- Joined
- Dec 13, 2008
- Messages
- 1,049
No no, no coral ancients, haha.
But I say we should go back to the old drawing board on the Anomalies, since that was brought up again.
I like my original plan of a unit that has a random factor (which we decided would be an ability). I personally dislike the Hero idea for this:
1) It is predictable. There is no sense of "random" and "unique" involved with it, as anomalies should be
Anyways, here are some ideas for passive abilities that would not change a whole what different Anomaly you used (ie, if u kill it, u are wasting gold/time)
Poison Spines (2dmg/sec poison attack)
Hardened Carapace (ignores additional 5% damage from all attacks)
Inkjets (5 second Wind Walk, no bonus damage)
Intimidating Frills (on cast, reduces enemy attack damage by 5%)
Theres some ideas to fiddle with. And as you may tell, I am rooting for a melee unit xD
But I say we should go back to the old drawing board on the Anomalies, since that was brought up again.
I like my original plan of a unit that has a random factor (which we decided would be an ability). I personally dislike the Hero idea for this:
1) It is predictable. There is no sense of "random" and "unique" involved with it, as anomalies should be
Anyways, here are some ideas for passive abilities that would not change a whole what different Anomaly you used (ie, if u kill it, u are wasting gold/time)
Poison Spines (2dmg/sec poison attack)
Hardened Carapace (ignores additional 5% damage from all attacks)
Inkjets (5 second Wind Walk, no bonus damage)
Intimidating Frills (on cast, reduces enemy attack damage by 5%)
Theres some ideas to fiddle with. And as you may tell, I am rooting for a melee unit xD