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Cocofang

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  1. 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.
  2. It doesn't have to be a symbol at all. They often come off as cartoony. It can just be some FX.
  3. 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.
  4. Updated in light of the new Fire Season.
  5. 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.
  6. That's because it does. It can receive additional supports with upgrades, like the other root network entities.
  7. Your time is the money everywhere.
  8. 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.
  9. This deck takes care of four achievements at once on Treasure Fleet. Cheapskate, Corporate Downsizing, A New Sun and A Force of Nature.
  10. 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.
  11. 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.
  12. It's really cool thematically. But under which circumstances would you prefer it over ranged units that can attack everything?
  13. 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.
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