Jump to content

Hrdina_Imperia

Map Designer
  • Posts

    243
  • Joined

  • Last visited

Everything posted by Hrdina_Imperia

  1. Achievements suggestions: From port to starboard Finish the map Ocean on expert difficulty, while using only single type of ground unit and summoning at least one of each 'ship' cards in the game (Ravenheart, Battleship, Corsair). Do not spawn other air units that ships. (As such, Death Ray and Drop Ship allowed, Sunstriders spawned from it don't count towards the single ground unit). Squad goals Finish the map Blight on expert difficulty, with all players only using squad-based units (ie. any unit, that has more than one member). Edit: Now that I read the Blight achievement, think I would hate doing that myself, so possibly a bit easier map could be used ^^
  2. Might as well include the first idea I had, which is revisited Twilight T2 archer from my own submission into the contest. I just want to see more reskined Magma Hurler units 🤗 Cursewood Uses Magma Hurler as a base. Abilities: Miasma Balls - Every 3 seconds, unit hurls a ball of infected miasma, dealing 210 damage to enemies in a 8m radius around its target, up to 330 in total. Enemies hit by the miasma are cursed: for the next 3 seconds, they will take extra 25% damage from entities infected by the Twilight curse. Transformation - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met! Impiety - When this unit is spawned through Transformation from other Twilight unit, its power cost is reduced by extra 15% on top of the usual reduction. When Cursewood is spawned in such a way, it will deal 50% less damage for 10 seconds.
  3. Recently, an awesome event took place with the Official Card Design Contest. As with any game and ever more so with card games, people simply do enjoy coming up with their own card ideas. No wonder, that this contest was super popular and arguably one of the most partaken in. Even the forum thread itself got over 100 replies, which is super nice (I myself am guilty of around 16 posts there *cough cough*). Since it seems people still want to share their ideas, instead of making up new thread every time, I decided that it might be worth while to make a megathread, where new card suggestions can be posted. I would also like to point to this awesome site - https://smj.cards/creator , where you can create extremely good mock-ups of new SR cards. Go wild people!
  4. I would welcome more squad based higher tier units any day. Add charge to them and I'm sold ;^)
  5. Amazing stuff, thank you all for your hard work. Happy to see the building changes, as an avid builder, stronger towers are welcomed!
  6. I'm happy to stay in Pro league, thank you very much. Let the suffering fun begin!
  7. All the artworks are amazing.. but I guess the upcoming promo Worldbreaker Gun is just goddamn awesome. Promo Juice Tank when?
  8. So after getting some more information at the Discord, seems the missing/corrupted card is the Evil Eye. Upon inspection, my own Evil Eye (Level 3 upgrade, single charge upgrade) dissapeared too.
  9. Last one from me, before the contest ends. It was fun to spew out card ideas, but even more fun to see what other people came up with. Really looking forward to the official entries. Name: Ancient Turret Tier & Orbs: T3, Neutral, Nature, Shadow Type: Building Power: 95 Hit points and Size: 1750 Attack value and Type: 1800 Passive Abilities: Plasma Bolt - Every 7 seconds, tower fires a magic bolt that deals 630 damage to enemies in a 7m radius around its target, up to 800 in total. Knocks back small and medium units. Phasing - This ancient construct is equipped with phasing generator, that allows it to phase out of physical plane for a short while. Upon receiving an attack, the tower will phase for 2 seconds, during which it is unreachable by enemy attacks, including the first one used to activate this countermeasure. Does not break friendly buffs or other effects. Once the phasing ends, the generator must cooldown for 10 seconds before it can activate again. Current Link - This building can connect itself to existing root networks, using the power currents for own advantage. Ancient Turret can receive all buffs gained from being part of this network, as would its other parts. Additionally, it can usurp the network support to enable shorter cooldown for the Phasing ability. At maximum level, a 4 supporters will shorten the cooldown to 5 seconds. Idea behind the card: Buildigns are always a bit less liked, but they are integral part of the game. As such, Amii faction could use one as well. This is defensive structure, that is based off the Living Tower. It offers relatively cheap price for average stats (numbers to be adjusted), but offers unique way of dodging damage by phasing out of existence. Additionally, it can connect to Natures root network for its own benefits, improving the Phasing ability and receive possible heals or any other buffs.
