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JH24

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  1. JH24 liked a post in a topic by Chronoatog in Fire/Ice what's your thoughts on what it should be as a faction.   
    I'm curious since we have all the factions designed but FIRE/ICE, what do you think there faction design would be. With Amii being buff/debuff choice I wanted to throw Ideas of what would be fire/ice big thing. This is mostly for fun and wanted to pick at peoples mind.
    This would be my design idea for Fire/Ice
    I feel with Ice and fire having more technology based units and soldiers. I feel they could be a technical unit/smaller unit focus. More focus on outputting damage with smaller aggressive units as we really lack a infantry focused faction (bandit's is about as close we get.) with a few Large units being tanks and planes something closer to a modern military with battle forge technology. Big units for support, small units are your major attack power vs the alternative that orb 3/orb 4 becomes.
    Main Mechanic
    - Garrison
    Essentially puts a buff on a building and said buildings (the Fire/Frost specific buildings) that gives said building it's attack with a range bonus. Allowing for bait and pull tactics with buildings, and allowing to have more supportive focus buildings which use units to give them an attack presence. They also get this range bonus on walls.
  2. JH24 liked a post in a topic by zz_tophat in Fire/Ice what's your thoughts on what it should be as a faction.   
    Shields that are used offensively.
    A line of units that either die shortly after being cast or are self destruct.
    A heat up/cooldown mechanics, a mode switch. Like rage stacks; only when the damage maxes out the squad starts taking damage and at any time you can change it's mode and those stacks of rage turn in to a shield that scales based on how many rage stacks it had. You can use squads or spells to give those units a shield that would be stronger than the one they could normally give themselves and in turn, boost their damage (both to enemies and the self immolation) beyond what they could normally achieve.
    This would give them synergy with nature, as you can heal the self immolation and shadow as you can self immolate for... shadowy reasons.

    I think their weapons and theme would be steam, as in steam powered rifles, steam spraying weapons, large mechanical squads; lots of iron and metal.

    Stuff like that.
  3. JH24 liked a post in a topic by Vrizz in Lost Souls and RPvE   
    The thing with LS is that people try to play it with faceroll strategy like other factions while it requires proper tactics and specific behavior. I agree, many do not know it and do not look at the details.

    1) Lost Dancers - spread your small units with F. E.g. one pack of Imperials can tank 1 dancer forever, so you can freeze lane (e.g. 2-player rpve).

    Lost Dancers - apply a debuff, so if you wanna go with Harvester and Life Weaving, you have to cast LW first and undead army FIRST. If you try to go in and get debuff applied, Harvy will die like a piece of meat.

    2) Lost Vigils - CC, clear buildings, then kill the Vigils. Trying to fight them with proximity of spawner/towers is useless.

    3) Lost Manabeast - pull away from other units or tank it and kill as last, as it leaves a healing buff.

    4) Archers (with long range) - send something in melee, so they lose big dmg.

    5) Lost Dragons - have Incredible Mo yellow mode or worst case, try to have more melee units and take Dragons down first. Or micro your army so only 1 range unit gets hit, not the whole stack.

    6) Lost Crawlers - they fucking explode when they die. Why 80% of players just stand in it? They ALWAYS explode, not sometimes. I understand taking the explosion first 5 times, but is it really so hard to figure out and move?

