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Dodotron liked a post in a topic: Nature Cards Tier List
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Official Card Design Contest - CLOSED - WINNERS INSIDE
This Is Halloween_2 replied to Kapo's topic in Events and Tournaments
Then may I ask the same question for Life drain 😁 ? -
This new unit is good news. Though Shadow T4 being the "weakest" color mix is erronous. T1 is of course a problem, but shadow worm spam works fine at T4, I do play it, it is better than T4 stonekin or pure frost, at twilight level before twilight pestilence and warfare up.
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Draconnor liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Carofex liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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cureall9999 liked a post in a topic: My Little Story with Battle Forge & Skylords Reborn
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My Little Story with Battle Forge & Skylords Reborn
This Is Halloween_2 replied to cureall9999's topic in General Talk
Really happy that you found your way back into the game. Welcome. The progression speed into the game is much smoother now, and the community is overall welcoming. Do not hesitate to join the discord, it is quite active, and you will find a ton of help for deck making, PvP advices, and replay of challenges. Outside of PvP, and special decks, the game is on the lower end of RTS in term of micro required, so do not be afraid (and even the most complicated decks or top PvP is still miles away from what is required in games like StarCraft, so no worries 😉). You are also coming back at the start of our 2nd season. Take a month to complete the normal achievement of the game (with plenty of rewards), and then come, join and participate to the 2nd season, it is quite interesting and popular. You will also see that plenty of useless cards have been rebalanced in the new game, and that 3 new maps have been added (with more on the way), and more than 30 new cards added, including many for the « new » amii faction , have been added to the game. -
This Is Halloween_2 liked a post in a topic: My Little Story with Battle Forge & Skylords Reborn
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Nerokin liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Nerokin liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Potato_Hoarder liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Official Card Design Contest - CLOSED - WINNERS INSIDE
This Is Halloween_2 replied to Kapo's topic in Events and Tournaments
Ingame Name: ThisIsHalloween Card Name: Life Drain Tier & Orbs: T2 - Shadow/Neutral Type of Card: Spell Power Cost: 100/100/100/90 Spell Effect: Soul Feast - GodSpell : Summon a 20m radius aura of dark power. All friendly unit in the aura gain the ability to consume nearby corpses (25m radius) to regenerate 30/35/40/40 life points every second. Last 30 seconds. Reusable every 20 seconds. Explanation of idea behind the card : Shadow T2 is very limited in term of strategies compared to other faction, and mainly directed toward PvP. Outside harvester + lifeweaving, and shadow phoenix + embalmer's shrine, there's no alternative. A bunch of cards are never trully played. The main issue I have found is sustain. While some factions don't have T2 sustain, they compensate by burst, shields, or other alternative. This card is designed to work with shadow M & S units at T2, mainly shadow mage, chaos knight, and rippers, by allowing those card to be used in PvE context. Rippers are a bit light as a tanking army unless you invest heavily into them. Chaos knight P can't really benefit from its chaos effect in a middle of a battleline, and shadow mage drain make her useless in any form of extended battle. All those issues are partially solved by this new spell, which allows shadow mage to keep shooting, chaos knight P to tank a bit more in the midst of a fight where its ability is activated and all units are fighting randomly, and rippers to act as super tanks when needed (S melee units tends to be useless at anything else than tanking past T1). The card has been crafted not to be really scalable at T3 and T4, with 1 exception. It is made to work with cultist master. The card is often used for void return, but not much else. With the new spell, shadow players will now have access to a new cultist master spam push strategy, instead of the classical ashbone pyro, which doesn't benefit that much from this spell. It has also been crafted to not synergize with shadow phoenix and harvester, ensuring the card doesn't reinforce these 2 already strong and well established strategies. Furthermore, as a 1 Shadow-Neutral card, it is made to work for both bandit, Lost soul, and amii faction, giving those a sustain tool that is often lacking in those decks at T2. Implementations: The spell is supposed to give ripper/overlord ability to units while they are in the area, with the unit themselves having the classical 25m corpses gathering range. I though it would be easier in term of implementation that creating an aura that gather corpses and regen unit inside. The effect of multiple life drain should also not stack in this way, avoiding scaling issues, while still allowing for a shorter recast cooldown. It could even be made lower than 20s. I figured the ideal range of regen is around 35-45 hp/s, so I put 40. -
