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New Dark Troop: Rager.
This very well may have been suggested before, but when I thought of it I figured I would make sure.
Troop name: Rager
Training cost: 225 DE, 260 DE, 300 DE
Training time: 15 minutes
Housing space: 14
Hit Points: 500, 600, 840
Movement speed: 16
Attack: 1 second, 5-tile ranged 2-tile area effect
Max level: 3
Unlocks at Dark Barracks level 4, upgrades to level 2 at Laboratory level 6, and upgrades to level 3 at Laboratory level 7
Yes, this is basically a Healer that instead gives rage to its allies. The only statistic I didn't list is the damage stat, that is because I am unsure how to list it. If I were to list it as a direct increase in dps of 30, 41, and 55, it would make tier 1 troops rather ridiculously powerful. On the other hand, if I were to list it as a percentage increase in dps of 50%, 64%, and 80%, it would make giants and wizards outrageously powerful. Not sure how to work with this, it will be something to play with.
The Rager would be a flying unit, immune and susceptible to all of the dangers and benefits that brings.
The only question I find hard to answer is the matter of favorite target. If I simply say "Any", then the Rager would either randomly select any one target in range and buff that one. I think the best way to work this out is to assign values to unit based on their Barracks level, with dark troops having their values doubled to compensate for their lower cap.
One specific that could be used to nerf this otherwise ridiculously overpowered unit would be to have its effect include that of the Inferno Tower; if a Rager buffs any given unit, that unit is exempt from all healing effects placed on it. The effect would last for one second, matched with its attack speed. It would therefore be able to increase a group's damage indefinitely, but also deny them healing indefinitely, at least until the Rager is killed.
One remaining question concerns the increase in movement speed. Of course, a Rage Spell gives a rather dramatic increase to its recipients' speed, the Rager could do the same, at +14, +17, +21. Or, it could rest on the fact that a stack of giants can almost walk right through a wall.
The other remaining question concerns the Rager's purpose defensively. I think it would be a good idea to have it target only cannons and archer towers, and have that defensive structure's damage increased by the same amount that your offensive units would be.
Description: The Rager is the Healer's evil brother. Like the Healer, it wants to see its comrades succeed. Unlike the Healer, it channels Dark Elixir to give them incredible strength. Opposite the Healer, it's recipients cannot receive healing while under his benefit.
Reference Art, obtained from Bing Image Search:
http://doomwiki.org/w/images/6/62/Maledict.png