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Xamos

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Posts posted by Xamos

  1. Hello fellow Skylords,

    first off - I love how a lot cards already received so many good and interesting adjustments!
    EDIT: Also, unfortunately I wasn´t able to keep up with discord the last couple of months. I noticed that there are discussions ongoing for cards I am going to mention (e.g. Lost Priest)
    Nevertheless I´d like to share my personal Ideas because they are a bit different.

    But balance is something that can probably never be fully achieved. In the meantime, I´d like to point out some cards (mostly units at first) which I feel got left behind in previous balance changes, or at least aspects of a card that got left behind like their rarity and usability.

    There are quite a few cards that I myself find lacking the way they are right now and I was wondering if I´m the only one and thus should consider ignoring these facts or if someone else also thought about that already. This are things I just have in my mind and I´d like to take the opportunity of this forum to write them down so they bother me less because I don´t have to think about it anymore xD
    And also because I have quite a few Ideas I´d like to share for them 💡

     NOTE: for Readability I tried to encolor the card names by their corresponding faction

     

    There are 2 things about some cards that bother me besides being underwhelming: inconsistend orb requirements and inconsistend card rarities. Here are my Ideas how they should be adjusted in my opinion:

    1. Card´s Orb Requirements: I love the new two-colored-orbs on cards like Treefiend, but there are many cards on which these new orbs would make a lot of sense in their orb-cost that got missed out. Especially because some orb-requirements have been changed recently (e.g. Volcano) or are new (looking at Twilight Slayers, Banzai Lord). 

    Usually more play-restrictions would mean that the unit is better than more spashable cards, but that´s certainly not the case in this game.?! F.e. XL-Units ARE stronger than others but still LS and Bandit´s XL´s are splashable. WEIRD. And there is no clear line, which bothers me 😄 

    Units:

    • Lost Grigori, Lost Horror: you can play them at T3 while playing a T2 Stonekin- or Bandit-Deck before. Why? to me they look like core T3 LostSouls cards, why are they so spashable, while Nightshade Plant, Twilight Hag, Treefiend and Twilight Slayers are not??
      -> Speaking of which, I don´t really understand why Twilight Slayers on the other hand are so restricted. They don´t look like core Faction-cards to me and neither are strong.
    • Souldhunter (and Corsair) Same questes comes up here - T3 XL Faction Units, that to me at least represent the Bandit-faction at T3. Corsair restricts itself by only affecting other Bandit-Units with its newly strenghened buff okay, but Soulhunter can also be used in any rainbow-deck which is weird.
    • Banzai Lord: while it´s nice to be able to splash this card so much, it also makes the green affinity rather useless because you´ll almost always have better heal options available in your deck by just picking one nature orb. Also why does it get the same Orb-Requirements as another existing T4-Bandit unit, Bloodhorn?? 
      And why is Banzai Lord a Human? Yes I read in the discord somewhere that it "grew to ridiculous hights due to cannibalism, but that´s just werid to me. Why not make him a Demon like Overlord. Lore-wise he could have been a human that somehow transformed into a hugh demon, that´d make much more sense to me.
    • Tortugun: This card probably needs a mini-rework (see idea below) to see more play but now that Bandit-T4 got Wasteland Terror as new faction-core T4 unit, it´d make sense to me to move this not-so-faction-related T4 to 3-bandit orbs instead of 4, to be able to have more variety. (Would open up the possibility to play it with second chance). Maybe change 2 orbs to mixed orbs, so it could be played with 3x fire or 3x shadow.

    Spells: well i can understand arguments here that restricting these would not be appreciated by most players, but nevertheless I´d like to point them out here to have it off my mind.

    • Stoneshell: is a pretty good card, which is why it should be more restrictive imo. Make use of the new mixed-orb here.
    • Thunderstorm and Soulshatter: strong spells that imo is to splashable for its power. (Inferno and Frost Shard also need 2 faction-orbs. Where is the line?)
    • Equilibrium and Regrowth: you need only 1 Nature orb to have access to the best heal-spells in the game? Make it 2 at least.