Official Card Design Contest - CLOSED - WINNERS INSIDE
This Is Halloween_2 replied to Kapo's topic in Events and Tournaments
Ingame Name: ThisIsHalloween Card Name: Lost Railgunners Tier & Orbs: T3 - Frost/Shadow/Neutral Type of Card: Unit Model : cultist rifle Power Cost: 110/110/105/100 Size: S Attack-Type: Ranged Counter-Type: Special Passive Abilities: Soul-Piercing Shot - Autocast : Every 2,5 seconds, unit fires necrotic projectile at ennemies that deal 24 / 25 / 27 / 30 damage. Has a long range of 40m. Ethereal Dissipation - Passive : Hostile units and buildings attacked by Soul-piercing shot will have their armor dissolved and take 30% more damage. Frozen ennemies take 100% more damage instead. Lasts for 10 seconds. Hard Grip - Passive : unit can't be knocked off walls. Revenant's Doom - Active : Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once. Explanation of idea behind the card : The card is there to fulfill 3 roles : adding a new T3 S ranged unit into the game, bolstering Lost Soul defense at T3 when defending a wall, and giving access to Lost Soul army to a long ranged unit which goal is to combo with your units, as well as a number of spells. Hard grip makes the unit perfect for holding a wall section at T3. The long 40m range is there to allow our unit to stay in the back of your army while it is debuffing the ennemy, or to give an impressive 50m range when defending a wall section. The last interesting part is the debuff. It is of course here to either enhance your defense by making your towers deal more damage, or to help your army deal more when pushing. LS at T3 suffer a bit from focus fire on a single big targets, relying often on frost and shadow card for the job, so this card will help. The 100% debuff vs frozen targets is what is really interesting. It allows to combo with frost spell, but also lost converter in defense, by "negating" the 50% armor buff of frozen units. BUT since it is a 100% debuff on frozen targets, and NOT an ignore frozen armor buff, it means that you can combo with effects that ignore frozen armor buff to not only negate the armor, but also do +100% damage against the targets. The idea is to combo the card with lost converter + northern star in defense, and coldsnap + ethereal storm B when pushing. So there it is : a 40m range, T3 S unit, which can't fall off wall, debuff ennemies, and debuff them even more if they are frozen. There's no counter on the unit as I considered the +30% debuff and 40m sufficient (PvP balance), but it's true that the unit attack is a bit low for its cost and no counter type. PS : The card was 1st created by Spirit Alpha on the discord, though it was slightly different. I freaking loved the concept, so I decided to bring the card into the competition so it has a chance to shine. Credit must go to him for both the original concept, and the art (I slightly edited the numbers, but he did 100% of the work); and probably the reward too. To Spirit Alpha, I loved your idea, and I hope it is selected and made into a card. -
Armatores liked a post in a topic: Nature Cards Tier List
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Nature Cards Tier List
This Is Halloween_2 replied to KserSke's topic in Deck Building and Colour Strategies
With the new season, and the upcoming of Natural selection, it is time again to see who has been able to adapt to a changing meta game, and who has fallen prey to the wind of change ... So I have updated my personal list fore nature cards in PvE, and am now sharing it with you : Methodology is the same I used for my fire tier list : 1) Power level : How strong "in general" is the card in it's own tier, compared to that tier power level in the game. I split it in 3, the ones clearly on top, the one clearly at the bottom, & I group the rest in a middle pack. 2) Flexibility : When or in which conditions I can use a card in a game. It takes a lot of parameters into consideration (fixed tower, what kinds of units it can attack, is it fast or not, condition of activations, ...). Same as above, I split it into 3 categories, the cards that can be played in lots of conditions/configurations, the most situational ones, and the ones that are either a bit situational, or are lacking in a number of fighting configurations (melee units and towers are often considered 1 by default for example). The higher the tier, the harder i tend to note flexibility. 