Ocean lord Merlock

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White Snake
Posts: 13
Joined: Sat Jun 18, 2022 1:05 am

Ocean lord Merlock

Post by White Snake »

Description.A Merlock shaman with such deep connection to the ocean that he has discovered so many secrets that he cannot live outside of it
Level 1
Hp52
Attack 10
Cost 10.Can be produced in Orc Dock
Speed5.Only moves in water.Only one per game
Vision 4
Attack renge 1
No armor
Abilities.sink ship renge 5 recharge 4.it creates two waves that sink the ship and destroy it.
Water shot.he fires a water blast that deals 60 damage to ships and applies the flood effect that reduces movement by 3 and reduces all armor types by 3 for 4 turns.
Ground units takes 30 health causing the wet effect causing 15 percent less healing bonus for 3 turns.
Level 2 need to elite witchcraft anf elite orcs
Hp 64
Attack 14
Abilities.create swirl.a camouflaged whirlpool that serves as water trap that kill whoever activates it.
Level 3 need. Master orcs and mester witchcraft.
Hp82
Attack 19
Abilities. creat tsunami.same thing as water shot however 3x3 area.
Transform into water beast
Hp 270
Attack 46 bonus against ships
Speed 4 only moves in water
Renge 1
Vision 4
Armor 5 piercing armor 8
Action 1
Abilities. Creat a whirlpool around him dealing 60 damage to everything nearby
Be underwater.it enters underwater and camouflages itself but does nor attack
Last edited by White Snake on Sun Jun 19, 2022 6:27 pm, edited 2 times in total.
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Puppeteer12
Posts: 111
Joined: Thu Apr 22, 2021 3:42 am

Re: Ocean lord Merlock

Post by Puppeteer12 »

The cost is way too high especially with such low health, unless it has really good abilities anyone would rarely use it
A master of puppetry and manipulation, working from the shadows.
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Ocean lord Merlock

Post by makazuwr32 »

First thing first - i do not check stats of unit itself, only commenting abilities (not cooldowns and such though).
Second thing - all abilities must be presented even on tier 1 of unit. Some of them might be locked behind extra techs and that is fine. Leveling should only increase stats (in case of summoning it is fine to give more powerful summons only for higher tiers though since it is in some way also leveling of spell).
Last thing - for now we will not accept any unique/legendary unit suggestions ("unique" - can be in the game only one per player; "legendary" - same as "unique" but one per all players).

Now to abilities:

1. Well sink any ship would be quite op even for 10 turns so instead of guaranteed kill of any ship it would be better to change that into "just" dealing significant amount of damage. For example 20 damage per spell power while giving it 4/5/6 spell power thus effectively giving it anti-ship spell that deals 80-120 damage.
2.1. Water shot - since we anyway are planning to make 4 tiers of damaging spells for each of 6 aof elements (water, ice, lightning, fire, wind, earth) it will be fine to give water based damaging abilities to this unit. Ofc formula of damage, on-hit effect and such will be different. ALas probably not all 4 tiers but only 3 of 'em.
2.2. Regarding "ground" part - it is not possible for effect to execute 2 different damages and apply 2 different effects at once due to engine limitations. Sorry. For now think about some other ways.
3. create swirl - again sure-kill ability. Traps are fine but they must not be able to kill literally anything that gets into them. How can for example pitfall kill a mammoth with 800+ hp? And how can a mere whirlpool to kill a Noah's Ark (which by the way should be larger than biggest existing aircraft carrier in the world by at least 2 times)? I'd say it should deal around 100-150 damage and that's it.
4. Tsunami: point 2.1. As mentioned already we will make 4 tiers of water based spells.
5. Transform into water beast: sounds fine with some changes to base unit and its transform or as a summon. Alas no "underwater" part since it will mean that this will be second transform on unit which is not good - all cooldowns on abilities are reset when unit transforms (unless we will go with making it as summon which in that case is fine).

More detailed review will be 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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AoF Dev Co-Leader
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