     

    2. Unit Card rarities: There have always been some cards which just don´t fit into their rarity in my opinion - XL which are common. The size, uniqueness and complexity should influence the rarity, but I don´t have the feeling that it does for cards like Northland Drake.
    --> Especially recently new changed/reworked cards, that got their rarity left behind. When considering factors like card complexity and unit size, that doest really make sense to me. Focusing on Units here because buildings are still being reworked and i have hopes that f.e. Stronghold will get stronger.

    • Northland Drake: it always bothered me that there are just a few XL-Units that are plain common, and thus don´t feel like anything special. Northland Drake was particularly weak before his rework so it was somewhat justified (tho he is the only unit that can summon an ice-tornado), but NOW this card is very strong and should totally be an uncommon at least, if not even rare.
    • Lost Dragon: same as drake - also got buffed and it basically was weird from the start that this one is common, and should also be uncommon at least, if not even rare. I mean is there any other unit ingame that can disable ranged attacked on-hit? Yes he is not the strongest and has super high orb requirements, but why not adjust the stats a bit more too?
    • Lost Horror: a very strong unit in PvE, which has a unique 3-target multi-shot (g) and considering he is XL would also justify uncommon.
    • Giant Wyrm: this is the one which I can accept the easiest, because he does not have an extra ability and is a starter card. But would also feel way better if this was uncommon. GiantWyrm´s strengh is his versatility becauso of the unrestricted orb-requirements - compare that to Skycatcher(ultrarare) and it makes me think that Giant Wyrm should at least be rare.
    • Wasteland Terror: definetily feels like this one should be rare with that unique area-disentchant. Tho I can understand that it got released as an uncommon to be easier optainable. Not a reason to not change it now in my opinion.

    Then there are spells which don´t 'fulfill' their rarity, but would need reworks to do so I think, like Twilight Warfare, Forest's Vim, Evocator's Woe, Gravity Surge.

    --> Gravity Surge: being one of the weirdest for me, because all it does is packed within an rare unit that does it better. (Yes disentchant is similar, but there the green aff is at least unique)
    💡My idea: make it affect not just one air unit, but multiple. Gravity Surge (p) could affect 6 (this one has the tough drawback of making affected units immune to ranged tho), Gravity Surge (b) 3.

     

    Now onto the Units that feel too weak. Either too weak for their rarities or in general - I´d like to see a buff sometime, not a rarity change there. Sometimes a small Stat-increase could already do the trick, but some cards need small additional effects to fit their rarity.

