Author
Message
lololol
Newbie poster
Joined: 10 Aug 2010 Posts: 106
lets allow +1 item for chaplin/shamans ! lets allow +1 item for chaplin/shamans , lets try this for 1 week about.
maybe possible to make pool here for voting?
i think it will be great if such not popular units will be able to use an item....
Posted: Sun Sep 12, 2010 9:01 pm
---JaMeS---
Newbie poster
Joined: 28 Apr 2010 Posts: 60
chaplains with demo would own so bad....
Posted: Mon Sep 13, 2010 11:23 am
Feathers
Newbie poster
Joined: 03 Sep 2009 Posts: 407
man if you want this bugger off to a newbie server like hcs or get Cola(fr) to get his European servers back up
Posted: Mon Sep 13, 2010 7:04 pm
Mischoko
Newbie poster
Joined: 01 Feb 2010 Posts: 45
meh that would be strange.. but If! .. then lets add one free slot for them so you could take whatever u want
Posted: Mon Sep 13, 2010 7:09 pm
lololol
Newbie poster
Joined: 10 Aug 2010 Posts: 106
i am telling for try, try to make better balance.
who like to play chaplins/shams? peoples who like magic=more possibilities or who boring:). lets have them this possibilities.
P.S. I not want one more noob server like hcs:).
Posted: Mon Sep 13, 2010 7:21 pm
Trigardon
Newbie poster
Joined: 16 Jul 2009 Posts: 376
Create a new healer only item and give it to both...
Posted: Mon Sep 13, 2010 7:59 pm
Feathers
Newbie poster
Joined: 03 Sep 2009 Posts: 407
the whole point of a healer is too heal not go on a fucking rampage
IF you were to give healers an item
Chaps. Rolecator
Shamans. Frenzy
both items from getting out of the way of whorers who use them for easy kills
Posted: Tue Sep 14, 2010 5:13 pm
Mischoko
Newbie poster
Joined: 01 Feb 2010 Posts: 45
omg chaps with reloc ... my life is ruined!
Posted: Tue Sep 14, 2010 6:23 pm
Chiprel
Newbie poster
Joined: 08 Sep 2010 Posts: 33
giving them snare/immob wouldn't be a bad thing
(1 snare/immob on fifth slot-for every sham/chap by default.)
F1
Posted: Wed Sep 15, 2010 6:23 am
LaDy
Newbie poster
Joined: 30 Jul 2009 Posts: 13
Ofcourse !! should be great
and if im not mistaken, XR already implemented this all that needs to be done is to activate it *cough*groents*coughgghsshs*
Posted: Sat Sep 25, 2010 10:05 am
Trigardon
Newbie poster
Joined: 16 Jul 2009 Posts: 376
Healers don't have any debuff currently and imo it should stay like that for once.
Chaplain idea:
GIve him a SKILL on the 5th which increases his speed OR heals him when hit for like 5 sec or until action done?
Shaman:
Give him wards to deploy, only that those work like sensor but die over time
Posted: Sat Sep 25, 2010 8:51 pm
CarniWhore
Newbie poster
Joined: 07 Apr 2008 Posts: 87
I love the smell of flaming shamans in the morning
Posted: Sat Oct 02, 2010 9:05 pm
EskiMo
Newbie poster
Joined: 15 Oct 2010 Posts: 8 Location: Israel
great idea lol...
_________________
Posted: Fri Oct 15, 2010 3:01 pm
lololol
Newbie poster
Joined: 10 Aug 2010 Posts: 106
my proposal:
Let healers carry items from RC and Arcana.
for making Savage more attractive for newbies!!!,
for more strategy/tactic possibilities,
for more useful units,
and without changing game balance.
P.S. I have huge commander experience and can tell , what extremely rare case when useful to build healer tech before some others. Almost always better to start double/triple buffs and only after to build healers...so my propose will balance tech without changing team balance, at least lets try this configuration for a while.
Pss:
quote CrossLight
As for 5th item slot, would the ammo double the chaplains healing ability? Along with the mana crystal regenerating the shamans healing faster? If not they should.
[/quote]
I think shaman with mana crystal need to regenerate mana x1.2 faster
and chaplain with ammo box need to have x1.2 heal capacity (or about x1.5 more heal potions)
Posted: Thu Dec 16, 2010 4:39 pm
Feathers
Newbie poster
Joined: 03 Sep 2009 Posts: 407
you need to be careful on balancing it because you need to keep a few things
-originaltity of savage
-healers are meant to heal not be killing machines
Posted: Thu Dec 16, 2010 6:19 pm
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