine will come with nagas as well, so were snakeman are strictly land, nagas are the exact opposite.


Otherwise, it should be good.
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