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Parasite

This is a discussion on Parasite within the Create-A-Unit forums, part of the Legends Community category; Hp: 46 Blocking: 0 Armor: 8 Power: 8 Every Turn Focus Not affected by Armor 100 percent hit - Affect ...

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Old 07-12-2007, 02:54 AM   #1 (permalink)
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Parasite

Hp: 46
Blocking: 0
Armor: 8
Power: 8 Every Turn Focus Not affected by Armor 100 percent hit
- Affect will wear off if healed or any type of focus spell is cast on it (including barriers)
Range: 3 Tiles 1 tile attack
Recovery: 1 movement 2 attack
movement: 3


about: The afflicted unit (nice word chocie silver ) receives 8 damage every turn, but in return, their power is increased by 2 until killed/affect released. Attack only able to be cast on mobile units (no LW's) - cannot increase the power of a boosted pyromancer/dsm - but does damage

Pros: 100 percent hit
good against a knight wall


Cons: No blocking
Bad recovery
Makes the knight able to kill a cleric in 1 shot
Cannot be barriered
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Last edited by jennifer aniston; 07-12-2007 at 11:59 AM.
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Old 07-12-2007, 03:01 AM   #2 (permalink)
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its not bad actually. but a cleric could heal and it owuld take more than said number of turns. im assuming after the unit dies it is free to affect another. it is kind of different but it could work out well if used properly.
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Old 07-12-2007, 03:04 AM   #3 (permalink)
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I think I get it...mostly.. Do you think you could revise the way you explain the power so it's more easily understandable?
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Old 07-12-2007, 03:11 AM   #4 (permalink)
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I think the power boost should be more substantial, cause wait until the cleric heals then hit a knight/scout, two units that are usually pretty safe with high blocking, and they are pwned. Maybe six so a doomed scout could shoot the cleric..
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Old 07-12-2007, 03:17 AM   #5 (permalink)
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It is actually easy for a scout to attack the cleric, so having a +6 power boost would make it way overpowered.
+2 power boost does make a difference - I think it's good enough. Anyway the way it goes is that the parasite focuses a spell on a unit, and every turn, the affected unit takes 10 damage (not affected by armor), but it gains a +2 power boost.
The affect is negated if the parasite is healed or barriered or attacked or frozen.
The parasite is free to attack another unit if the host is killed - the parasite can also relieve the host of the virus and hook onto another unit, but its recovery must be at 0
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Old 07-12-2007, 04:03 AM   #6 (permalink)
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Pretty cool, I'll look it over more thoroughly when I have more time.
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Old 07-12-2007, 04:34 AM   #7 (permalink)
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If you use this once or twice it's as good as dead. 35HP and 2 turn recovery? The 2 movement forces it to get even closer to the opponent's side of the field.
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Old 07-12-2007, 05:39 AM   #8 (permalink)
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It is not a bad idea, good work!
I don't see many problems in it!
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Old 07-12-2007, 06:00 AM   #9 (permalink)
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The boost in power is entirely overruled by it basically killing the unit you use it on. In many cases the unit would die before it even got a shot off. A DMW could be one shot by a scout immediately after this was cast on it.

In other words, not balanced, horribly horribly weak.
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Old 07-12-2007, 06:15 AM   #10 (permalink)
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Here's a clarified version:

Parasite
HP: 35
Armor: 8
Blocking: 0%
Power: Focus (?) [Symbiosis] - Deals 10 unreduceable damage to the afflicted unit every turn, but increases its power by 2. Cannot be cast on Wards or Pyromancers/Dragonspeaker Mages while Dragonspeak is active.

Range: One panel within 3 panels
Recovery: 3
Movement: 3



And what I think is wrong with it:

Almost completely useless for your own units. Owns hard vs a Knight wall. Extremely fragile. High recovery.


Suggestions:

Damage lowered to 8 per turn.
Power boost raised to +3. (have fun using this on a Cleric...15 heal)
Movement raised to at least 3.


Include better description; Does it deal damage that turn? When else does it deal damage? At the beginning of each of your turns?
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