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Cocofang

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Posts posted by Cocofang

  1. 12p maps sometimes need a bit of time to fill. So with such a feature there should definitely also be a way for the host to easily flag themselves as not afk. Like a pop-up box to click or a system message prompting them to type something in chat.

    PrincessKenny likes this
  2. 16 hours ago, Raxaaa said:

    would be more intresting to find out other good cards and ways.

    Exactly. Which is why the vast majority of changes that have happened up to this point and will continue to happen, including these planned tower changes, are buffs.

    Some nerfs are unavoidable if the overall powerlevel is supposed to become more stable.

    You can't take the strongest cards in the game as a baseline or otherwise you would end up with insane powercreep. And if you just leave them they will maintain their position as the gold standard that nothing else can touch, so the conversation would always be "Yeah, well Y is alright now, I guess. But it ain't X." A certain power discrepancy will always be there but it mustn't be too big. Otherwise the OP will just keep warping perceived power and crowd out anything else.

    In the end, there will be more attractive options, not less.

    WindHunter likes this
  3. The proposal to adjust every map around Necroblaster is completely unfeasible.

    It is the single best tower and a nerf won't make it unusable. Currently it has a condition tied into its power that does pretty much nothing because once fueled it won't run out again in the vast majority of cases. It's true that most defensive building set-ups currently require way too much attention and don't do a good job at actually locking down areas. And in a way the goal of building a defensive set-up is to just not having to care for that area any longer. But Necroblaster is way too good at it for what its requirements are.

    The proposal doesn't even touch its obscene damage. Just makes it so accessing it requires a bit more thought.

    Metagross31 and chickennoodler like this
  4. Not possible, unfortunately.

    I can't make a building automatically spawn at the place of recently destroyed building using the Revenant mechanic. It crashes the game.

    However, what is possible is instead making a unit spawn where the building got destroyed. I could create a new unit that has stats like the tower (or any stats, really) and be immobile. Basically simulating a revived tower. For the purposes of combat at least, excluding things like being able to be repaired, receiving siege damage or being affected by building-mechanics in general. One affinity could spawn a beefy melee unit while the other spawns a fragile ranged unit for example. The unit would spawn at the closest free space, so if the exact position of the destroyed building is occupied, it would get displaced.

    962197654_lostlauncherrevenant.gif

    Also, I don't think I can withhold void power in the way you described. The closest effect is Willzapper, and that is global.

    Mechanically, Revenants and their regular Lost Souls counter parts are actually completely unrelated, different units. Technically, any unit could be made to spawn. It was just made to be a timed replica. In any case it's a completely fresh unit being spawned. Spawning different units (i.e. one with a differing life percentage) after one dies.

    Spawning an entity whose life percentage depends on some factors like in-fight time doesn't seem possible. I am not even sure total in-fight or idle time can be tracked. There is rage but its timer resets whenever it ends. Damage dealt can be tracked to some extent though. Like is the case for Batariel and its aura. But twisting that into a condition to spawn different entities, depending on the active stage, sounds like a giant pain, if not downright impossible to begin with.

    Un-attackable entities that are still able to fight are possible.

    As a general rule of thumb for suggestions: The more similar the suggestion is to something that already exists in-game, the higher the chances it could work. What we do is repurposing existing mechanics and adjusting their parameters to make them appear as if they are doing something different. But the underlying processes remain the same. What exactly constitutes a mechanic though is difficult to explain without looking behind the curtain. Almost all effects in the game consist of multiple individual mechanics working together. Sometimes you can cobble together something that seems completely new, like using the same building bricks that made up a car and instead constructing a jet with them. But you're still constrained by which bricks you have available.

  5. There are plenty of supportive units that feel good to use. Snapjaws, Aggressor, Grim Bahir, Winter Witch, Dryad, Shaman, Lost Dragon, Razorshard, Crystal Fiend, Gemeye.

    The balancing act is always giving it enough supportive power to justify summoning it instead of another damage dealer and allocating a deck slot. I certainly think the concept of "automatically freezing multiple enemies through regular attacks" can fit the bill. Without turning the unit itself into another damage dealer that can just be spammed in a homogeneous army.

    If anything being able to attack and freeze air would justify a damage nerf.

    How fast a single Rageflame can freeze a target is obviously easily changeable (retaining the current application). Hitting air is. And every freeze in the game can be assigned a different damage modifier. Which means Rageflame could apply freezes that have different damage modifiers than other sources of freeze, so other than -50%. Even damage bonuses. But I haven't looked into how it interacts with damage amps specifically against frozen units.

    Changing the entire mechanic to instead applying the freeze similarly to Maelstrom (which means multiple Rageflames would freeze the targets faster, up to the point of instantaneous) seems theoretically possible but I would have to get tested. In that case you'd have to decide on several breakpoints. When should a single Rageflame freeze? How many Rageflames should reach the same freezing-speed as a current live one (5 seconds)? And how many Rageflames should freeze near instantly (<1 second)? Could obviously also come with damage and power cost adjustments.

  6. The size an entity appears as in-game is just visual. You could make a Colossus the size of an S unit and it would still take up 10 pop.

    The actual mechanical size is defined with four different settings. S, M, L and XL. They're also important for interactions like knockback and others. While it is possible to change how much pop a specific size takes up (which would affect ALL units of that size equally), it currently appears not possible to create an entirely new size and assign it a new pop value.

    So, any unit being assigned size S would take up 6 pop. It doesn't matter how many entities the squad contains. Which is why Snapjaws also uses 6 pop despite only being 4 entities.

  7. Quote

    A Wrinkle in Time  [250 bfp]
    Win the 4-player map Empire spawning at least 5 different Lost Souls cards from a deck containing only frost, shadow, and Lost Souls cards.

