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Cocofang

Card Implementer
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Posts posted by Cocofang

  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.

    Riviute likes this
  2. 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.

  3. 23 hours ago, shaulani said:

    A "feature" that is not explained at all and makes no sense when you compare it to the other units? Was it always the case or did you add it to make rvpe and ls maps in general easier for people who know about this bug?

    Sounds for me like selling a car having a hidden second reverse gear without telling customers about it.

    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.

  4. On 3/8/2025 at 4:35 AM, Radiante said:

    L job on the razorleaf nerf

     

    Btw: Razorleaf on AH card description its saying its only supported to 3 max sups, instead of 6.

    That's because it does. It can receive additional supports with upgrades, like the other root network entities.

  5. 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.

  6. Throwing my Urban Planner Mo deck in for future reference.

    grafik.png

    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.

    Metagross31 likes this
  7. On 1/8/2025 at 6:38 AM, LEBOVIN said:

    You can always open the gate and walk a little out with your archers or use something with higher range to get them aggro the wall, the other way around you could no longer get that extra time anymore until they come to attack you wall, so this means you lose a strategic option.

    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.

  8. 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.

  9. 17 hours ago, Conbleach said:

    Thanks for butchering Amii Monument and making it unplayable without improving the underlying problem that made the card so attractive in the first place. Now you took the freedom of choice from the players that enjoyed using this card in their decks. The only people that are thankful for this change previously chose to not use the card because of personal reasons.

    Why didn't you add a new card with this crappy effect instead? Instead of dictating what is "good" and "bad", instead of deciding for the player whats better for them, why not leave the freedom to the player and supplementing available T3 options?

    I previously tried bringing new players into the game and their main complaint was that the game is too grindy after learning about the upgrade system in light of the currently nonexistent economy. Effectively you have reduced the pool of viable deck options for these players which is just a really bad decision in general. All with the permanent excuse of "we are doing this for free in our freetime"

    Increasing creativity by reducing degrees of freedom is backwards thinking.

    The underlying problem of Amii Monument is that the original devs took a giant dump on their own entire game design by introducing it in the first place. All out of desperation for a few doubloons. Which didn't even end up mattering.

    But unfortunately we don't have a time machine.

    The fact that there are people that feel like, at this point in time, they lack viable options without crutching Amii Monument is a testament to how massive a problem the card was. It's barely even a hot take to say that right now decks are overall stronger and more diverse than they ever were during the original games run with Amii Monument.

    UltDragon likes this
  10. The legacy server is a time capsule locked to the point where the original BattleForge shut down. There are just some features like Reforging and overall progression on there, all of which unnecessary because everything is unlocked by default.

    Like other bugs/exploits known at the time, Wheel of Gift stacking was fixed during Phenomic days. So it is not on the legacy server.

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