Sunderland's runes that need a buff !

Discussion in 'Sundered Lands' started by PentiumHosz, Nov 17, 2015.

  1. PentiumHosz

    PentiumHosz The King of Potatoes

    Let's start with spells............. Not listing every spell just ones that need a buff..........

    Acidic Gale --- 40 Nora Enemy champ takes 50% there total Nora in there bank..... Good vs heavy Nora gen. Bad vs all others. Too complex to keep track of Nora levels unless we had a other champ or magic to tell what Nora is in there Nora bank. Maybe a relic to shows enemy's Nora level! even then would need to do more! Then this could be a 1 run rune. How bad is this 3 out of 10

    Ambush --- The next enemy spawned or summoned takes 20 magic damage. And becomes Eviscerated 2. Hidden Effect. Not bad not great. If on top of this it did Stasis !! Then it would be cool to run 1 maybe 2.
    With Stasis would be about a 7 out of 10. Without because of summons. Heals and whatever else. Gives enemy to much time to think of easy fix. 3 out of 10. Nora Cost 35

    Antimagic Field --- For 6 Turns all spell damage is prevented. This is bad in so many ways. For 1 it's not even hidden. For 2 is 40 Nora. And if enemy is smart they will no use spell damage... Make it hidden. Last 6 turns after effect triggers. Also if at end of 6 turns enemy did not use spell damage. Refund 50% Nora !

    Arcane Maelstrom
    9 undeployed runes in your runedock are concealed. Target champion takes Electricity damage equal to the total number of concealed runes in your runedock. 9 Damage for 35 Nora... Most damage you can get is 30. That's a maybe. 1 out of 10

    Battle Fatigue
    For 4 turns, when a champion successfully attacks, it loses all remaining AP.
    5 out of 10. Maybe 6 turns. Or effect enemy only for 4 turns. 35 Nora

    Blaspheme
    Area Effect 2: The affected area becomes Sealed (Units requiring a deployment zone may not be deployed on this space). 30 nora Hmmmm not sure what to do with this one. Maybe for 6 turns can only summon champs at there shrine and not Nora Font`s even if you own them. So if enemy transfigure. They can`t summon champs for the 6 turns. No matter what. Just an idea to make it sort of useful. As is 1 out of 10 zero if possible.

    Blood of Dragon
    For 6 turns, all friendly Dragonkin have Damage Shield: Acid 3. Nora Cost 35. Maybe the next 6 Dragonkin Gain Damage Shield acid and fire. drop the cost to 30. Or next 4 Dragonkin drop it to 20 Nora. Kinda sure that players would like that more. As is 2 out of 10
    Call to War
    Summons 3x Draksar Footmen with Aggregate to the nearest Deployment Zone

    OMG ROFL 80 Nora destroy 1 and other 2 drop with it. Not even worth 50 Nora.... At least Skeezick Revolt does something. Give enemy 1 champ. Give user 3 diff champs that do diff stuff. That fall normal way. Maybe then it would be fine then. As is 1 out of 10. is just that bad.

    Cancel Magic

    For 6 turns, the next spell your opponent casts costing equal or more nora than this spell fails (Nora is still used, and the spell still cools down). This effect is hidden until triggered. Only 1 change for this. If after 6 turns no spell is cast. Refund 50% of this spell cost. Right now It`s a 5 out of 10. Never know what you will counter. Its not that cancel magic is bad. Its just to random. Can win lose games. depends. 40 Nora.

    Cultural Contamination
    All friendly units with Pack Leader gain Overseer: Moga 2 and all Friendly units with Overseer: Moga 2 gain Pack Leader. All Friendly units with Ghern'bound gain Pack Mentality and all units with Pack Mentality gain Ghern'bound. This is more of a SP magic. 20 Nora . Its cheap to cast. Does nothing for Sunderland`s . For now maybe they might change this magic. So at least does 1 or 2 fair things for Sunderland`s

    Drought
    Area Effect 5: Affected water terrain becomes dirt for 6 turns. Non-Sundered Lands champions within effected spaces take 4 damage and lose all remaining AP. Aquatic and Semi-Aquatic champions take 8 Magic damage.
    35 Nora 4 damage and Ap drain terrain change. Does lots of diff stuff here. Nothing really great tho. Could be worse. Aoe 5 Good vs FS Maybe. 4 out of 10

    Energy Overload
    For the next 6 turns, your opponent's Shrine or Avatar takes damage equal to 10% of their total nora at the end of their turn. This would be for some sort of trick battle group.
    Other then that It`s just plain bad. 2 out 10.

    Mimic



    Target friendly champion gains all upgraded abilities of adjacent non-Avatar/Boss/Elite enemy champion. Basic attacks and abilities that change a champion's form are not gained.
    3 out of 10. If enemy champ lost them upgrades that caster gains maybe then be better. Example mimic enemy champ loses all upgrades and target gains them. Or steals them. Even then 5 out of 10.


    Nora Trap
    Target champion is Nora Trapped 4 (When this condition is removed, this champion takes Magic damage equal to 50% of the amount of nonshrine, nonfont nora its owner generated while it was active). This effect is hidden until triggered. Vs heavy Nora Gen Good Vs all others bad. Mostly bad. 2 out of 10. Let`s think here.
    35 Nora is cost. Maybe whatever Nora is left in your bank plus cost. Is Magic damage to enemy champ. Then your Nora Bank is empty. Even then is expensive. But It`s a way for Sunderland`s to remove a champ. From a spot at random 4 turns 35 plus nora left in bank say example 15 in bank when cast on enemy champ. Nora drops to zero four turns pass enemy champ takes 50. Sounds fun then.

    Pack Savagery
    All units with Pack Mentality or Pack Leader engaged with an opposing champion makes a free Physical melee attack against one of the opposing champions it is engaged to. Again don`t play sp so can`t really rate this. As for pure Sunderland`s bad. 4 out of 10

    Scapegoat
    Target friendly champion is considered to be the target of the next opposing single target or AoE spell casts on a friendly unit. This effect is hidden until triggered. If this unit is an invalid target of that spell, this effect will not trigger. Again like cancel magic. Its kinda a gamble. It also uses a good place for something else. 5 out of 10 if at end of effect refund some Nora maybe. If effect does not trigger. 50% Nora refund. 35 nora cost

    Thaw
    Area Effect 6: All Snow and Ice terrain within the affected spaces become Sand. All Arctic champions within the affected spaces take 7 Fire damage. 30 Nora cost 1 out of 10 All none dragonkin take 5 damage and lose 3 defense in the Area Effect 6 Maybe. Even then not sure. It`s kinda a waste of nora as is -3 defense and 5 damage is not bad i guess for some many turns. Sand is an extra. Maybe then 4 or 5 out of 10.




     
    Ifem21 likes this.
  2. Ifem21

    Ifem21 The King of Potatoes

    iPox used to use Energy Overload in tricky noragen bgs, was beautifull too se your shrine explodes for having too much nora.

    Pack Savagery is an Auto in Kanen BGs, take it away from this list.

    The others suck. Some of them are usefull in certain cases, but really hard to use (Cultural Contamination is an example, if people want to run some Kanen mixed with Mogas, don't kknow why).
     
  3. themacca

    themacca Master of Challenges

    ima just pretend you didnt just call cancel magic, battle fatigue and pack savagery bad
     
    Sirius likes this.

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