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Cocofang

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Everything posted by Cocofang

  1. They have incredible damage output but if you rely on them, Incredible Mo is important to prevent them from being disabled when facing Lost Dragons. However, to fully utilize them you need lots of healing to sustain their Leech Guns. Healing Gardens and generic nature sustain takes care of that.
  2. Nature is in an unique situation because with Enlightenment it can bring out its apex cards without actually having to commit to the color restrictions those ought to force. So it has to have a peak card to make it worthwhile to commit to this restriction but at the same time it shouldn't make sense for the card to be Enlightened. Something that you can only fully utilize when actually committing to pure Nature. Past flavor, all the pure factions need reasons to actually build 4 orbs of the same color. For Nature, because of Enlightenment you only need 2 to enjoy the most alluring benefits right now.
  3. Your initial claim was that Wheels force you to play city builder. Which isn't really the case because pumping them out immediately doesn't offer a worthwhile benefit. If anything, it's okay to build them over time. The point is that right now Wheels aren't so extremely powerful that you have to use them right away. If they were much better it'd be fair to say "Wheels are so strong, I'm forced to rush them". But they aren't and they won't be because they are not getting buffed. They are like Shamans or Juice Tank. The laid back way to contribute and invest into something that will need to pay for itself over time.
  4. You can do the same when previewing booster content from the store and summon the cards directly into the forge. Enjoy!
  5. The bug was fixed during the original run of the game. You could only stack wheel buffs by activating them at the same time, doing as many as you could/wanted. After that, no other instance of the buff could be added because the icon got grayed out. It specifically had a condition implemented that prevented further activations. If stacking was intended, it would've been easy to instead make it so you can add another instance of the buff at any time and have them stack up. They originally probably thought that the condition that prevents additional activations is enough to prevent stacking. What they didn't account for was that during the activation-animation the buff wasn't technically active yet, so you could activate more until the condition kicked in and restricted it. At which point they had to go back and, in addition to the preexisting condition, made it so the buffs don't stack. Also, there are some old patchnotes left that read: So considering that this change was called a "bug fix" and the mechanics behind it, it was definitely not on purpose.
  6. That's irrelevant here because there is no payout for skill. Not right now and not with your proposals. But there is for just sinking time in. And at this point you also have to consider that you create extra incentive for afk-farming by rewarding playtime even more. If you want to prevent that you'll instead have to dabble in potentially convoluted restrictions, further complicating what should be an intuitive, very general progression system. Additionally, the BFP boost, daily discount and quests are not the only ways to make progress. There are also achievements, offering milestones all the way from the beginning until expert level. And the great thing about those is that they can be completed at a players own pace, without time pressure and FOMO breathing down the neck. And there is also trading, which generates much more BFP than even a super buffed daily system with all of the proposed points would.
  7. Giving no huge advantage to disproportionate time investment was one of the big considerations when creating the current system. A repeatable discount would directly translate to an additional 100 BFP value generated every 45 minutes. At the same time the current lay of the land in gaming is that there are countless games all demanding the players attention and time. There is constant pressure to continue engaging because otherwise you miss out on rewards. That's exhausting and I don't feel like territory this project should wade into deeper. It's really tricky to solve.
  8. I'd settle for some specifics - any specifics - at all. Just like the first topic about cPvE being supposedly much harder than before there is just a statement thrown into the room, leaving it to everyone else to make something of it. @MustardSkaven Did you attempt some exploit that doesn't work anymore? Which one? Did you use a card that got reworked? Which one? Did you merely hear something from someone? What was it? Over in your other topic you could've still posted a follow up to "Can you give a concrete example?" but instead you made this. It doesn't appear like there is a language barrier. So are you interested in elaborating and giving people more to work with? If not, why bother?
  9. He is saying that he feels like maps are harder.
  10. This is moving slightly off-topic here. But a couple things. These in-the-moment numbers aren't all that meaningful. Literally checked them this very moment and got C 1003, UC 1057, R 1087, UR 350. Check them again in a few days and they might be drastically different once more. One of the effects that Reforging has is more evenly distributing the value contained within a booster. Before you had pretty much guaranteed 6 cards that weren't even worth putting into the AH because it was over-saturated. Utterly worthless filler cards that just sat there rotting in the inventory. The last two cards dictated if the booster was worth anything at all. And you mostly relied on the massive big-ticket pulls to compensate for all the boosters containing only crap. Not to mention that sooner or later the endlessly piling up cards would impact on performance. That's how it was pre-Reforging. Post-Reforging, obviously what value you gain from boosters is still highly volatile, that's the nature of the beast and very much intended. Nonetheless, currently there is even some value in the 6 C and UC cards. So the floor was raised. Economically, it also means that lower supply (for example if tons of Cs get reforged) means higher prices. So the next time a booster is opened, it offers even higher value until the price for Cs drop low enough for it to be more suitable reforge material again. There can be an equilibrium of cards either being cheap enough to use as material OR being valuable enough for the AH. To relate it back to this contest: Right now the cards used here are higher value pulls from boosters than normally. Which means it's worth it to put them in the AH. Until demand dies down and prices drop with it. I also don't think giving out free cards to participate in contests is necessary. There is already a certain barrier of entry inherent to contests because you always have to have the most suitable cards to achieve a high rank. For example, if part of the contest rules states that you must use a pure-nature deck yet you do not own good nature cards then you won't be able to achieve much and probably have to sit that one out. Compared to that, requiring 6 specific C and 1 UC cards that, at the end of the day, still have quite low BFP value isn't much to manage. The economical impact of making these cards more desirable (because people want to participate) has to be kept in mind, of course. But the low rarity cards were chosen for a reason, it's not like you're expected to run Infect and Harvester.
  11. Noticeable that all the cards you mention are Ultra Rare cards. One of the initial goals of Reforging was to deflate the prices for sought after URs. While the system succeeded in addressing most of the issues it was supposed to, unfortunately it failed to lower the top end prices (excluding promos) permanently. Which is a problem that we are having our eyes on.
  12. 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.
  13. 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.
  14. As a big fan of the impenetrable T2 defense that is Razorshard G, Crystal Fiend B, Stone Tempest, Defenders and Healing Well I just let the onslaught hopelessly shatters against literal stone, including the Twilight Dragon.
  15. 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.
  16. No mention of Deck-Folders to organize your own decks and increasing the 100-cap? REEEEEEEEEEEEEEEEEEEEEE
  17. Boosters are rolled on opening, not on purchase. So your hoarded boosters can contain the new cards.
  18. Really like the new patch notes template as a baseline. Looks very familiar to what you're used to from other games but has its unique flair as well.
  19. 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. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. If bound power is a big concern then making the nodes grant free power, like the Shard in Nightmare Shard, would solve that. So if players hold the nodes, they are granted all the extra power they need to fortify them without slowing down their progress elsewhere.
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