Death Ward - mtg DISCUSSING
- Alexander82
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Death Ward - mtg DISCUSSING
Researched at churc
Cost 6
Holy unit gain the death ward spell
Target: Flesh and blood allied units
Cooldown 3
When a unit under the death ward effect is killed it doesn't die but it stay alive with 1HP and the death ward effect is removed
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- Sunrise Samurai
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Re: Death Ward - mtg
What kind of duration are we looking at? In this case, it only adds one more hit to kill range, so permanent until used is reasonable, especially with a cooldown. In fact I would have paladins and Templars created with this effect active on them.
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- LordOfAles
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Re: Death Ward - mtg
Just to be sure,is this a castable spell or tech?
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- Alexander82
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Re: Death Ward - mtg
As you can read in the first post is a spell for holy units
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- Alexander82
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Re: Death Ward - mtg
Yes, that was my idea. If you buff many units with that effect you gain extra hits they can take and occasionally heal those units.Sunrise Samurai wrote:What kind of duration are we looking at? In this case, it only adds one more hit to kill range, so permanent until used is reasonable, especially with a cooldown. In fact I would have paladins and Templars created with this effect active on them.
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- Sunrise Samurai
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Re: Death Ward - mtg
Sounds good to me. Humans could use this, when compared to orcs high attack power. Might be a little less useful against elves, who do more multi hit attacks. Probably a lifesaver against undead though, since it makes them work harder for corpses.
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- Alexander82
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Re: Death Ward - mtg
Does the buffed unit still counter attack enemy?
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- Alexander82
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Re: Death Ward - mtg
It depends on how we see the spell.
If the spell simply prevent the last damage the unit should be able to counter
If the spell give you back life after you have died the unit shouldn't be avle to counter.
If the spell simply prevent the last damage the unit should be able to counter
If the spell give you back life after you have died the unit shouldn't be avle to counter.
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- Sunrise Samurai
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Re: Death Ward - mtg
I guess that depends on what's simpler to program.
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- Alexander82
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Re: Death Ward - mtg
Since is a new effect i think it might be mostly the same.
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- Sunrise Samurai
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Re: Death Ward - mtg
Then I would say prevent the last point of damage. It keeps other effects ongoing instead of spawning a whole new unit. That would be a problem with my idea to have certain units spawn with this active, since you would have the replacement have the same effect.
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Re: Death Ward - mtg DISCUSSING
awesome but such mechanics missing currently.
Re: Death Ward - mtg DISCUSSING
Being that we now have the mechanic for this, could we give this to the humans healer, missionary, and hospitalar?
- makazuwr32
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Re: Death Ward - mtg DISCUSSING
Only problem is duration: how long should it be?
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Death Ward - mtg DISCUSSING
We could always go for the classic 2 turns.
Re: Death Ward - mtg DISCUSSING
Wasn't it meant to be permanent? 50 turns probably do the job.
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- makazuwr32
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Re: Death Ward - mtg DISCUSSING
Problem is how effect should disappear once it was used with long durations?
For now i would prefer 2-3 turns duration instead for this effect.
For now i would prefer 2-3 turns duration instead for this effect.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- Alexander82
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Re: Death Ward - mtg DISCUSSING
My starting idea was for the spell to be expended on use. I think it is not possible.
The spell itself would just give DIE_HARD to the target.
It might actually become too underpowered to be useful though.
The spell itself would just give DIE_HARD to the target.
It might actually become too underpowered to be useful though.
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Re: Death Ward - mtg DISCUSSING
Then we could remove the research and give the unit it at base. Upgrades to it could just increase how long it lasts.
- Alexander82
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Re: Death Ward - mtg DISCUSSING
It is not possible to increase a spell duration through upgrades. We can only make multiple versions of the spell that have a different duration (and give them for base/elite/master tier).
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- makazuwr32
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Re: Death Ward - mtg DISCUSSING
I wonder if it is possible to make diehard to work only once.
If it is than it is possible to make effect that will restore not 1 hp but for example 25% of max hp and vanish after that.
If it is than it is possible to make effect that will restore not 1 hp but for example 25% of max hp and vanish after that.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- Alexander82
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Re: Death Ward - mtg DISCUSSING
It would be cool (high level casters might trigger higher %).
Here we need @Stratego (dev) to tell us what he thinks.
Here we need @Stratego (dev) to tell us what he thinks.
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- makazuwr32
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Re: Death Ward - mtg DISCUSSING
Problem here to make effect working only once because if it will keep unit alive after "death" with more than 1 hp it will trigger over and over and over again thus this point must be adjusted firstly.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- Alexander82
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