  10. Will add this here, as it seems to me that this might be connected to the first bug. Basícally, received a 7-card booster :^) I even tried to pull one from the boosters apparently ^^
  11. NAME: Reforging bug DESCRIPTION: During reforging, entered two energy parasites and two mumbo jumbo (shadow aff). Result was an error. REPRODUCIBILITY: Never happened before and yet not after. SCREENSHOT/VIDEO: Since I cannot take screenshots for whatever reasons (always screens the loading screen instead), I added a photo of the bug message. LOG: Attached below ADDITIONAL INFORMATION: No clue as of yet. _log_proxy_latest.log
  12. Contest is nearing the end. Looking forward to all the neat ideas 🙂 Name: Toxic Spill Tier & Orbs: T2 Shadow and Neutral Type: Spell Power: 70 Spell Effect: Blessed Leakage - Targeted enemy unit starts to leak a black toxic substance. Its radius is small at first, but soon it spreads in a wider area. Maximum coverage is dependant on the size of the infected unit (the bigger the size, the bigger the spill, from 15 to 25m). Enemy units caught within the dark spill have their agro-range (sight) reduced to 5m. If they leave the spillage area, they will regain their sight within 3 seconds. Last for 20 seconds. The host unit is immune to this effect, and additionally is immune to all other debuffs. Infused Leakage - Targeted enemy unit starts to leak a black toxic substance. Its radius is small at first, but soon it spreads in a wider area. Maximum coverage is dependant on the size of the infected unit (the bigger the size, the bigger the spill, from 15 to 25m). Enemy units caught within the dark spill have their agro-range (sight) reduced to 5m. If they leave the spillage area, they will regain their sight within 3 seconds. Last for 20 seconds. The host unit is immune to this effect, and additionally deals 50% more damage. Explanation of idea behind the card: Another idea for a Shadow based CC spell. It should fit into the criteria of risk vs. reward. The larger unit you target, the better area of effect you are getting, which can help you evade enemies, or greatly reduce camps damage potential (you cannot die if they cannot see/target you). At the same time, you are buffing this unit, either with bigger damage output or with cc/debuff immunity. It can also aggro normally and move away (the effect moves with the unit), so positioning is also a key issue.
  13. We need more squads! More beasty squads! Name: Wereworms Tier & Orbs: T1 Shadow Type: Unit Power: 65 Hit points and Size: 550 and S Attack value and Type: 600 melee Passive Abilities: Spit Rock - Each worm spits chunks of dark rock at enemies, dealing 25 damage in 10m radius, up to 35 in total. Affected enemies may only move at slow speed for 10 seconds. Occurs only every 12 seconds. Earth Dive - While moving around unit takes 50% less damage and knocks back small units. Affects ground targets only. Uses small Shadow Worms as a base. Explanation of idea behind the card: Shadow has really poor choice for CC on the early tiers, so the Wereworms can work as sort of knockback machine. They also get the utility of slowing down important targets, if neccesary.
  14. This one is from my fiancée 🙂 Name: Magmus Tier & Orbs: T1 Fire Type: Unit Power: 100 Hit points and Size: 530 M Attack value and Type: 600 Passive Abilities: Magma Breath - Every 3 seconds, unit casts a ray of mana that deals 85 damage to enemies in a 5m radius around its target, up to 120 in total. Fiery Aura - In area with diameter of 25m around this unit, enemies will take extra 30% damage from fire spells and active fire abilities. Active Abilities: Molten WInd - Sends forth a small fire tornado in the chosen direction. It travels for 15 meters in 5 seconds. Enemies caught within will burst into flames and take 50 damage every second. Uses mana wing model as a base. Explanation of idea behind the card: Fire does not have a flier on Tier 1. This also allows for more synergy with fire spells and abilities, while having to protect the birb.
  15. Name: Raptor Squad Tier & Orbs: T2 Amii, Nature and Shadow Type: Unit Power: 75 Hit points and Size: 650 & S Attack value and Type: 800 Passive Abilities: Infused Rip and Tear - Enemies attacked by this unit will take progressively more damage the longer they are in combat, up to 100% (scales over 10 seconds). If the target is switched or Raptor Squad doesn't attack for 3 seconds, the bonus is reset. Only works against medium and large units. Blessed Rip and Tear - Enemies attacked by this unit will take progressively more damage the longer they are in combat, up to 50% (scales over 10 seconds). Additionally, the affected unit will deal 50% less damage to Raptor Squad. If the target is switched or Raptor Squad doesn't attack for 3 seconds, the effect is reset. Only works against medium and large units. Elusive - as usual Uses dino model as a base, resized to S. Explanation of idea behind the card: More units for the Amii faction are always nice. More dinos are also always nice. Hence, this card was born. It offers decent ability, possibiltiy for strong DPS and hopefully relative balance. Questionable, how would this affet PvP.
