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Cocofang

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  1. Wouldn't use AI models based on real people or even voice actors within the game though. Better to not rock the boat.
  2. Is Parasite Swarm an exception? The description reads: "Activate to gain permanent control over a hostile unit but kill Parasite Swarm" What about Woodland Watch? That description also reads "The unit will die in the process".
  3. What is the furthest reward somebody playing casually (which would need a clearer definition here) should be able to achieve in your opinion @Obekidi?
  4. Happens transformation gets interrupted by something afaik.
  5. Cocofang

    Dying Breed

    Hm, did some tests in the Community Smithy to check but I don't think it works there at all. But you're right. It should give power as you deal damage, not just on killing blow.
  6. The theory is that worm movement is the culprit in general, as other community members have also pointed out in the past. But the issue gets drastically worse for Wormlings because they are summoned way earlier in the game, you summon much more of them and they are also a squad. Nobody is going to lose anything so at least on that front there is nothing to compensate. The card will be straight up replaced.
  7. Cocofang

    Dying Breed

    You cast it on a weak, cheap unit and focus it. Move your army so that all of them are within the gold AoE when it triggers. Then focus down the most expensive enemies. Don't use spells because the unit has to get the killing blow. Batariel is especially well suited for that because enemies die from its aura.
  8. Empire still has by far the dumbest, most obscure boss fight in the entire game. Camp the portals Teleport the invincible boss that you cannot do anything against left Let him wail on you Do nothing for literally 4 minutes Wait for whatever is happening to happen as NPCs ramble endlessly Kill him in 1 minute It is SO dull and frustrating as the majority of the fight is spent letting the boss hit you without fighting back. There is barely even a point in having two sides. Guess you can try teleporting him right at times so he doesn't wreak too much havoc left. But it's barely comprehensible as to when the stone explodes. It's just so daft.
  9. Simply removing/replacing some units from ITJ and UV could create a Standard difficulty. Mechanics can stay the same. I'd be in favor of that. I usually prefer things to be accessible and lenient since, as a non-profit volunteer project, we have the luxury of not having to care about gating content behind a paywall or haggling for every ounce of retention and engagement. I'm against introducing unnecessary grind. Too many games on the market court for endless player attention, it gets grating and exhausting. But opening up season challenges to be done on Standard seems good. Players that can will skip to the hardest set-up anyways, so they are not impacted. Meanwhile, everyone can participate and get some points. Although, while I'd personally like the Promo Sunderer to be accessible with like 60-70% effort, it won't be in reach by only doing easy versions of challenges.
  10. It doesn't have to be a symbol at all. They often come off as cartoony. It can just be some FX.
  11. I think a fire deck without SoW is really prone to bricking. Dying Breed is unreliable, especially when combined with spell usage, which can end up killing enemies instead of the buffed unit, granting you no power. With just passive void return you run the risk of not having power available for Unity plus Bloodthirst plus some damage to reduce incoming attacks, which can cost you your entire army. You simply can run into a really bad time if you don't have constant void return.
  12. Updated in light of the new Fire Season.
  13. 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.
  14. That's because it does. It can receive additional supports with upgrades, like the other root network entities.
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