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Jodekoek

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  1. I checked in-game, there are units present that cast a spell that prevent card presence it seems indeed! I suppose they are new creatures then As for more feedback, it has been bothering me a bit that this map is so beautifully designed yet the minimap doesn't really do it justice (in my opinion), I made a quick photoshop edit to give a suggestion to maybe edit the aesthetics of the minimap to please the eye a bit more. Just an idea.
  2. Crashes again every 10 minutes or so, mobile internet is pretty stable I believe. It appears in some periods my game just flat out crashes and dc's me and in other periods there are like 5 second freezes but the game catches itself again, not sure what to do anymore _log_proxy_latest.log
  3. That could work too, though it would have to be a substantial healing over time. I think instant heal is a better design and needs to be present in the card to some degree, because if it is just gradual slow healing then a player may as well just heal up with viridya (also T2) or stand next to a building to slowly heal up. I think it has to helpful during a fight, and for that, healing over time of this card would have to be increased dramatically; or better yet an instant healing could be added. If the battle is so easy that slow gradual healing is sufficient then a player just decides not to put the card in the deck, I reckon. If the battle is hard then you almost have to have some instant healing. The middle ground idea could be making it a very powerful gradual healing to sort of delay the death of your army long enough to survive but it would have to be quite powerful. Just my 2 cents.
  4. Hmm, well I was trying to spawn small units and it was far from the mark of the keeper. I think those Timeshifter Spirit-like units in that camp have a specific anti-card use spell if I remember correctly. Don't they? Either way I happened to me several times uniquely in that camp on that map 😄
  5. I think the card should provide at least some instant healing, it would be so weak in t4 it could be distinct from regrowth in that way. But, perhaps a better idea is to provide instant healing per unit? Whereas surge works best for a small army, perhaps ray of light could reward a large T2 army and instant heal let's say 250 per friendly unit, making it inferior to surge if used on a few units but superior if used on large groups? And then a small % heal over time on top of that with a total maximum. Idk.
  6. That would be even cooler, I agree. Perhaps an added instant healing of 750 or something of that nature, to still keep it slightly inferior to surge of light in terms of emergency healing? Either way it feels too useless right now. I like that all the healing cards are distinguished though. Can't tell you how many times my Batariel died because of that pesky delay in equilibrium but it is good design.
  7. Been playing a lot of shadow/nature lately and I have some minor suggestions in case the team is interested: 1. Increasing Ray of Light's healing to from 3% per second to 4% per second or from total 3300 healing to 4000 healing. - Personally I feel this card is still a bit too weak and is too dominated by Surge of Light. I'd like just a bit more incentive to use it. I think for a slow, gradual healing spell it can pack a bit more punch still. 2. Reducing the cool-down of Shrine of Memory from 60 seconds to 30 seconds after being built or increasing the speeding-up of void return from 300% to 350% or 400% . - I feel SoM is by far the weakest void return building of the four factions. I reckon this may have to do with Nature's faction design? Due to having to prevent too much abuse of voidlessness (mind control, promise of life, etc)? Either way, I always find myself craving one of the other faction's void returns and indeed often feel forced to go furnace of flesh with cultist masters as it just feels too slow. What bothers me the most is that ridiculous 60 second cool-down after construction. I get that with Shrine of War as it is so insanely powerful, but this one is kind of weak in comparison if you ask me, so it feels like too much. Just some thoughts. Cheers!
  8. DESCRIPTION: So if you destroy the first monument on UV and then try to rebuild it: you cannot. This is at least true on pos 2. I did not test pos 1. REPRODUCIBILITY: Always happens, or at least if you play solo on expert.
  9. Is it just me or is it incorrectly impossible to cast certain cards at the T3 orb (northwest)? I have found I get a warning: ''no friendly units nearby'' even though I do have those. Or perhaps it is the spell of that spirit unit? Either way; not a fan of it. On the other hand, I like the secret paths, the free windweavers if you know where to find and the camps to tackle. The only camp I feel is a bit too strong is the northwestern one, I find it a bit too brutal with the high health spawn so deep and so well protected. Perhap the worst problem is the ridiculous re-spawn rate, it seems entire armies respawn in 5 seconds. Voice work is great. Visually the map looks fantastic. I do wonder what the idea was behind that whole eastern island area, because it kind of contrasts with the timer factor that forces you to go west. I haven't gone there because why would I?
  10. I played this map a ton already. I really enjoy the high level of diversity. There are three major ways to get your third orb, and each has its up and down sides. Figuring out which one works best is still something I am wondering about, and this keeps me thinking about different tactics to tackle the different paths to take to reach the finish line. I think that that is the essence of this game: crafting decks and contemplating how to tackle the map. So, really good job! What also deserves a special mention is the different mechanics: defending the north to get access to an orb but at the cost of having to keep defending that northern base, the dreadnought side-option, the banestone time factor, the proximal t3 orb in the center that is so close within reach but such a nightmare to clear as it is so surrounded by camps, the increasing wave strength. You can even play this map defending the western base only once or perhaps not at all (defending elsewhere). So many goodies! This complexity can be overdone but it is just the right amount. Voice acting I like it too, well done for sure. Cheers
  11. Doesn't Aura of Pain do like 16k damage (maximum) for 80 power in t3? 😄 Seems pretty good to me
  12. Okay that is good to know. I can use my second mobile hotspot while I have it. Thanks for the tips!
  13. Thank you for the reply, Ultdragon! Does that mean that a 1-2 second drop of connection causes the game to freeze permanently?
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