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cards ideas


un106ble

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i recently retook this game on and after playing a few games with each elements and faction my head is full of ideas for new cards, most are meh but i finally think i got a few decent one. probably OP right now but still it'll be fun to share them.

 

my ideas stem from a stray thought i had, why not give each base elements a T2 xl units like the harvester? 

ones that each embody the elements core mechanic like how the harvester is a units that work using corpse and hordes of temporary summon. but also shore up some of the elements weak spot.

so i did a bit of brainstorming and come up with three cards to pitch, tell me what you think. 

 

first is ice :

Bear Bastion 

2 frost orbs /  300 power

a giant polar bear (using forest elder model) carrying four section of walls as a castle on its back, it cannot attack itself but small units can climb on the walls on its back like on normal ones getting all the usual advantages, those units can then attack enemies even while the bear bastion move like how battleship or corsair can.

the bear Bastion has three passive abilities and one active.

>>>passive

x Lumbering step: knock back and damage small and medium enemy units around it when moving, only affect ground units.

x slow: this units is 50% slower 

x rally: units summoned within 25meter of this units are not dazed.

>>>active

x the new frontier: the units turn into ice making it into a static building and cannot move anymore 'but mounted units can still attacks) until the power is deactivated, it is now a valid target for of spells and effect applied to or around buildings. this power can only be deactivated after 30 second. cost 50 power to activate / 30 second cooldown after turning off.

0 attack  /   XL 4000 hp

 

 

second is nature:

cornucopian monolith

2 nature orbs  / 300 power

a moving temples (using the construct model) made of green stone and tick brown roots its tower is replaced by a small livestream that create healing rays (like church of negation) but targets both enemy and allies, stealing health from enemy to heal allies continuously at about 15 hp per second drained per enemy units then spread across all allies in range.

 

the cornucopian monolith has three passive abilities and one active.

>>>passive

x selfless: this unit cannot heal itself, it also cannot be healed by any other mean while in combat.

x organic flow: wells within 25 meter of this units will produce 25% slower but deplete 100% time slower

x slow birth: this units does not appear instantly and instead need to be constructed over 30 second.

 

>>>active

x feast aplenty: drain a friendly well of 300 power sending it to the void pool and shutting it down for 30 second. cost 0 power to activate /  60 second cooldown after use.

 

-------attack  /  XL 3000 HP

 

third is fire:

sunspear vessel 

2 fire orbs 300 power

a flying ship built around a small sun, (death ray model with a fire orb inside the brazier and the skull replaced by banners and the prow of the ship by the shrine of war skull) this ship attack is an active ability athat affect all units and structure in front of it in a 25 meter range 45° cone but said damage is very low at first and ramp up the longer it attack. the catch is that it also hurt allies and has limited fuel that recharge when out of combat.

the sunspear vessel has three passive and one active.

>>>passive:

x explosive: when killed this unit explode dealing 2000 damage to all units allies and enemy in a 25 meter radius knock back small medium and large units.

x siege: deal 50% more damage to strucutres.

x astral mass: this unit is slower the more fuel it is holding. fully empty it is swift and completely full it is slow.

>>>active:

x liquid sunlight: the ship store the fire of the dwarf star it carries as fuel to attack it appear with an initial capacity at 1500 and can store up to 3000 and recharge at a rate of 50 per second, consume 150 per second to attack all units and structures into a 25 meter long 45° cone in front of the ship, the first second of attack deal 50 damage to all units and buildings in range and increase by 100% pf the base damage every second for a total of 1000 damage for the last second after 20 second of continuous attack, the sunspear vessels cannot move or cancel its attack once it start firing. cost 15 power / 20 second cooldown.

 

 

 

 

Edited by un106ble
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If you want to share and see more card suggestions, you can join our balance discord, which as a dedicated section for this. As for this idea, we currently have no plans to add other XL-units to T2 beyond Harvester. Similar to how Sunderer is the only L-unit in T1, we think it is better in this case to preserve faction uniqueness but not overusing large and extra-large units in the lower tiers.

Riviute and Metagross31 like this
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