    Above things require some micromanagement and thinking. But those small details really make a huge difference and make LS very doable. Those are just some critical things to have in mind, not all and I am probably not aware of what I am not aware. ^^
  4. Majora liked a post in a topic by JH24 in Community Update - April 2024   
    That was an amazing update. Thank you so much for all the hard work you guys are putting into this! What you are doing is simply amazing. 
    The new updates look great (Nice April Fools joke, by the way), I've recently come back to the game again and I've been thinking about Lost Souls or Stonekin; these new cards look fantastic. I'm really excited for the upcoming Amii faction too.
    I'm also excited about the PvP AI; I always felt a bit intimidated by the prospect of playing multiplayer battles. I want to go into that one day, but the addition of an AI would lower the treshold. 
    Thank you again for the update.
  5. Dutchy liked a post in a topic by JH24 in Community Update - April 2024   
    That was an amazing update. Thank you so much for all the hard work you guys are putting into this! What you are doing is simply amazing. 
    The new updates look great (Nice April Fools joke, by the way), I've recently come back to the game again and I've been thinking about Lost Souls or Stonekin; these new cards look fantastic. I'm really excited for the upcoming Amii faction too.
    I'm also excited about the PvP AI; I always felt a bit intimidated by the prospect of playing multiplayer battles. I want to go into that one day, but the addition of an AI would lower the treshold. 
    Thank you again for the update.
  6. WindHunter liked a post in a topic by JH24 in Community Update - April 2024   
    That was an amazing update. Thank you so much for all the hard work you guys are putting into this! What you are doing is simply amazing. 
    The new updates look great (Nice April Fools joke, by the way), I've recently come back to the game again and I've been thinking about Lost Souls or Stonekin; these new cards look fantastic. I'm really excited for the upcoming Amii faction too.
    I'm also excited about the PvP AI; I always felt a bit intimidated by the prospect of playing multiplayer battles. I want to go into that one day, but the addition of an AI would lower the treshold. 
    Thank you again for the update.
  7. Morgotheron liked a post in a topic by JH24 in What is your favourite card and why?   
    Back then around 2010 Nature was the faction that I enjoyed playing the most. I always felt they had the most relaxing music. Whenever I think about that time Swiftclaws are one of the first cards that come to mind. There was just something cool about having a dinosaur among your T1 units.
  8. Morgotheron liked a post in a topic by JH24 in What is your favourite card and why?   
    In terms of raw power I really like Abomination and Skycatcher. They ooze power and I like how they look. I like Twilight Pestilence and Twilight Warfare because flavorwise they fit so well with the Twilight theme. They're all about keeping up the momentum.
    In terms of flavor and versatility I'm very fond of Shadow cards because they make you feel more involved in the game. Shadow Mage, Shadow Phoenix, Netherwarp, Cultist Master and Sacrifice are some of my favorites.
  9. JH24 liked a post in a topic by Majora in What is your favourite card and why?   
    I want to add that my second favourite card is actually Swiftclaw. I really like the looks of it, and it oozes nostalgia for me. 
  10. JH24 liked a post in a topic by Morgotheron in What is your favourite card and why?   
    I am surprised that I can't find a thread like that. What is your favourite card? I like 4 orb cards. I like Fire Worm, Batariel, Bloodhorn and Worldbreaker gun and spell Amok. I like big, strong creatures and appearance is important for me. Probably my favourite is fireworm but I like bloodhorn also and you?


  11. JH24 liked a post in a topic by Dallarian in What is your favourite card and why?   
    There was a very similar thread back in the days.
    And now after release, we play more than spend time on the forum, or abandoned the project for some time.




    For me ofcourse the card is lovely Battleship ♥
  12. JH24 liked a post in a topic by Majora in What is your favourite card and why?   
    Id have to say shadowmage. While it's obviously a strong card, and sometimes you can just spam them and call it a day, i really like the whole flavor of it. It oozes shadow. It has life loss, interesting abilities, looks cool, nice voice lines and I'm a fan of mono colored cards. You also have to keep an eye on them and can't just attack move to the other side of the map and do something else in the meantime. 
    Sacrifice pairs well with unholy army, and Im still trying to make more use of the foul play ability, even after months of playing. To me, it's just a very fun card with a high ceiling of possibilities. 
  13. JH24 liked a post in a topic by Dutchy in What is your favourite card and why?   
    My favorite card(s) would be the Nether Warps. It is so much fun to use and so versatile. Both cards warps friendly and hostile units a short distance. The green affinity heals all units affected an the blue affinity slows them all down to walk speed. Both sides of the card requires ground presence to cast.
    In pvp, you can use it to dodge important spells from your opponent like a Coldsnap or abilities like the Timeless One. It is also great to combine it with cards like cultist masters to get the Nightcrawlers right into the action. Nether Warp can also be used to get your enemy away from a well last second before it is killed. When an enemy unit is escaping with very little help, you can use the warp to get it back in range of your attacks. Because the units do not continue walking by default after they get warped, it could surprise your opponent and lead to an easy kill. 
    The card is also able to dodge projectiles. For example, if an Windhunter in rpve attacks your Batariel, you can warp the Batariel while the projectile is flying and the it will take no damage and does not get affected by the paralysis. In rpve, it is used to cross some walls to assists yourself or your teammates so you/they don't have to walk around an edge. 
    In some campaign maps, you have to defend against units that out range your Necroblasters or Church of Negation. An example could be Defending Hope or Crusade where twilight dancers attack your bases regularly. A quick warp can get them in range before they destroy your buildings.  
    A deck where both Nether Warps are often in the deck is the Construct rpve deck. In combination with Benevolent MO (or Dryad G) there is no debuff when you warp. This allows the possibility of the double warp which is awesome to do! To get a fast time in Bad Harvest, this trick can be used near the end and between some Stonekin lords too.
    In Speedruns the card is also utilized. As mentioned before, in Bad Harvest to get to your goal faster. With the card, it is also possible to jump over some gates. A few examples are Convoy, KotG, Titans and Nightmare's End.  
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