    Never Thought of Him  [100,000 gold]
    Complete the story of Mo becoming the new king of the fire tribes on expert difficulty with all players in the map using decks containing only Fire cards.  (Mo, Ocean, Oracle, Slave Master, Convoy, and Raven's End)

    The Long Journey Home  [2 Frost boosters]
    Complete the story re-establishing the Kingdom of Lyr on expert difficulty using decks containing only frost cards. (Encounters with Twilight, Siege of Hope, Defending Hope, Bad Harvest, Dwarven Riddle, and Guns of Lyr)

    Forest for the Tree  [Viridya Card]
    Complete the 1-player map The Soultree on expert difficulty using only Nature cards from T1 and T2.

    A Force of Nature   [Promo Mana Wing]
    Complete all 1-player and 2-player scenarios on expert difficulty with all players in your team using decks containing only Nature cards.

    The achievements specify that the deck must only contain cards from a certain color. As neutral cards are not nature/frost/shadow/fire/lost souls, they are not eligible for the achievement.

    nukie likes this
  8. I'm against any damage buffs to Rageflame. The card has a very supportive design. Making it also a damage dealer would mean remolding it into a completely different identity. The concept of Rageflame, as a supportive freeze-unit, isn't so fundamentally broken and unsalvageable to warrant that.

    Rageflame shouldn't be able to stand on its own. It should enable other T3s like Stone Warrior or Core Dredge. Potentially, there could be more units with synergetic effects that fit the color requirements. Like Deepfang or Lost Horror R, which, right now, is just woefully inferior to G. Something like being able to attack two targets but dealing extra damage against frozen enemies instead of S and M knockback. Maybe even eventual Frost/Fire units that benefit from attacking frozen targets.

    So the question is: How to help Rageflame fully unlock its supportive identity without nudging it into the position of a carry/DD?

    So things like anti-air, how the freeze gets applied or other buffs to allies.

    Lans likes this
  9. That'd only be useful in the handful of cases whenever you happen to encounter these enemies. It wouldn't help the card perform better across the board. I don't really have a problem with those mini-bosses being immune. Personally, I'd like a shorter CD to bulk up a Nature army and free up energy for spells.

  10. I'd say the value of takeover tampers off as you ascend through tiers as you naturally get more powerful options enabled in your own deck.

    By T4 you have access to all these powerful cards so insta-killing and then owning one unbound enemy unit compared to just flattening it with your arsenal isn't as good anymore. The firepower you have at this point is generally enough to deal with it regularly.

    Also worth noting that one of the outlined weaknesses of the Nature faction is that it binds a high amount of energy to units. Mind Control could alleviate this because it can provide T4 equivalent units without binding energy. But a 30 seconds CD isn't able to keep up.

    Lans likes this
  11. I'll copy my suggestions from the other thread over here, I suppose.

    Approachability:
    Change intervals on cultist runners. This would leave more time to breathe and coordinate.

    Change cultist runner speed. Players would have more time to intercept them.

    Create additional slopes off the center plateau that make it possible to still intercept the cultist runners at later points and aggro them. For example down south or in the east.

    Change well positions so they don't aggro patrols. This would spread the players forces less thin and help early economy.

    Reduce the power of patrols early into the game. This would grant more time to build up a sizable T1 force.

    Increase starting void. This would make T1 less of a drag. Could nerf starting well power to compensate.

  12. Those effects are incredibly powerful but they also have to justify defending the nodes against the incoming waves, which requires dedicating a good chunk of resources.

    How are these effects going to be communicated to the player? Will they know what benefits they would gain to plan around so they can potentially work together to secure the node that is most beneficial to them first?

    Lans likes this
  13. Stacking buff/debuff icons are not possible right now. For icons it's either "on or off" but not "how much/many".

    Also, the rule of thumb is this: Buildings and Onion-units attack faster from support. For everything else, it's a damage multiplier. So one Spore Launcher with one support has the same damage output as two Spore Launchers and so on.

  14. @EinsteinV

    • all cards now need to state the amount of support they provide

    They don't because if a player was to read Thornbarks description and it specifically mentions that it gives 3 support while cards like Root Nexus specifically state that they provide none, then the logical conclusion is that the normal must be 1 support. How the support amount functions by default can be deducted by reading the exceptions.

    • If your network provides 18 support/battery in total (18 connected entities), does that mean 3 front line units with passive Linked Fire of 6 all do max damage simultaneously?

    Not if the 3 front liners are active. While active they provide no support, so they each get 5 support each from the remaining 15 idle entities.

    • Does it actually matter if its only 1 supported unit attacking, or if multiple units attack?

    Only idle entities provide support. Active entities (usually means attacking but in case of Sylvan Gate also the heal) draw support but provide none.

    • What does it actually do now, what is its purpose, why does it even exist (considering other cards), and why would I want it in my deck?

    Because you can quickly build up a network over enormous distances. It's a 100m radius and has Tunnel access, so it's mobility and area coverage for a previously very static and local mechanic.

    • Yes it sucked that it takes the support, but maybe that was worth it?

    Sucking away support means none is left for the entity that is supposed to attack. Which means it will kill attackers slower and take more damage. Unless you commit to 6 more battery entities just to compensate for Sylvan Gate. Why was that heal so important in a faction that has an abundance of heals and heal buildings?

    Also note that a card can only have 4 effects listed on it. Heal, Repeater, Infused/Tainted Support, Tunnel, Accelerated Construction is 5. The lowest priority has to go and Tunnel is kinda locked in, as it is integral to the visual design to the card.

  15. That's not possible right now. The game has four unit sizes and that's it. How much pop a certain unit size takes up can be defined but it would affect everything of that size, not just temporary summons. Introducing new sizes just for temp-summons doesn't work.

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