Abilities that POTENTIALLY have potential: (split from ATHP)
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- Posts: 2
- Joined: July 25th, 2006, 10:29 am
You can? I've been playing 1.02 for way too long.zookeeper wrote:Indeed. The only time a necromancer sees use is in a map where one can not recruit units. When faced with the choice between the lich, which has drain and undead resistance, and the necromancer, which has normal resistances and plague staff, the lich wins out every time because the resistance to physical attacks is too good for a king type unit. As for the holy damage, if a white mage got close enough to a king unit, that means all his other units are probably dead already.Now these two I like. I'd like to see "necromancy" used for the necromancer in mainline - the plague staff is indeed pretty useless as such. I'm not sure if something like this has been discussed (and rejected) previously, but at least I don't remember that.
Ghoul? I was thinking more like Goblins. I love goblins in general, but I don't think Wesnoth does goblins justice.Cannibal sounds perfect for something like the ghoul line. I'm not sure about the balancing implications, but assuming that it could be balanced ok then it would be nice to see this in mainline.
The survivor, regeneration, poison, recovery, second wind etc I don't see very interesting. Besides, abilities can already be customized, so basically you could already give units regeneration +4, for example, so it's not really a case of coming up with new abilities but more like finding existing units that could be granted the ability.
Wish list add-on
Parry (1 level) - A unit hit by this attack loses 1 attack for the duration of the battle.
Usage: like slow but without the movement loss. Suggesting this since slow got changed to 50% damage in 1.17.
Hmm, since this seems to have become an ideas thread, I'll post my own ones too:
Transport - in the beginning of turn, give all adjacent units water movement cost=1 for one turn only
Example - when this unit attacks / engages in combat, all adjacent friendly units (possibly of a certain type only) gain a number of exp dependent on the opposing unit's level.
Transport - in the beginning of turn, give all adjacent units water movement cost=1 for one turn only
Example - when this unit attacks / engages in combat, all adjacent friendly units (possibly of a certain type only) gain a number of exp dependent on the opposing unit's level.
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JW and Noyga are spot-on. A thread with 5 or 6 ideas, each meriting 5-6 responses all jumbled together is not pretty. If you think an idea is worth consideration, then it's worth it's own dedicated thread.
Note that JW's "Abilities that have potential" thread is intended to serve as a summary of ideas that have already been discussed and earned (at least rough) community approval. It isn't intended as a place to propose and discuss new ideas.
Note that JW's "Abilities that have potential" thread is intended to serve as a summary of ideas that have already been discussed and earned (at least rough) community approval. It isn't intended as a place to propose and discuss new ideas.
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