New trait
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Counter-abilitites are crap; opposite abillities aren't though; stalwart lowers damage when defending; and charge raises damage on attack; but they definetly can't be considered counter-abillities; as they just don't work when using against eachother; but work good when used in other situations;
This anti-magic only works with magic; a better abillity would be something like "Defence is always at ?% percent when defending; this may not be altered by abillities and skills" which means that the creature gets better (or worse? who cares!) at defending when he's the defencive side; it just gives an extra boost to the skill that it renders magic and marksman useless aswell while defending.
This anti-magic only works with magic; a better abillity would be something like "Defence is always at ?% percent when defending; this may not be altered by abillities and skills" which means that the creature gets better (or worse? who cares!) at defending when he's the defencive side; it just gives an extra boost to the skill that it renders magic and marksman useless aswell while defending.
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CAAC - counterabilities are crap. I like it.
Abilities that speficially intend to nullify another unit's abilities are frowned upon, like a "tracker" ability that nullifies ambush.
Abilities that speficially intend to nullify another unit's abilities are frowned upon, like a "tracker" ability that nullifies ambush.
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Unit 1 is weak against A....Beleth wrote:Could someone please clarify how this would become an arms race?
Unit 2 has B, which is the counter for A...
Unit 3 has C, which is the counter for B...
Etc....
I think that might be it.... but I'm not sure.
CAAAN = Counter Abilites aren't always needed?
TMADH = Too many Abilities don't help?
IWNIWWHI = If we needed it we would have it?
TMASTG = Too many abilities spoil the game?
CAJDW = Counter abilities just don't work?
Umm...
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You could use those for level codes in a silly online game.Emmanovi wrote:CAAAN = Counter Abilites aren't always needed?
TMADH = Too many Abilities don't help?
IWNIWWHI = If we needed it we would have it?
TMASTG = Too many abilities spoil the game?
CAJDW = Counter abilities just don't work?
Umm...
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- Elvish_Pillager
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Hmm... while I think it a bad idea to include traits and abilities which refer to other traits and abilities that are on other units which may not actually exist...
It might be reasonable for there to be a trait among mages which increases their magical accuracy to 80% or 90% or something. By putting it only on mages, you know that the 'target' ability (a magical attack) is actually there.
It might be reasonable for there to be a trait among mages which increases their magical accuracy to 80% or 90% or something. By putting it only on mages, you know that the 'target' ability (a magical attack) is actually there.
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I know we don't need more traits, but i can't resist...
Lucky
adds +5% to the units defense in all situations.
Suitable for races who don't already have huge defense bonuses.
Lucky
adds +5% to the units defense in all situations.
Suitable for races who don't already have huge defense bonuses.
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Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Elvish_Pillager
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That's not a new trait, that's old, old, old, and has been countered umpteen bajillion times! Do your research!Eleazar wrote:I know we don't need more traits, but i can't resist...
Lucky
adds +5% to the units defense in all situations.
Suitable for races who don't already have huge defense bonuses.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.