    • Satanael: This is a hard one. I don´t play this card often because I dont play pure shadow much. Maybe a damage increase would do the trick here. Or can this guy maybe get an active ability to mode-switch to melee? should have a much slower attack than Grigori then, but hit hard.
    • Nox Carrier: ultrarare.... Why is this only considered as a pure PvP card? Why not make it do more damage against normal structures, less dmg against orbs&wells?? why no extra-dmg against walls in the way that it also destroys adjacent wall-segments? (its a ram after all) .. after the recent drastic changes at least the unit got cheaper, but still feels weak. 💡Another idea would be that it gaines increased speed if small units are nearby, in the way that they would push it 😄
    • QueekQueek: got a little better recently, but it would be cool if this card had a implied retreating-circle ability to teleport a group of units into safety.
    • Tortugun: the hunger bar makes it quite unplayable casually. 💡idea: make the hunger-bar decline slower and let a certain unit-type provide double of their actual healthpoints as hunger - f.e. Beasts (Yes that would encourage cannibalism a little xd). Beasts have more flesh on them anyway. This would encourage certain strategies/combinations.
    • Fathom Lord: could use an additional ability, like all enemies around him are paralized 15% longer. He is rare after all.
    • Gladiatrix[P]: While the green one can be used in PvP because she is fast an can keep up with SkyfireDrakes, the purple one just sucks. Please give her something! 💡My idea: [Tainted shield: Gladiatrix (p) takes 50% reduced damage from ranged attacks and spells, but after the unit receives damage she will loose 10hp every second for 5 seconds.] - some tankiness with the drawback of being a shadow affinity. second optional drawback could be that This damage can not be warded off by other effects - if it´d turn out to be too strong in combination with ice-shields or lifeWeaving. Also I think this would not be a problem for PvP because Skyfire Drake can just kite the slow Gladiatrix or fly away.
    • Grove Spirit: Already got some small changes in the past but that neither justifies her rarity nor a deckslot. But I heard more changes are planned.
    • Icefang Raptor: should be nice on paper, but in play he very much is still lackluster right? 💡 idea: [Frosty bite: When Icefang Raptor attacks a unit, the unit will be frozen by his cold bite for a short duration of ~1sec. Afterwards the unit is immune to freezing for ~8sec)
    • Mountain Rowdy: is in a decent state, but I had the idea that this card could also receive a small change on his active ability and add the void-refund-ability that ShrineOfMartyrs has to it but in a weaker form. That would directly combo with a changed icefang-raptor who would freeze enmies on-hit.
    • Skyelf Commander: Stat-increase pls (accompanied with higher cost). She´s a rare T4 unit after all. As a commander, she should buff all nearby (sky-)elfes! 💡Idea: Every elf within 30m receives 50% less damage and gains 20% increased movement speed!
    • Skyelf Sage: Would like to see another usecase than her ability. Idea: if 4 or more elfes are around, the unit deals +30% dmg. (Btw. the change to XL-dmg was already nice, but not enought 🙂
    • Skyelf Templar: also very one-sided card. 💡What if she´d heal every elf within 20m for ~4% of their max health every 3 sec?
    • Virtuoso: also imo lackluster as a rare unit: 💡2 ideas that both involve his active ability: a) after being used, the sound cheers every other friendly (fire-)unit within 25m to deal 30% increased damage for 10sec. b) every enemy-unit hit by the ability wont be able to attack for ~6sec and afterwards is immune against this effect for 15sec.
    • Twilight Creeper: also still a bit on the boring side considering he is rare. 💡idea: gains +40% movement speed for 10sec after he attacked.
    • Warlock[R]: The other aff Warlock[B] got changed into a somewhat playable unit (at least on paper), BUT the red affinity got left behind. +15% damage increase is quite (Rogan simply this way better with +25% as passive so why bother using Warlock at all? and keep in mind rogan isnt actually strong either) and thus Warlock does Not justify the extra deckslot this card needs. 💡 Something like "buffed targets get +20%dmg AND +20% lifesteal" would be nice.
    • Deathglider: Pretty weak and very situational. The initial buff by the team to change its knockback into a cone was good, but his stats are too weak. They are hardly better than from Mana Wing which is T1 and also 60power (Deathglider has +60hp compared to ManaWing, but thats it). I think both affinities should knock back S AND knock off walls and his active ability should be changed. 💡 Idea: [Blessed Infection: After Deathglider infected the target, every twilight-unit around 25m will receive 35%less dmg for 20sec.] [Gifted Infection: .. every enemy-unit around 25m will be poisoned and receives 15dmg every sec for 15sec (=225 in total).] -> Should be worth using, because the Deathglider dies in the process after all.
    • Lost Priest: not that useful and I never see it in play (Lost Dancer is just better). 💡 idea: let his normal attacks disable the enemy´s attack for 0,5 sec. (like rogans ability, but on target and super short) so that if you have many of them you could disable bigger targets in PvE, like a pacifist priest 😄
      OR -> make Lost priest :shadoworb::shadoworb::frostorb::frostorb: T4, Increase all Stats, make his ability affect up to ~20 targets AND give him a new passive ability that
      every Lost Revenant's life time will stop to run out, like the t2 spell. (But this might interfere with the new planned "Lost Obelisk")
    • Lost Warlord: different topic, and I heard that changes are planned anyways which is good.
    • Energy Parasite: niche PvP-Only unit, would be cool if this card could get another use for PvE. 💡Could be something like: Every enemy that get´s attacked by the parasite can only attack at lower speed because it´s energy to fight is being drained. The more Energy-Parasites are around, the lower the atk-speed of their targets would get (this way it would be good in PvE but have only little implications for PvP). 

