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Karosuke

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  1. Loriens liked a post in a topic by Karosuke in Twilight   
    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
  2. Loriens liked a post in a topic by Karosuke in Twilight   
    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.
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