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Cocofang

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  1. It's a behavior that emerges from the odd implementation of squad health. Each squad member has their individual health pool but they also share their health. Weird things start to happen if squad members are too far away from one another, like through knockback. It doesn't really make sense but that's how it was originally implemented and as a result it started to be used to make squads invulnerable against AoE attacks that target individual entities. The squad mechanic itself is somewhat bug ridden. Like, there is also the issue where if flying squads get knocked back their targeting-box becomes massive.
  2. That's because it does. It can receive additional supports with upgrades, like the other root network entities.
  3. Cocofang

    Skydancer

    I think Skydancer is a good example of a card that offers very high value for most people and play but loses its appeal once you start min maxing for optimal strats.
  4. This deck takes care of four achievements at once on Treasure Fleet. Cheapskate, Corporate Downsizing, A New Sun and A Force of Nature.
  5. Hah, you're right! That makes it kind of stupid, doesn't it 🤔 Well, four WBGs are enough if you also build four Strongholds inside the arena. Mo with shadow buffs also carries its own weight.
  6. Throwing my Urban Planner Mo deck in for future reference. It was after I got my T3 that I realized I was so focused on avoiding MotK that I forgot to actually still splash into nature for heal. Figured I'm committed now, so I played it out, which took 39 minutes. In hindsight I would drop fire for nature. Aura of Pain was nice but I was in pain myself as I always had to wait for Mo to regen next to a building to proceed. Final boss fight was instantly over though with 8 WBGs blasting the arena at once.
  7. It's really cool thematically. But under which circumstances would you prefer it over ranged units that can attack everything?
  8. Well, that'd be fine if they wouldn't then also ignore the wall on their loop around and harass T1 directly. Extra micro on a map that already has you juggle strong camps, several timed ground effects and constant attacks that ramp up to artillery and whisperers isn't really a passable option. On the flipside, the strategic option of letting the Vilebloods pass through for the loop wouldn't be gone at all because they never auto-aggro. Only if attacked. It's the map-to-map inconsistent behavior that's annoying. The default and more common occurrence seems to be that they are supposed to walk in range to be attacked. But sometimes they simply don't and you don't know if you hit that odd behavior until they pass.
  9. Could the Vilebloods (and bugs) take a route that is closer to the inner walls? Usually they run past it just in range for archers and aggro onto the wall. But sometimes they just barely run past it, don't aggro and then go straight towards the shard. Which leads to them lingering there for a few moments and then looping back around to attack T1.
  10. Instant healing on cast would just turn it into a T2 Regrowth.
  11. I think the issue with Ray of Light is that percentage healing is really bad on T2 because units have such low health. An additional percentage wouldn't change that. Splitting the healing into a flat and percentage component or adding another effect would probably help.
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