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  1. Karosuke


    As for void, if I'm correct, the old units power goes into void and the new unit binds power equal to the amount needed to transform into it. If this one dies a percentage of the transform cost goes into void and so on. Twilight does have a ranged t2.. death glider. I think the idea of why transforming costs a charge might be "you get an undazed unit cheaper where the old was".. consider it a breeding grounds to go still too expensive though I agree.
  2. Karosuke


    I rather tend to use the minions that buff all twilight units before attacking big camps... I had also ran both affinities to buff my t1 leftovers. As for slaver, I tend to look at him as a mix of a unit and a weak eruption. For PvP thats garbage. Haven't tried if its considerable transforming him into a vile or sth to get it off. Maybe a good pvp player can test this or give some insight. Yeah for rpve10 curse seems legit. But for 9 and beyond you dont need it and in pvp it only was useful for the mentioned situations. @your deck: First of all: Woohoo strikers I go into a different direction though.. TL RPvE9 Maybe this sucks for 10. Dunno
  3. Karosuke


    Hi everyone, while I was writing suggestions for twilight hag and mutating maniac I figured I might also share my thoughts on the rest of the bunch. I tried to play the faction as exclusively as possible and to be honest... they could need a hand here and there but they are not as bad as most people think. I should mention that I'm not a speedrunner or pvp pro or anything like that. I mostly play rpve 8-9 and sometimes a little pvp with friends and ofc some missions for quests and fun. So my experience might be a little one sided but twilight is the faction I played the most by far. Since the transform mechanic is generally way too expensive except for some gimmicky stuff I'll try to keep it out of this. So lets hop into it and start with t2. 1. Deathglider Dies way too fast for what it is... the only ranged t2 that twilight has. And for 60 power not as spammable as it would be neccessary.. so either up his hp to something around 450+ or decrease his power to 45-50 2. Twilight Brute Really good stats, though slow and nothing but raw numbers. If you compare him to enforcer he will loose due to enforcers charge. But his stats are not the point. His ability could be at least consicerable if it wouldn't run out or costs less power. It can be considered a eruption-ish way to use it but its way slower and easy to outmanouver. So either make the mark last infinitely or reduce the power to 25-30 3. Twilight Minions If Deathglider might serve as a true s-counter they are fine as they are. If not, changing them to s/s might be an option. 4. Slaver Stats and ability are alright. His cost on the other hand is nowhere near reasonable. I'd wish for 65 but 70 might be more fitting. 5. Vileblood Stats are fine. But if you compare it to sth like mountaineer... maybe reduce his cost to 120. 6 Twilight Curse Has anyone ever used that card? Its a useable counter to stuff like mounty aggressor or skyfire. But like with lots of other twilight cards I think the cost is just too high. 90 is still a lot but that would make it at leat a little more appealing. On to t3: I have already talked about Twilight Hag and Mutating Maniac in different threads that I linked. Twilight Creeper is absolutely fine the way it is. 1. Treefiend Well.. cost. Just that. His nature original costs 30! power less. Aside from him not really fitting anywhere (sadly) his cost should be lowered to at least 130. But honestly.. I don't really know what to do with him :/ 2. Twilight Warfare The idea behind the card is nice. A wrecker-rallybanner-like effect that gives either lifesteal or a soft-siege to all friendly creatures. But the radius is way to small to be really effective. By putting the range up to 30-35 it might maybe be worth the power... because the opponent might just run away or heal his unit.. or cc yours. And t4: 1. Abomination Solid card. Actually I think this is a pretty good example of what twilight cards should be like. Raw Power with average cost but clunky. No buffs needed I just mentioned him as an example. 2. Nightshade Plant Again comparing the unit to its original counterpart. The ability is somewhat alright though loosing t4 units is generally not that good. It also won't happen that often because twilight aims to have their units close to unkillable. They also do not really need another l-counter. My suggestion would be giving him siege and reducing his cost to 240.... makes it even more like grimvine but at least adds some purpose for playing him. 3. Skycatcher I will leave his terrible hp aside since he can be considered a supporter. But the cost of both his abilities are terrible. Also the range of his aura forces him to go into melee where he might just die off if you dont have both affinities using their abilities at the same time. Infection costing 0 and impairment costing 80 while also increasing the range to match his attacks would be my suggestion. 4. Twilight Pestilence Really good card imo. Just make it reusable every 20 seconds to keep up the effects. It is actually a lot that needs to be improved for twilight imo. They work ok at the moment but there is a reason almost noone uses them... Honorable mention: Hatecaster. Extremely nice card. Fits the faction really well.
  4. Karosuke

    Balance Proposal: Mutating Maniac

    Considering Twilight tries to have units that are somewhat cheap for their stats (fire) and slow aoe damage or heal (nature) I'd suggest making him cost 110 and his ability cost something around 50 but also damaging everything except for twilight units. This would reward having only twilight units while also keeping a little from the original shadowcard - more damage but sacrificing itself in the process. If that sounds too strong to you keep in mind that twilight lacks mobility and cc. So Numbers are kinda their best shot.
  5. Karosuke

    Balance Proposal: Twilight Hag

    I play twilight on rpve a lot. From my understanding she can be used to transform into skycatchers later and with some decent frontline her knockback and L damage is actually not that bad. The range on her attacks is also not bad. I use her along with creepers on t3 and morph them later which actually works quite "well".... twilight-level-well... From my perspective her pros and cons are: cons: - 75 power. just no. even with breeding grounds.. - range and cost of ability having her to be that close is meh... most of the twilight units are melee - 2 nature orbs. for pve its kinda ok since you need 2red2green anyway for your t4 but in pvp I think 1red1green1neutral would be way better - knockback while channeling makes her ability even worse in addition to what I mentioned before pros: - range on attacks is pretty good - damage is actually fine if you think of her not being ment to be a fighter but rather supporting and protecting So I think getting her to 2 orbs req might be a little too difficult. But reducing her cost to 65 and upping her ability range to at least exceed or match her auto attacks would be healthy. another approach could be to make her ability an aura so she can move. If you want to take smaller steps make her immune to knockbacks. Just buffing her stats won't do the trick imo. To sum it up: - power 65 - 1 green, 1 red, 1 neutral orb - range on ability at least + 50% OR immune to knockback - cost of ability to 60, benefit all twilight units, ability is an aura (pick 2) might still not be enough but steps towards the right direction. A whole different attempt would be to make her t2. Twilight lacks ranged t2... a lot (deathglider is NOT considerable as the only ranged t2) just my 2 cents. threadbump btw. cheers.
  6. Karosuke

    PvP Evening Stream?!

    did you deaded?

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