Teleport(or blink) For Mages

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Orok
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Teleport(or blink) For Mages

Post by Orok »

I wanted to propose a new power for human mage (applicable to other mage of other races) teleportation or blink, since they are weak units before swords and arrows, the power would be similar to "elf jump" or "jump for squig rider "with In order to be able to escape or enter the battle quickly. the range would go up with the improvement of said mage (like the squig rider)

cost for technology: 4

Range: 4 (initial and per unit level from 3 to 3 in total would have 10 range)

Cooldown: 2

The image does not occur to me yet but if you have a photo to contribute there is no problem, I hope the translation is fine since I use googletraductor to communicate.

My name is Orok and I hope you liked my proposal, later I will be uploading others.
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Shark guy 35
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Re: Teleport(or blink) For Mages

Post by Shark guy 35 »

Seems like it could work, however 4 turns seems like it is too little.
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Re: Teleport(or blink) For Mages

Post by Orok »

https://drive.google.com/file/d/1G4XIbU ... sp=sharing

I put in /img but it does not appear
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Orok
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Re: Teleport(or blink) For Mages

Post by Orok »

Shark guy 35 wrote: Mon Nov 30, 2020 2:37 am Seems like it could work, however 4 turns seems like it is too little.
Yes it could be that 4 turns are too few, but "Elf Jump" takes 4 turns too.
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Re: Teleport(or blink) For Mages

Post by makazuwr32 »

10 range is too high. Definately no.
Cost and cd for such range must be tripled.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Alexander82
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Re: Teleport(or blink) For Mages

Post by Alexander82 »

The jump ability (unless we set it with a specific casting range) is influenced by the casting range of the unit.

Since casters are, with the exceptions of mounted templars and hospitalers), slow units. Such a spell would influence a lot th survival and utility of such units and in my opinion, if implemented, should bring both a costly tech and an increase in cost of human casters with such a spell (no less than the 2 extra turns that we usually attribute to mounted units).

I think that in such cases we could have mages with that dimension door/blink spell with around 10 movement range that would be able to actually move by around 16 tiles every 2 turns (cavalry usually moves by 10/12 tiles/2 turns)
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Re: Teleport(or blink) For Mages

Post by Midonik »

Increasing the cost of such units should be out of question however. It would decrease the amount of mages humans would be able to field, giving them an disadvantage.
Maybe if we can increase the cost and decrease the range significantly (cost of tech 6, base range 3 -> 6 with tech - or make it not affected by the spell range and give it range of 4 or 5) or give the 10 range spell locked behind this tech for some more elite human mage if that is an option.
Increasing the ability's cooldown can also be an balancing measure if further nerf would be necessary.
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Re: Teleport(or blink) For Mages

Post by Orok »

Taking into account what I read, the unit cost could be increased to 8 (like the warmage), the cooldown by 4, and the blink range only to be 5, since that way it would not increase and could only have it after doing the technology that I think should take 6 turns to unlock, like fireball.

Would stay in
Cost of mage 8

reach of blink 5 (would not change)

Cooldown 4

Although after 12 turns the magician would have fireball and blink, advancing a maximum of 8 tiles every 4 turns using blink. I hope I have not been confused with the statistics and you understand them, thanks for participating
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Re: Teleport(or blink) For Mages

Post by makazuwr32 »

I'd say better to keep cost of blink tech for 6 turns, spell range of blink should be (Caster's SR -2) or 2-4, and cd 3-4 turns if we do not want to increase cost of mage.

And i would prefer to keep cost of mage.
More powerful range of blink can be left for better human mages.
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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Alexander82
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Re: Teleport(or blink) For Mages

Post by Alexander82 »

makazuwr32 wrote: Tue Dec 01, 2020 6:10 am spell range of blink should be (Caster's SR -2) or 2-4
We can't do that. Daniel forbid me to put negative values in effects (I did it once and had to change everything else later).
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Re: Teleport(or blink) For Mages

Post by Alexander82 »

Anyway we have 3 options in my opinion

1) make that spell less powerful and/or with higher cd

2) increase the unit's and tech's costs and give that spell as it was suggested

3) consider giving this spell to a whole different unit that might be using a different kind of magic or just a different (and less powerful) spells set
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Re: Teleport(or blink) For Mages

Post by Midonik »

1) and 2) are both fine by me.
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Re: Teleport(or blink) For Mages

Post by makazuwr32 »

