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Weak1ings

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  1. DESCRIPTION The unit Satanael (Both affinities) can activate its ability in groups when there is not enough power for the group. The result is that you can use less power than should be necessary to activate multiple Satanaels. REPODUCABILITY Works every time, examples that work: Example 1: If you have 3 Satanaels and only 70 power, activating the group costs only 70 power and all 3 spawn 6 snapjaws. Example 2: If you have 3 Satanaels and only 140 power, activating the group costs 140 power and all 3 spawn 6 snapjaws. Example 3: If you have 8 Satanaels and only 70 power, activating the group costs only 70 power and snapjaws spawn up to the unit limit of the ability (150) SCREENSHOT/VIDEO Youtube Link: LOG Log: Attached, probably from test server Replay: A replay from the live server where I test various spawners. ADDITIONAL INFORMATION Tested this on other unit spawners and they behaved correctly. (think Ravenheart or Corsair) 2026-03-13_10-34-34_RPvETwoPlayers_diff4_s39046_Weak1ings_[GM]Gam3over_time_0_03_26.5_v275.pmv _log_proxy_latest.log
  2. Hi the example is throwing me off. (I have no idea why the example is at 100, which sounds like 100 replays) This is what I think I understand: For one replay: Using 1 card 100 times == 1 point == using 1 card 1 time. Does this make sense or should I try to use a card fewer times inside the game? Edit: Having looked at the uploader website this now makes sense, the goal to getting fewer points is to find a unique deck that can be used.
  3. I wonder how factions without a melee M counter will fair against bug heal-spam, for example Frost since it lost Mountain Rowdy as one. That damage reduction will be really useful!
  4. I'm curious, why pick Advanced instead of expert? (expert is pretty easy too)
  5. No, overbid sounds like a terrible and counterintuitive approach. (I hadn't even heard of it before) I think I misunderstood what I was looking at, I expected the filter to sort only the bids and not bids and buyouts. Thus I concede that there are way more bids than the above figure as the premise is wrong. (original thinking: if the bids become blank, it means I reached the point where there are no more, bids are exclusive from buyouts... instead they are inclusive, making finding bids difficult.) I don't consider a buyout to be a bid you can buy immediately, it is the absence of a bid with a non-negotiable price, though guaranteed purchase. I wonder if this filtering was left as is because originally all listings had bids and buyout was optional. Now we see new cases that just make less sense when sorting.
  6. As of ~6:00 UTC, about 2.6% of all listings had auctions. This sounds like the auction feature is pretty much dead! 1. What do you think about the fact that the auction house, has no auctions in it? I think it's a lot less fun to try to interact with AH when auctions are missing, perhaps the option to not do a bid has removed an important gameplay aspect to the auction house. (not that the reversal of this would change most people from just setting the bid 1 bfp below the buyout, including myself) 2. What if all postings were required to have bids like they previously did in the past? I think this would improve the buyer's experience and give everyone the possibility of getting a slightly cheaper card and just have fun with bids. Additionally, this is a good learning tool for the younger players as this is a full market. I know I fondly remember ah back when I was a youngster being wowed by this open market! Thanks!
  7. Hopefully, It is pretty crippling in the case of Skycatcher since it's often a "I probably should be playing Giant Wyrm" card.
  8. I've realized an annoying bug; If a Grim Bahir or Skycatcher kills its target, it does no splash damage to nearby enemies. Is this documented? e.g. : Image, note that the living ice barrier should have 150 HP remaining as Skycatcher has siege. It appears that these units synchronously do damage and then splash while Wyrm or Lost Dragon simultaneously apply damage and splash. Quite an important bug! (edited)
  9. 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 without trivializing the difficulty of the map. As a speedrunner, @LEBOVIN is more than aware of these exploits and it should make him excellent at addressing them! But please recognize this is a conflict of interest. Any difficulty changes should come second, once the time for this comes please consider bumping the jump in difficulty from Standard to Advanced. I don't recall many significant differences between these two levels of difficulties and thus room is open for making the jump harder. On expert the maps should feel like real challenges, not everyone needs to be able to complete a map on this level which is why Standard and Advanced levels exist! Proposed changes like increasing the number of walkers for Convoy come to mind, I remember trying to do Convoy with Eirias using frost tier 1 units, so no swapping or cheesing and eventually we accomplished it and it felt like a massive achievement! If there were 5 walkers instead of 3, I expect we could've gotten it first try: a subpar experience. Difficulties overcome make for excellent memories to everyone involved! I do appreciate a lot of these creative changes like a hidden boss on Crusade or fixing bugs on Empire and look forward to seeing more changes coming.
  10. Glad to see the Phoenix made it there! So I take it these are implementable into the game?
  11. The true true PVP experience:
  12. 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!
  13. 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.
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