3) Scalability : +1 point. The question is whether my card is consistently played at a higher tier than its own or not, exactly like another card of that tier. For example, lifeweaving or curse of oink are scalable. More tricky, surge of light is while eruption isn't because while the massive healing of surge makes it completely playable in T2 like another T2 spell, eruption does lose significantly in power to cost ratio at T2 compared to other cards. For T4 card I consider the ability to scale through power or with the size of my army. 4) Synergy/Combo : +1 point if the card is an essential part of a combo or the heart of many synergy. Note however that the card must be an integral part of the combo, and not a fuel for the combo, or a replaçable one. For example, rioter's retreat (G) would get +1, but not the commandos themselves, since they merely act as the fuel, and could be replaced (albeit by something a bit less efficient). However, both phoenix & embalmer's shrine are integral part of their combo. 5) Adjustment : Since no rating is perfect, I do give myself a 1pts margin of ajustment, to split affinities, or for example a card's power level & flexibility were both rated 1, but realistically are closer to a 1.5 score. I also use it if a cards see in practive more or less play than the unajusted score would suggest. Nature T1 : Nature T2 : Nature T3 : Nature T4 : -
This Is Halloween_2 liked a post in a topic: Community Update: October 1st
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Metagross31 liked a post in a topic: Community Update: October 1st
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This Is Halloween_2 liked a post in a topic: Heart of Trouble - Discussion Thread
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Description : I got this message every 10mn both in forge and in game (rPvE and cpve). No idea what is the action activating this error. It happened to every other player I played with. It seems it is a recurring issue.
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This Is Halloween_2 liked a post in a topic: Error Message durig play and in forge
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This Is Halloween_2 liked a post in a topic: Introduce Yourself!
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Name : No reward for the achievement Harder, Faster, Better, Stronger. Description : With the month of October at an end, I should have received the 3 boosters awarded for this achievment (N°1 on Siege of Hope). As of yet, I haven't received a single one. Repeatable : No idea.
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Windhunter stealthy change in November : Amazon mind control limit : 2 orbs and 150 power --> 2 orbs and 175 power NPC Lost Vigil cost : 3 orbs and 150 power --> 2 orbs and 175 power That would be busted 😆
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Ah that is good news. I was afraid the combo would be dumped completely after the last exchange on the subject. If what you say is true, then I'll be more than happy to withhold my judgment 🥰.
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This Is Halloween_2 liked a post in a topic: Patch #400054 - 1 October 2025
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Windelschleuder liked a post in a topic: Community Update: October 1st
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Well well, that is an amazing amount on new contents ! For the new cards : Molt : 40s. I still find that it is a lot, after previous remarks made. The spell is cool, but realistically, considering cost the previous up to twilight transformation, it's only trully usage is with vileblood (which got nerfed XD). Perhaps mutating maniac at T3 ? Whisperer, woodland watch & twilight infestation : it was talked about a lot. Waiting for the real in game numbers. Wait and see ^_^ Skyscorcher : a pleasant surprise. The AA part seems fine in term of damage (2500 for 90 power, reasonable). However 1625 ground dp20 is quite low. Stone launcher for example has 2700 dp20 vs both air and ground. It cost +10 power, has -10m range vs air and doesn't slow ground units sure, but I find 1625 to be quite a low number 😕. Not sure it will find a place. Promo Forest Elder looks AMAZING !!! He's beautiful. great art work ! For the balance changes : Amazon : Wow. That's a massive buff for nature T1. It may have the potential to be as impacting as striker change was for fire T1, but with less scaling potential. It is also more map dependent. We'll need to see if speedrunners can make something out of her. Treefiend : I hope he will now be useful. 