1 Attachment(s)
NEW dark troop JINN!!! [please READ][VOTE]
Hi guys.
After introducing original and new troop called Spy(check it out, if not yet), I was thinking about a unit which can bring more diversity to the game. Let me present to you new creature coming from the East - Black Jinn (or Djinn, or Jinni, or Genie, whatever).
Disclaimer!
I know there is already proposed troop Jinn in this forum. However, mine has a different concept.
Let's begin with some stats.
Attachment 29491
Name: Jinn
Training Time: 30 min
Housing Space: 25
Movement Speed: 16
Type: ground unit
Description: Born of dark, spirit's strength are in the spells. Weaponed with all possible magic, this scorching fire demolishes and devastates everything on his way.
|
level 1 |
level 2 |
level 3 |
level 4 |
| Training Cost |
100 |
120 |
150 |
170 |
| Seconds per spell |
5 |
4 |
3 |
2 |
| Hitpoints |
700 |
750 |
810 |
870 |
| Spells available |
lighting |
rage, lightning |
jump,rage, lightning |
freeze, jump,rage, lightning |
Here we go in details.
HOW will this unit fight?
To better grasp the place of Jinni in the game, you can compare it with Healer. As Healer in common barracks, Jinn is a representative of magical troops in Dark Barracks. Spell factory has 5 spells. Don't you ever wonder who is creating them? Well, here is the answer: Healer is responsible for Healing spell, the rest is a service of Jinn. So now, you can imagine how will Jinn act in the battle. Like a Healer, Jinn will cast a spell from its arsenal: lighting, rage, jump or freeze. However, which one player cannot choose, Jinn will randomly act at the speed defined by his level. Of course, lightning and freeze spell will be implemented to nearby buildings and walls. Referring to rage and jump ones - to your ground troops.
Jinn is a great troop to keep in CC. He will boost your defensive buildings with rage or freeze enemy's troops.
What about Damage?
Well, damage of Jinn is independent of spells' level in factory. Damage points do not increase along with Jinn's level. The main differences between levels of Jinn is the time it takes him to cast another spell. Costs for improving Jinn will be available soon.
Following logic of the game, damage points were calculated in accordance with comparison of Healer and healing spell., Healer is approximately 6-9 weaker per shot.
Lighting
Spell's total damage varies from 300 to 450, 6 strikes.
JINN: dps 50, strikes 3, total damage 150. radius 2 tiles. random radius 3 tiles.
Rage
Spell's duration 18 seconds, percentage of age varies from 30% to 70%.
JINN: duration 10 seconds. increase in damage 15%. speed 20.radius 4 tiles.
Jump
Spell's duration approximately varies 10-20 seconds.
JINN: duration 7 seconds. radius 2 tiles.
Freeze
Spell's duration 4-8 seconds.
JINN: duration4 seconds. radius3 tiles.
Some will argue the relevance of East creature to game. Just take a close look at wizard. Inputting somewhat arabic (you might say) legendary creature is aligned with concept and in my opinion is in frames of game. After all, there is no strict restriction to troop of being only viking-like or burn only from European mythology.
In the end, I've tried to combine ideas proposed earlier by several players.
Thanks for reading. Extremely waiting for your opinion, ideas, feedback.
nice troop ^^ like it very much
very nice troop but you should increase the training time to 50 min. the housing space to 30 and his health should be increased to 700 for lvl1 and 765 for lvl 2, lvl 3 to 810 and lvl 4 850 ^^ the spells per second should be slightly increased ^^ the training cost should be 750 for lvl 1 and should be a flying type ;) that's my opinion guyz ;)