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Melancholy

This is a discussion on Melancholy within the Great Units forums, part of the Create-A-Unit category; I saw a two-form unit a while back, so I'm gona try my hand at the idea. Melancholy 's default ...

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Old 09-10-2006, 05:02 PM   #1 (permalink)
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Melancholy

I saw a two-form unit a while back, so I'm gona try my hand at the idea.

Melancholy's default form is called Solace.

Solace

hp - 45
power - 20
blocking - 60
armor - 30
movement - 2
recovery - 1
range - 1 (knight stylin')

Click and hold to change form. This wastes your attack turn but can still move the unit before or after.

Ire

hp - 45
power - 24
blocking - 40
armor - 0
movement - 3
recovery- 1
range - Every tile exactly 2 spaces away. Diagonal included.
EG

OOOOO
OOOOO
OOOOO
OOOOO
OOOOO

There you have it.

Visual descriptions: The Melancholy is a humanoid beast, better explained as a centre pillar of meat with legs. The arms of this creature are its definitive feature. (Did I just rhyme?) Metal chains exude from where its arms should be. These long chains wrap around the creature, giving it a feeling of well-being, safety or "Solace". When angered, the creature will allow the chains to flow freely from its body and attack over large distances. This leaves it quite vulnerable but it does not seem to care.

Strategical reasoning: Compared to a knight, its Solace form is very underpowered. For plus 5 armor, you lose blocking, power, movement and hp. The reason for the armor is it will survive until late game where its Ire form can truly shine. Can either be used to lengthen a knight wall, or put into Ire form early for a great rush unit. Only problem is, change form wastes a turn. Choosing the best time to act would be vital.

Notes about changing forms: Form changing does not heal the unit. Both forms have the same max hp so there is no confusion. All damage is carried over. Both forms also have the same recovery, so again, wait time is carried over and no confusion about math. Movement is allowed before or after the change. It is treated like a special attack, similar to the mud quake.

HELP!: The description can use some work. Feel free to tell me what you thought it would look like before you reading my visual description.
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Old 09-10-2006, 05:08 PM   #2 (permalink)
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Re: Melancholy

I like the concept, not sure if I would use it.
Is that Ire attack unblockable?
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Old 09-10-2006, 05:50 PM   #3 (permalink)
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Re: Melancholy

nice idea

but needs more recovery/attack power reduction on that second one bigtime

EDIT: nevermind, thats pretty good - hard to attack without damaging own units - me like
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Old 09-10-2006, 05:58 PM   #4 (permalink)
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Re: Melancholy

It's not bad, but there have been units made like this.

http://legendsforums.com/index.php?topic=3516.0
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Old 09-10-2006, 05:59 PM   #5 (permalink)
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Re: Melancholy

i like the unit, but 24 power in all those squares seems strong, and although its a good idea, i dont like the idea of having to waste an attack to switch forms
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Old 09-10-2006, 11:47 PM   #6 (permalink)
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Re: Melancholy

End-game that would be a bitch though, it would function at first like he said as a weak 4th knight. But then 24 damage every other turn in the end-game!
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Old 09-11-2006, 04:57 AM   #7 (permalink)
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Re: Melancholy

Quote:
Originally Posted by Predator
It's not bad, but there have been units made like this.
Quote:
I saw a two-form unit a while back, so I'm gona try my hand at the idea.
GJ not reading the first sentence in this thread....

Oh and gyps, it is blockable. I thought about it being unblockable, but that'd be crazy. The lowest recov unblockable unit is the mud quake. That does 15 tops, so I can't throw a 24 power unit with 1 recov into the fray.

I'm glad you guys like it. I personally love the names myself. Though, can anyone give me another idea for the unit description? I wouldn't mind brainstorming something a bit more TAO themed.
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Old 09-27-2006, 02:05 AM   #8 (permalink)
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102 has a little shameless behaviour in the past
It seems like an overpowered unit with 24 attack on those 12 squares. Maybe you should lower its attack a little bit, or at least increase its delay.
- Also I think it would be better if you allowed the change of forms to heal it. When Solace is low on hp it automatically heal AND change forms on one turn, instead of using one turn just to change forms to Ire.
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Old 09-27-2006, 02:11 AM   #9 (permalink)
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WHOA delay this is an old unit u revived nubby
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Old 10-06-2006, 02:10 AM   #10 (permalink)
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i think it is good...good job
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