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Fickle Imp by KublaiKhan1
Name General Description
Fickle Imp v1
100
UNCOMMON
General
Wave lvl: 5

Submission
By: KublaiKhan1
Date:2012-12-04 14:37:17
Status: PENDING
ID:385
Last Update:2012-12-04 14:37:17
Description
A little imp, perfect at disrupting your concentration.

Abilities
Fickle
The carrier of this item attacks the target within range that it has hit last, or any target if it has not hit any.

Status:
PENDING: This item is not yet accepted. Users comments to this item:
So you don't need to micromanage some towers now.

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Discussion

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 Post subject: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 1:37 pm 
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This is the discussion thread for the item Fickle Imp (385)

Creator's comments for this item:

So you don't need to micromanage some towers now.


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 3:06 pm 
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I think his idea was the opposite. The item should force the tower to attack a different target. I am assuming the idea was towers that debuff creeps like dark/magic battery won't have to be micro'd. They attack a creep, put the debuff on it, then automatically attack a different one.

However, this idea is also interesting, although I don't like that it forces your tower to attack the same target. Personally I'd rather have the freedom to micro my support towers the way I want.

I also think it needs another effect because I honestly wouldn't waste a slot on my support tower with this item, and yet most support towers that would find this item useful are rares or uniques. Since this is the case, I think it should cost more gold and also increase buff duration (intended version of item). For this version, perhaps increase attack speed or trigger chances.

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<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 3:33 pm 
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Yeah, i know this guy (Aristarx), and he mentioned he wanted exactly that:
Quote:
The item should force the tower to attack a different target


I believe new Fisherman v9 has almost same property (but needs 4 attacks before switching targets) for same reasons: debuffing different units.


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 4:15 pm 
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Best item for 1 tower: flashing grave. By the way, that tower is now officially my fav carry. If you build it close to spawn, you can kill the creeps super close to spawn and avoid lag in bonus rounds.


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 4:20 pm 
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Flashing Grave as a carry for bonus round? Man, i want your luck. ALL OF IT. RIGHT NOW!


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 4:23 pm 
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There appears to be a misunderstanding... my tooltip is wrong. This does exactly what he wanted, by method Hokkei suggested, buffing each hit target, it picks the one with the shorest duration left, IE, the one it has hit last in order. Like, if you hit A then B then C, I call A last, since I imagine this as a queue.

TL;DR, tower hits everything once before hitting anything twice.

Also, I can't possibly imagine a use for an item that forces your tower to stay on a given unit.... it does that anyway, assuming the target remains within range.

I'm thinking a new tooltip would be "forces tower to attack as many different targets as possible". Thoughts?


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 5:52 pm 
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http://www.eeve.org/YouTD/viewresource. ... 7&start=15

Isn't that kinda the same item?

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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 5:54 pm 
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kinda is but it isn't.

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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 5:56 pm 
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If you think of it as a queue, then A is the first one because it entered first and leaves first. The last one is the one who just comes into the queue and waits till everyone in front of him has left.


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 6:04 pm 
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I meant to say stack lol. My thought was the data structure that uses push and pop. I always get stacks and queue's confused :/.


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Tue Dec 04, 2012 8:00 pm 
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I repeat:

Nubz wrote:
I also think it needs another effect because I honestly wouldn't waste a slot on my support tower with this item, and yet most support towers that would find this item useful are rares or uniques. Since this is the case, I think it should cost more gold and also increase buff duration (intended version of item).


I suggest upping gold cost and adding +2% buff duration per level. Really this item as is is a nerf to the tower you put it on, not a buff, so it needs something else. I think buff duration is better than attack speed (haunted hand item cedi liinked) because it fits better with the whole concept.

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Post subject: Re: Fickle Imp v1 (385)
PostPosted: Mon Mar 23, 2015 9:08 pm 
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I really don't think this item is needed this way.

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