  16. Let's bring in some Christmas magma hurlers 🥳 Name: Ice Thrower Tier & Orbs: T3, 3x Frost Type: Unit Power: 150 Hit points and Size: 1575 and L Attack value and Type: 2200 Passive Abilities: Sharp Ice - Every 4 seconds, unit throws a ball of sharpened ice, dealing 440 damage to target, and up to 660 in total in radius of 10m. It can ignore the usual damage reduction on frozen targets. Winterbringer - Units attacked by Ice Thrower will be frozen for 5 seconds. Can occur only once every 20 seconds on single target. If Ice Thrower is under the effect of an Ice Shield, its attack will also make frozen units have their freeze state elongated by 5 more seconds. Occurs only once every 20 seconds. After the freeze wears off, the enemy target will have period of immunity from this effect. Siege - Deals 50% more damage to structures. Uses Magma Hurler model. Explanation of idea behind the card: What can I say, another brother to the Hurler family. It allows nice synergy with the signature freezing ability of Frost, while also providing another 'archer' for Frost T3.
  17. Wish I could keep it down to single per day 😅 But I promise,, this is the last one (for today). Have to take a break for the upcoming holidays 😄 Name: Twilight Tumor Tier & Orbs: T4, Nature, Fire, Nature/Fire, Neutral Type: Unit Power: 250 Hit points and Size: 7520 and XL, flier Attack value and Type: 3050 Passive Abilities: Toxic Pores - Every 4 seconds, 4 openings in the skin shoot independently. Every one deals 190 damage to enemies in a 7m radius, up to 300 in total. Affected units are also weakened by the toxic sludge and deal 30% less damage for 5 seconds.. Infection - Just touching the tumor can be dangerous. Any unit that attacks the Twilight Tumor will be infected for 4 seconds. If the enemy entity dies while under effect of this infection, a small Twilight Tumor will spawn from its corpse. Maximum of 4 smaller tumors can be spawned per single big one. Slow - Unit has slow movement. Active Abilities: Transformation - as usual Uses enlarged Magma Spore model. Explanation of idea behind the card: New flier for the Twilight faction, Twilight Tumor serves as sort of 'mothership', infecting and weakening units around it, while being able to take big punishment. It's damage output is not great though for T4 and it's power cost, which means it needs to be supported in the late stages of the game. If used properly, nice number of smaller tumors can be ammased, which can serve as a meatshield/extra dps for the main units.
  18. My fellows, soon it's Christmas! Name: Ancient Golem Tier & Orbs: T3, 2x Nature and 1x Neutral Type: Unit Power: 110 Hit points and Size: 2200 and L Attack value and Type: 2450 Passive Abilities: Slow - Unit has slow movement. Primeval Construct - The understanding of inner workings of this primeval machine are lost to time. This unit cannot be healed nor buffed in any way. Debuffs can apply. Active Abilities: Pummel - 20 power - Activate to emit a shockwave, dealing 50 damage to units and structures in 15m radius, up to 400 in total. Knocksback small, medium and large units. Only affects ground targets. Reusable every 20 seconds. Uses Tremor model as a base. Explanation of idea behind the card: I like the idea of unit with pretty good stat-to-cost ratio, while having the drawback that you cannot heal it/buff it. This forces greater focus on micro and/or target management, which could be a fun way to play. And of course, Tremor deserves to have some friends 😆
  19. New day, new card 🥳 Name: Napalm Launcher Tier & Orbs: T4, Fire and 3 neutral Type: Unit Power: 230 Hit points and Size: 3400 and XL Attack value and Type: 4440 Passive Abilities: Napalm Bomb - Every 4 seconds, unit hurls a ball of napalm that deals 888 damage to enemies in a 15m radius around its target, up to 1134 in total. Damaged units will also burst into flames, taking 50 damage per second for 5 seconds. Affects ground targets only. Knocks back small and medium units. Active Abilities: Burning Skin (Toggle) - Activate to disable the units ranged attack and engulf its skin with napalm flames. It will emit a strong burn, that damages enemy units within 20m around itself for 150 damage every second. The beast will take 100 self-damage every second. Seething Hunger - Activate to eat an own unit, which has at least 500 lifepoints remaining. If Burning Skin is active, the remaining lifepoints will be added to this units life. If Burning Skin is off, eating a unit will place a buff on Napalm Launcher. It's next Napalm Bomb will have increased range of 60m, and will be also able to hit air units. Can be used every 10 seconds. Uses Necrofury model as a base. Explanation of idea behind the card: I think the Necrofury deserves some more derivates. This is splashable unit, with nice ranged damage, self-burning cloak for some fun shenanigans and ability to eat own units, so the Turtugun doesn't feel so alone. Using Seething Hunger with Napalm Bombs can also probably lead for some fun/cheese strategies on some maps. And I do love me some good cheese.
