shaulani
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Majora liked a post in a topic by shaulani in Bandit Hut
Its amazing. Try it out. I encourage you.
Amok+infect+blood healing + earthquake + hero of power (more dmg). They are invincible, cheap and easy to play.
And obviously don't play them on occasions where you absolutely need card xy to get something done. Or put in a backup for that occasion.
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maniak550 liked a post in a topic by shaulani in Bandit Hut
Its amazing. Try it out. I encourage you.
Amok+infect+blood healing + earthquake + hero of power (more dmg). They are invincible, cheap and easy to play.
And obviously don't play them on occasions where you absolutely need card xy to get something done. Or put in a backup for that occasion.
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This Is Halloween_2 liked a post in a topic by shaulani in Lost spellbreaker is dealing 0 damage.
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.
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elperroblanco liked a post in a topic by shaulani in game wont start
yeah, but pcre3.dll is missing now.
Btw, why do you update this often? Don't you have a test cluster or something like this? I'm seeing a new patch every couple days.
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This Is Halloween_2 liked a post in a topic by shaulani in Juice Tank
Quite powerful, as it doubles your available energy. It does see play, but mostly on maps, where it's wasted 50 energy such as rpve6 or former 9. My suggestion: make it tier 1. So it's great on nightmareshard and other long maps.
I mean, T3 can cheat power anyway. In order to pay for itself, you need to wait at least as long as it takes to get 650 mana from a well. How long is that? 11 minutes? Idk how long it takes on average to reach tier 2. The later you get there, the later it pays for itself. Assuming you need 10 minutes to get t2, you won't benefit before minute 21. And you will be slowed down considerably for the entire time.
Thinking of it, right now, it's probably best to only use it on your starting wells once they have little energy (300) left to get the most out of it without the huge drawbacks.
So what do you think? Do you use that card frequently and benefit from the extra energy? (and please don't say pvp...)
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Chibiterasu liked a post in a topic by shaulani in Position 4 in RPVE
It's not completely random. Position 1 and 4 always suffer from the same issue, while 2 and 3 are safe.
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ItzBlaze liked a post in a topic by shaulani in Position 4 in RPVE
It's not completely random. Position 1 and 4 always suffer from the same issue, while 2 and 3 are safe.
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Metagross31 liked a post in a topic by shaulani in Position 4 in RPVE
It's not completely random. Position 1 and 4 always suffer from the same issue, while 2 and 3 are safe.
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Dran liked a post in a topic by shaulani in Unexpected Visitors
Mountainers shooting vs air feel unfair too. They should have the same restrictions as playable ones. Just pick a different unit if you want them to shot vs air.
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Volin liked a post in a topic by shaulani in Unexpected Visitors
Mountainers shooting vs air feel unfair too. They should have the same restrictions as playable ones. Just pick a different unit if you want them to shot vs air.
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Metagross31 liked a post in a topic by shaulani in New Amii Cards (Ami Sentinel, Energy Core, Skydancer)
I saw someone using like 7 cores, nether warping them into a rpve6 camp and nuking that camp with everything except the boss (surviving with 20%hp) within 1 second. It didn't look like much micro management. Did you try that? Looked like a 10 out of 10. It's the only use of it i've seen so far.
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Major Payne liked a post in a topic by shaulani in Unexpected Visitors
To my opinion, it's poorly balanced right now. Let me try to reason (talking about advanced difficulty):
Usually, you can beat most / any map on advanced with bad decks while making plenty mistakes. The new map does not feel like it. I've read people saying it requires enlightenment (which is probably not the case), I've lost games, because my mate decided to spent all his resources on t2 towers in the base, which do absolutely nothing. I've found 2 extra orbs after the shared t2 orbs in 4-5 games. I still don't know if there are 2 more or if that's all we got.
If you want to keep it this way, add a standard difficulty. Give us the possibility to explore the map in a safe environment. It shouldn't be that hard to implement a standard difficulty. Just increase the timers between the nights and exchange some units to weaker ones or simply remove some units.
If you want to adjust it to be more in line with the default difficulties, decrease the pacing a little bit.
The original maps were all beatable on expert with non-upgraded decks of the 40 free-to-play cards. Try beating this map on advanced/expert with these 40 unupgraded cards (though unupgraded cards were even buffed in this game, as they got 50% extra charges).
You are welcome to disagree and to clear this map with pure-color-decks the original f2p deck, solo and whatever you can think of. It's just my opinion and you are welcome to disagree.
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Majora liked a post in a topic by shaulani in Deck Icon resets again and again
I was able to reproduce it. Make a deck with 4 cards and put them on slot 1-4. Make card 3 icon card. Pick a fifth card and drop it between slot 2 and slot 3. This will move card number 3 and 4 to slot 4 and 5 and it will break the icon.
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Minashigo Hiko liked a post in a topic by shaulani in Official 1p rPvE Contest - Resurrection of the Lost Soul - Difficulty 8 - DONE
What's the point of the finished map timer, if you rate acording to reaching t4 as fast as possible? I'm confused now. I've finished with more than 10 minutes on the clock last time (but I couldn't find the last chest). So do I have to focus on rushing t4 or on clearing the map?
t4 15 minutes finish 20 minutes
t4 10 minutes finish 25 minutes
Who would win?