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Asher

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Posts posted by Asher

  1. 15 hours ago, Majora said:

    We are very much aware of this issue, but have to carefully decide which units Nightguard (for example) should be allowed to take over, since its a very common strategy for PvE. One step in this direction is adding power costs and orbs to every PvE unit (and building, Matter Mastery), so we at least get the option to change this. As for Lost Souls Mind Control immunity, this was a last minute addition from the original developers from EA, probably once they realized how problematic Nightguard was. 

     

    Yeah adding visibility to the enemy units would be great. Right now it's confusing what you can / cannot capture. The problem with giving all lost souls just blanket mind control immunity is that it completely makes all mind control abilities other than night guard's completely useless. So you can't use mind control, a 300 power t4 spell to capture a lost dancer for example. Kind of broken.

  2. Problem: Mind control ability with units such as parasite swarm, night guard etc. is highly inconsistent throughout the game and even same units on different maps behave differently. Another problem is the confusing description "Can control units up to 150 power cost" for example. How is a player supposed to know how much power enemies cost? 

    Solution: 

    1. Nightguard can swap small, medium and large T1 and T2 units
    2. Parasite swarm small, medium, large T1, T2 and T3 units
    3. Mind Weaver small, medium, large, x-large T1, T2 and T3 units (upgrades to T4 units)
    4. Mind Control (spell) small, medium, large, x-large T1, T2, T3 and T4 units
    5. Remove lost souls mind control immunity 
    6. If there are bosses and/or sub bosses which shouldn't be mind controlled (eg: raven ships from the slave master map) add leader immunity
    7. Of course fix the fact that some clear t3 units spawn as t2 units on some maps like stone warriors, twilight horrors etc.

     

    This would remove the power cost thing from the equation completely and make these mechanics behave the same on every map.

     

    PS Of course tiers and sizes are not set in stone, feel free to play around with them if you find them too strong / weak. The point is that the only thing that dictates whether or not a creature can be mind controlled should be its size and its orb count. 

     

  3. 7 hours ago, LEBOVIN said:

     

    Haha that’s not a fact. Lots of great cards are at T3 and for some maps u don’t even need t4.

    Saying 'haha' does not make a point, sorry. The fact is with the current Amii monument you don't need t3. The only reason why you would ever play t3 is if another player has Amii (or you think another player has / needs Amii and you don't want to take it away from them) or if you simply don't want to play Amii because it's too overpowered by your own volition. 

     

    8 hours ago, Volin said:

    So your T4 is just random cards no matter color? Nah thanks 🙂

    Yeah you know.. kind of like that other card I mentioned, called enlightenment. And of course there are downsides to building t4 amii, it takes a deck slot + we can probably buff the cost of it, reducing the speed at which a certain map can be completed etc. What is your solution? Feel free to propose it.

  4. Honestly the entire design of this card is problematic. It completely breaks maps that came out before it, and makes is so that you can just skip building t3 units in your deck. In fact if there wasn't a limitation of one amii monument per map, nobody would ever bother collecting T3 unit cards in this game.

     

    Making it so that you have to manually activate it, doesn't really solve this issue, it just makes the card more annoying to use in my opinion. 

     

    Making it t4 is the same as removing it (which I am not completely opposed to tbh). Because let's be honest when was the last time you built a t5 deck? Nobody is going to waste 1 slot in their deck for that, especially since they can just swap orbs for less power. Your scenario would be useful if somebody requires to switch orb multiple times, but outside of few achievement quests, nobody is really doing this.

     

    What about making it T4 and make it give a permanent enlightenment effect? I.e. you can play any card without orb requirements once amii is built. That's all I've got, sorry I have no clue how to fix this card.

  5. On 9/9/2021 at 12:03 PM, Cocofang said:

    Why? 🤨

    It's hard enough to even sell commons because the game is flooded with them. Nobody needs to buy more commons. Except maybe people starting out.
    That's doubly true for starter commons where literally everyone has them. And having some fixed starter cards that are account bound doesn't strike me as particularly unintuitive.

    So what's the benefit that's supposed to justify the change? Is shuffling together maybe less than 100 additional BFP from selling them all in AH and trade chat really the goal? Or is it some OCD thing of wanting to have a super clean inventory? In that case opening boosters must be hell.

     

    The OCD thing... just having some cards I can't get rid of, is bleh. As for opening boosters part I am hoping that in the future there will be a system to get rid of common cards 😛 And if not I can always give them away to new players.

  6. No reason why these cards shouldn't be as tradable as any other, it's just inconsistent behavior. 

    The only counter argument I can think of is that it's a new player protection that doesn't allow to sell all of their cards. That made sense in the original battleforge perhaps, but in the new one cards (especially commons) and bfp are plenty, I can't imagine someone selling all of their cards for bfp and "starving". Another option is to unlock trading of starter cards only after a certain rank has been achieved.

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