  20. That would mean that it uses one of every color (Nature, Frost, Shadow, Fire), or something similiar. Also, I promise this is the last one (for today). Name: Night Lynx Tier & Orbs: T1, Shadow Type: Unit Power: 135 Hit points and Size: 1150 and L Attack value and Type: 1100 Passive Abilities: Vampiric Siege - Unit does 35% extra damage against structures. Half of that damage is added to its lifepoints. Active Abilities: Midnight Bond - 15 power - Activate to bond Night Lynx to units within target area (diameter 15 meters) for 15 seconds. During the duration, all damage sustained by the bonded units will be transferred to Night Lynx. Uses Forest Elder (resized to L) model as a base. Explanation of idea behind the card: Big cat! Night cat! Cool cat! While the kitty eats building, it can keep other unit/s alive.
  21. I CANNOT STOP! But truly, already submitted my entries, but my head just wants to keep going 🥲 Name: Possesed Fortress Tier & Orbs: T3, Frost, Shadow and Frost/Shadow Type: Building Power: 175 Hit points and Size: 3195 Attack value and Type: 2400 Passive Abilities: Ghost Turrets - Every 3 seconds, 8 turrets deal 50 damage each to enemies in 5m radius, up to 75 in total. Knocks back small units. Can attack only ground troops. Ray of Despair - Every 4 seconds, unit casts an energy lance that deals 110 damage to enemies in a 12m radius around it's target, up to 165 in total. Can only attack airborne entities. Cadaver Walls - Possesed Fortress can collect corpses from fallen enemies every 5 seconds, storing the avaible energy. When damaged, the Fortress will use up this stored energy to heal itself, using 1:1 ratio of energy to HP. Maximum storage capacity is 750 lifepoints. Maximum healing is 150 hp every second. Uses Stronghold model as a base. Explanation of idea behind the card: Well, Lost Souls buildings are mostly lackluster. Only faction defense is Lost Launcher, while on higher tiers player has to rely on pure Shadow/Frost cards. Time to change that! Possesed Fortress provides that mid-to early late game defense, which can hold its own against both ground and air troops. It can also use the corpses to heal itself, while having only limited storage for balance purposes. Its not meant to be completely sustainable in every situation, but with perfect conditions (or some support) this building can hold the line very well.
  22. Card idea #2 which is on the serious note. Though I am still very on the fence, whether or not go for something else. Ahh, those decisions, decisions... 😄 Name: Worldship Tier & Orbs: T2, Nature and Shadow Type: Unit Power: 280 Hit points and Size: 2700 & XL Attack value and Type: 2400 & ranged (M counter) Passive Abilities: Ash Cannons - Every 2 seconds, 4 ashen turrets deal 60 damage each to enemies in 6m radius, up to 100 total. Sail Catalyst - Unless this unit is surrounded by at least 4 friendy Nature, Shadow or Amii units within 25m radius, it will gain the Slow debuff. Elusive - The duration of the immobilizing effects of Freeze and Paralyze is reduced by 10%. Active Abilities: Blessed Temporal Field - 70 power Activate to create a temporal field centered on the unit with a diameter of 25 m. Allied small and medium units within this field are immune to knockback effects, while also taking 30% less damage. Lasts for 20 seconds. The heavy load of the temporal generator means, that Worldship is unable to be healed during the effect. Reusable every 40 seconds. Infused Temporal Field - 70 power Activate to create a temporal field centered on the unit with a diameter of 25 m. Allied small and medium units within this field gain 70% siege damage, while also taking 15% less damage. Lasts for 20 seconds. The heavy load of the temporal generator means, that Worldship is unable to be healed during the effect. Reusable every 40 seconds. Uses Battleship as a base model. Explanation of idea behind the card: Amii as a faction is still quite the blank slate, so it's hard to come up with actually researched propositions. But I will still try to make a case for Worldship, new Amii heavy support vessel. First thing first, it's the second XL T2 unit after Harvester, but it will not take over his sweet spot, as Worldship flies - thus losing some of the advantages of this type, while having the ability to navigate some obstacles. As it's main role is to support small and medium ground troops, it also gains a Slow unless it is near such units. The idea is that Worldship will be spearheading attacks on enemy camps, shielding units from damage and knockbacks, or buffing them to deal faster with enemy buildings, especially spawners. Hefty bound price and extra power needed for the ability means the unit will be expensive, but worthwhile tool for Amii decks, while also synergizing with pure Nature and Shadow cards (small and medium units only). It shouldn't be an answer to every scenario, but might be most useful against heavily defended points. Another balance factor is that it is unable to be healed (self, globally, shamans etc.) while the Temporal field effect is activated. Means you cannot just attack-move in the middle of the camp and sit back. Numbers probably need to be tweaked (no wonder), but I think the basic idea behind it could serve as an interesting addition to Nature/Shadow decks. Also playing with the idea, that the Temporal Field could be a toggle (while also disabling attack of the unit, for balance).
  23. This is just a fun side card, but I have this dream of a squad consisting from 6 small Juggernauts 😄
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use