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Weak1ings

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About Weak1ings

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    Warrior

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  1. The number one map focus should be fixing exploits as mentioned on Guns of Lyr or Convoy. Things like: Circumventing any Amii Gates via Teleporting Blocking Jorne in Titans (mentioned) Sunbridge Gate Switch bug Soultree Amii Monument Somehow getting the treasure wagons to go faster in The Treasure Fleet (is this still possible?) Using Incubator to generate ground presence (not really a map-bug tbf) Many, many more exploits exist... I think the goal of a map designer should be to get the user to "play the map" however the player wants but w
  2. Glad to see the Phoenix made it there! So I take it these are implementable into the game?
  3. Its not a sequel but a revival!
  4. The true true PVP experience:
  5. One thing to note is that players (including myself) are often willing to buy any card for 1 bfp already, transferring that risk from you to them that is inherent to trying to sell a weak and/or super common card!
  6. Even with this buff it'd be hard to justify northguards at tier 1 as their struggle is against medium units when trying to get early map positions.
  7. One thing to note is that You can do Behind enemy lines with U0 nightguards if you just send in two nightguards, one will be paralyzed but the other swaps, then send her off somewhere else. (This actually is how I did it the first time)
  8. Weak1ings

    Frost Sorceress

    This is a similar case vs. Nature as well, creating a tedious matchup where a single mistake might cost you everything. In your comparisons are you looking at actual damage or the amount listed on the cards? Sorceress does around 25-50% less damage than stated, depending on the situation.
  9. Weak1ings

    Mountain Rowdy

    He actually is quite good in Soultree lol, its a capable card there but not worth using in PVE in general. I've been trying Rowdy in my PVP deck and the way it fits in is as a "small counter" where units like stormsinger tend to struggle. Its also particularly good against shadow cards like nightcrawler, darkelf, and shadow mages as it can eat up so much damage either from raw stats and its ability(stacks with shield too). Most importantly it avoids mind control and offers an alternative to war eagle that is much more suitable for rushing since it has a relevant counter unlike lyrish knig
  10. Lol, We'll see in time if rowdy is actually worth it, I'm quite capable of policing rogue eagles though I've heard it said that the game was once balanced around upgrade 2 & not upgrade 3, perhaps a range decrease is worth it or some kind of CC immunity to a swapped nightguard so she can reliably get away & swap again but keeping power bound makes swapped units "normal" which seems more ideal for all factions and not just eagle & stone tempest which could probably stop a lesser nightguard.
  11. I am opening this topic to bring up a suggestion for changes to mind control/ swap with the goal of making it more fair in PVP scenarios as the ability to create unbound units and effectively insta-kill an opponent's unit makes creating larger units very risky in matchups against any shadow splash or double nature as there are simply not enough consequences for swapping and swap-backs/interceptions are arduous and often impossible: (especially for shadow nature who can easily intercept swapped nightguards) This is especially important for factions who cannot take the unit back on their ow
  12. In PVP ice barrier home soil is usually very good and its devastating for a wide variety of units but I'm not sure if its worth adding as a tier 2 option for decks without a frost start.
  13. Another way to do a "booster for gold" system is to create an exponential cost function based on the number of times said booster is purchased; this means that it'd provide some value to those with millions in gold but it'd be foolish to rush boosters this way.
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