Maybe than fixed 3 range for spell + cost 6-8 to research + cd 3. (Option 1)

I am fine also with option 3 but that's for much later.
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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Re: Teleport(or blink) For Mages

Post by Anchar »

I prefer option 3. Although 1 is also not bad.
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Re: Teleport(or blink) For Mages

Post by Orok »

I like the option one, but the third even more, it is true that making a new unit takes more time, but I can think of a "magician's apprentice" that has new powers, such as blink, and others that we can think of, could also have some shield similar to that of "trolls skin" of troll shaman.
Returning to option one, it would be good to try it as option one says, this would allow the magician to enter or exit combat but only once every certain amount of turn so he has more prominence in battles since he is always behind the line infantry, if the magician faces 2 orcish warrior
speed 3 (same as that of the magician) could escape from their sharp swords for the next turn (after blink) to have an advantage in escaping or misleading them.
makazuwr32 serves as an example what I put? is that it still costs me a little to exemplify, if you think that it does not serve as an example please tell me so I try harder
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Re: Teleport(or blink) For Mages

Post by Alexander82 »

We have already an adept unit that will be implemented after all this transition phase will be over. It will have a magic barrier (not an armor buff but a barrier that will keep enemies at bay making them unable to pass), the magic arrow spell and the disarmor spell.

It will be a cheap unit, so it will be unfit to possess the magic door spell as well.
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Re: Teleport(or blink) For Mages

Post by Huttensohn »

I just want to add sie something there.

in my view, teleportation shouldn't be seen as a way to just increase speed (for that you have cavalry), but more as a different mode of transportation (one that ignores terrain which is very helpful for a lot of maps. but I agree that something like that is much more helpful for a swordmage type unit and not your squishy support mage.

so my idea is either quite low teleport range or it replaces your normal movement this turn (can be done with a speed penalty).
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Savra
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Re: Teleport(or blink) For Mages

Post by Savra »

This might be useful as a quick escape measure for mages.
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Re: Teleport(or blink) For Mages

Post by makazuwr32 »

i agree with low range (maybe doesn't depending on spell range) teleport ability for mages.
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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Re: Teleport(or blink) For Mages

Post by Orok »

I think it is a good idea to give a "warmage" the teleportation power, since having 2 actions per turn would give it the opportunity to enter battle and attack, but at the same time it is a good idea to penalize the movement, Let's say if you normally have a move of 3 squares per turn, reduce it to 1 after using blink.
Although the option they said above to add a new unit with blink and that barrier that does not allow enemy units to pass would be a good combo
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Re: Teleport(or blink) For Mages

Post by makazuwr32 »

Barrier by the way was already planned for appretince mage (3 turn cost unit).
Indestructable, passable by allies, vanishing 2.
Alex even made textures for 3 tiers of that unit and of barrier.
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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Re: Teleport(or blink) For Mages

Post by Orok »

¿Would you like to return to the topic of considering the teleport for any human unit?
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Re: Teleport(or blink) For Mages

Post by Stratego (dev) »

Orok: please make that signature less big - thanks!
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Orok
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Re: Teleport(or blink) For Mages

Post by Orok »

well, is that better?
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Re: Teleport(or blink) For Mages

Post by Stratego (dev) »

better but still big - would be good if it would be about 2x2 cm size maximum
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Re: Teleport(or blink) For Mages

Post by Orok »

I think it's fine there.
What would you think of the apprentice mage unit adding teleport?
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Re: Teleport(or blink) For Mages

Post by Stratego (dev) »

signature:ok, thanks!
blink: i like the idea
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Re: Teleport(or blink) For Mages

Post by makazuwr32 »

I'd say for regular mages blink aka self teleport might be too powerful since they are units who are not supposed to have such high mobility.

For some more specialized units it is fine.
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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Re: Teleport(or blink) For Mages

Post by Orok »

Maybe an imperial mage that gives buffs and can teleport, would also have a magic missile, that provides some arcane armor, such as the power of the orcs "the skin of the troll", it would be an assistance unit in battle, with the ease of leaving so it is not annihilated
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Re: Teleport(or blink) For Mages

Post by makazuwr32 »

Not for imperial mage — since imperials will not have mages.

But we are planning mages sub and some of them might have this ability.

Also humans now have blessing spell on 2 turn priests that works somewhat similar (alas a bit weaker) to troll skin in terms of extra armor.
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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