150 power is still a lot. My biggest issue is still the fact that is acid bath charge is still useless because he auto-cast it even without ennemies in range. If only he could keep it in stock ... Vileblood : Kind of a random pre-nerf 😕. His stats were already low for his cost. And now that we finally might enjoy a combo with him in PvE, he takes a hit. Willzapper : That one is game changing for twilight. Massive amount of paralysis in defense, for a 70 power building. Amazing. Dying breed : Fair. Twilight creeper : He might become useful. 20dmg is still low at T3, so wait & see. Twilight Slayers : .... @Cocofang doesn't listen to anyone eh ? Dunno why we bother with the Balance Discord sometimes. I tested, it doesn't work with deathglider (though the change hasn't got through for this one, I'm pretty sure that they won't combo now). For treefiend and evil eye, that's fine. But with the "future" death glider, ... A lot of "talk" about twilight synergy for that result .... well let's see when deathglider change is implemented. @WindHunter I'll put my faith in you ^_^ Twilight warfare : That card will now be useful I hope. Good change. Evil Eye : 180 power is a lot... The transformation effect wasn't used much in part becasue of the cost (of course i understand the need to break any combo with molt, it would have been broken XD). 120-150 would have been better, considering the only real use case is for cluster explosion (we got enough charges for the rest). Hatecaster : Well, Green affinity is becoming stronger, Purple one is getting a nerf I'd say. 25% more dmg is too low at T4, the tower used to spew it's paralyzing effect twice as fast as the Green one, with an additional +1000dmg on top of it. Overall, 1 affinity is stronger so the card will be played, but the split in power level between the 2 is now bigger. Twilight pestilence : FINALLY !!! Twilight will now have access to it's very own defining God level Spell, as stonekin, lost soul, shadow and fire have. There's now a big reward for going Fire-Fire-Nature-Nature at T4. A bit sad that planned change for abomination, brute and deathglider haven't made it, but overall feedback is positive but with a number of reserves on my side. Real testing will tell me if the twilight faction is now mostly fix, or still in needs of help.
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Promo Forest Elder looks amazing !!! It was also a pleasure to have you as our Community Manager @Majora, you did an incredible job those last 4 years 👏. I hope this new season will be as good as the previous one 🖖. Now time to spew my remarks all over Windhunter patch note 😁.
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I know it’s been years, but since the change hasn’t been implemented yet : - passive building healing is more a nature thing than frost, which is more about repair. Furthermore, regen isn’t exactly what is needed for wall at T3+. Since there’s no way of competing actively with glaciation, that wall efficiency decreases a lot after T3, and that passive regen isn’t frost identity, I propose something else for Permafrost : - Permafrost : Increase by 1000 the maximum life points of friendly wall segments within 30m of armored tower. That way the tower will allow walls to passively increase in efficiency through tier, increasing wall segment health to 3500. The passive allows you to make many segments more durable. Doesn’t compete with glaciation, but the wide area should compensate in some situations (UV big wall at the center of the map for example, or covering 2 side on heart of trouble, and also a use for some future maps 🤫). It will also give additional reasons for other factions to splash a frost orb in their deck (something we’re trying to do with other cards like sleet storm), and haven’t started with frost at T1, so they may not have glaciation in the deck.
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Season feedback and overall state for the game
This Is Halloween_2 replied to nerosa's topic in General Talk
Hmmm, in the last year is a bit exaggerated : 1) New RPvE exp level is great for average players tired of adv++ but still not up for the old lv10. 2) Map of the day is great for them too, as is the rebirth booster. 3) For the new maps, Into the Jungle is great and fun overall for any kind of player. Heart of trouble main problem is the need for a crystal snipe strategy + T2 def strategy. After that the map is good. Only Unexpected visitors was not created with casuals in mind. 4) Change of Amii monument was needed for the long term health of the game. The new infections is made with more veteran players in mind, true, but I feel the reward you get is still good & not too hard to get if you go for an RPvE adv++ with infection. It gives a bit of a challenge to casual, like playing RPvE expert, without being too hard. Only the season is not great for casuals. -
And Amii with access to either windweavers, or dark elves assassins.