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You may submit an unlimited number of pieces for this contest.

 6 years ago (edited)

I really like that death condition! Windmage and firemage become even more fun. Physical immune isn't great, I have armies that only use physical attacks

I think shadow could definitely be an interesting piece for adding complexity to the game, but yeah the physical immunity does it make it a bit OP at higher tiers. At the same time though I think the death condition helps to balance that a little since you can't stray too far from your main section of units.

 6 years ago (edited)

I think I need to be more blunt. I would cost shadow+ at 35 minimum (and never use the magic ability). Against some armies, it's can't be killed at all, so it can destroy formation and take tons of pieces for free. Yes, there are some pieces that will be able to push it away or something, but physical-immune is WAY too strong to be on a unit with any unpenalized even mildly offensive moves. The death condition is very avoidable (especially with that movement) and does not change the fact that it can just eat into your army

 6 years ago (edited)

Only way to get rid of it is killing / transforming magic, OR pushing, but still only magic, which is the bad part. Many pieces have push that is ranged, I think it will thematically be better to allow those to counterplay Shadow.
Also, I think Shadow3 is OP, I wouldn't convert enemy piece to it in most games / situations (~95%).
While I find the death condition nice, it is too (mobile * immune), so it can effectively avoid it while winning the game by itself.
Rather than complexity, it would add "requirement" to have effective counter present in each army, therefore more limiting your setup and tactic.

Perhaps it would be better if I changed the death condition to it must be near a ally piece or increased the cost quite a bit to balance it out at higher tiers, but at the same time it doesn't have a lot of mobility considering that it has to have a piece on one of the four attack squares next to it at all times. Such as if there is a knight forking it and a swordsman attacking it and that's it it would at best only be able to take the swordsman but it would still die from having no piece directly adjacent. Also do you think it would work better if I maybe had the first tier convert enemies to shadow++ instead and decreased the price for later tiers? Perhaps I should also add displacement immune to eliminate that strat you're suggesting of teleporting it into the enemy base. What do you think of these suggestions?

 6 years ago (edited)

"Must be near ally" would certainly limit the 1-man-win . It has quite a good mobility on tier 3 at least. Also I noticed now that not all tiers convert enemies to tier3 as I think I read originally. That changes things considerably, balance-wise. Displacement-immune also removes the counter-play to push it into free space to die, so I don't think it works very well. I'll think about this new version before voting.

It can still be pushed or destroyed with magic, the reason I put displacement immune on it, is because most of the teleporting things seem to keep it relatively near units yet give it more movement which I figured was too OP. I made it displacement immune as a sort of nerf to remove nexus and beacon strats with shadow. I also tried to make the abilities more clear using more colors to make it more obvious what each tier does. Overall I still feel like my tier 1 is a bit UP and my tier 4 is a bit OP, but I tried to balance it out a lot more.

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