Dark knight barrack

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Dark knight barrack

by warbot1000 » Fri May 13, 2016 7:26 pm

I feel like this would be a cool idea for a barracks which could dominate the battlefield under the correct micro management and support.

Name: Dark knight hall
Upgrade cost: 250
Health: 220
Damage: 9 - 11
Armour: High 75%
Respawn Time: 18 seconds

Bloodbath:
I feed on your pain
170 gold per level
Heals 20/30/40 health per unit killed within a medium range

Dark Arts:
What does not kill me...
250 gold
Gains 15 health (heals by 7 and his max health goes up by 7) and +2/+3 attack every time a unit he is fighting dies. The stats are for a single knight. When the unit dies the respawned knight will not have the buffs

Self-Preservation:
Pick your fights
150 gold per level
Has a 11/23/35 % chance of swapping an engaged enemy unit with a weaker unit further from the exit when health is lowered to under 40%.
Last edited by warbot1000 on Sat May 14, 2016 4:54 am, edited 1 time in total.

my ideas
http://www.ironhidegames.com/forums/vie ... =15&t=4760
I am master of the elements, student of goku and digimon king
My friends an I fight for good beware of warbot the humanrobot!!

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Re: Dark knight barrack

by Sinque Productions » Sat May 14, 2016 3:47 am

I would double the HP and damage. The dark knights are massively UP at their current state.

I would increase the healing gained by bloodbath by 3 times.

Make the dark arts ability last after death and change its price to 150.

I would delete self preservation altogether as it only stops the dark knight from doing its job: stalling.
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Re: Dark knight barrack

by warbot1000 » Sat May 14, 2016 4:52 am

Sinque Productions wrote:I would double the HP and damage. The dark knights are massively UP at their current state.

I would increase the healing gained by bloodbath by 3 times.
increased by 2 times with a buff to his starting health
Make the dark arts ability last after death and change its price to 150.
I increased the buff effect and reduced its price but I don't want to make its effect last after unit death because I want this tower to be OP if you can micromanage like a boss :).
I would delete self preservation altogether as it only stops the dark knight from doing its job: stalling
On the contrary this would put the unit getting stalled further away from the exit and replace it with an easier to kill unit leading to a longer stall and a potential infinite stall on a unit.(stall, ability activates, soldier heals from bloodbath, weaker unit is killed, Unit from before comes back & repeat.) .

my ideas
http://www.ironhidegames.com/forums/vie ... =15&t=4760
I am master of the elements, student of goku and digimon king
My friends an I fight for good beware of warbot the humanrobot!!

If its not JB its not right!
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Re: Dark knight barrack

by Juice Box » Sat May 14, 2016 9:44 am

Personally, I think the main problem with this unit is that he focuses on getting stronger whenever someone near him dies, but he can't actually kill anyone outright. 9 - 11 damage is really low, after all, and he doesn't have any damage-dealing abilities to make up for it.
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Re: Dark knight barrack

by warbot1000 » Sat May 14, 2016 9:53 am

Juice Box wrote:Personally, I think the main problem with this unit is that he focuses on getting stronger whenever someone near him dies, but he can't actually kill anyone outright. 9 - 11 damage is really low, after all, and he doesn't have any damage-dealing abilities to make up for it.

Dark arts should make up for this considering that he only has to be engaging the unit when it dies to get the attack buff. With correct micromanagement you should be reaping the rewards with multiple dark arts attack stacks and a high damage output.

my ideas
http://www.ironhidegames.com/forums/vie ... =15&t=4760
I am master of the elements, student of goku and digimon king
My friends an I fight for good beware of warbot the humanrobot!!

If its not JB its not right!
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