    Spells:

    • Dying Breed: another topic, idea would be that all units of the same type within 25m of the target get damage, the longer they are withing the circle the more damage they get.
    • Global Warming: The last changes to make it cheaper (and smaller area) didn´t do the trick for me. The card is unplayable in PvE and can only be used in two very specific matchups in PvP - it´s a high risk to waste a deckslot on it just in case you play against pureFrost/FireFrost as pure fire. Actually it only makes sense to use it as a direct counter to AreaIceShield right?
      I´d like to see something like "all enemies in the affected area receive 30% additional damage, AND their iceshields get damaged a little".
      OR - I just had another Idea for Global Warming: Every friendly fire-unit in the area has an increased attack-speed! Could work like an inverted Frostbite(r) 
    • Architect's Call: Quite bad card to be honest. Sounds interesting on paper, but the 20hp heal for the blue aff is super weak (it´s staight off better to repair buildings) and the purple aff isn´t that good either. Some Number changes could do the trick here.
    • Earthern Gift: I heard changes are planned (Stonekin rework), just wanted to mention it.
    • Gravity Surge: mentioned above in the rarity-department. I think it definitely should get the change to affect multiple targets, please.
    •  Twilight Warfare, Forest's Vim, Evocator's Woe Already meantioned on the rarity section, but what are they good for? Does anyone ever use them? Need reworks right?

    Building-related changes that have been done and are coming look good to me. (Only Cards like Altar of Nihil, Fleshbender, Willzapper,  are questionable in their existance).

     

    I´d like to hear your opinion on the listed cards aswell:

    • What do you guys think about the orb requirements? Should they not be changed at all? Or do you agree that it should be done - either like I suggested or different?
    • What do you think about card rarities?
    • What about the mentioned weak cards - do you use any of them and are you having fun with them the way they are?
    • What do you think about my ideas?

     

     

  2. And here I have another Idea for an Amii-Card, but I´m actually not sure yet if I´d want this effect on a building or on a Unit:

    [Focused perseverance: all positive status effects that are activated/gained within 20m of the unit/building last 50% longer]

     This would include buffs like life-weaving and active abilites like Amii-paladin´s reflection. If its on a unit, it´d have to be on a supporter unit that can be focused down in PvP. If on a building, it could be useful in defensive scenarios in PvE.

  3. I have another idea - something similar to "shatter Ice" but for Amii this time.

    image.png.8dffa16df61bd39175ba7b857dab885b.png

     

    Obliteration: [Forced decay: Spawns an Amii-Spirit with 800hp, that has immunity agains all major debuffs and starts disintegrating up to 6 enemies which are currently paralyzed within 25m around the spirit. The spawned spirit is not able to move and will vanish after his targets are fully disintegrated.]

    This card would only be playable with other cards that actually paralize enemies, but I think that would create fun synergy-options.

    The immunity against major debuffs such as freeze, would be necassary to not be a useless card, but the drawback of such an otherwise strong spell would be that the spirit is quite vulnerable and rather easy to kill.

  4. Dying breed sounds like a unit-class only has a few left. So if you brute-force that on a unit, it would mean to me that now this units-breed is a dying breed. Effect could then be: the more units of the same type are within an area of 30m, the more dmg every unit of that type will receive.

  5. 12 hours ago, Sacriefice said:

    I think this creates an interesting dynamic because most effects don't let your enemy room to act upon it. There are a a few spells like disenchant that can counter cc or ravage which kind of counters something like envenom, but very few that create a predicament for the enemy.

    Another thing that could be an inspiration is Loner, and ability from another game Impossible Creature. Creatures with Loners get a huge attack boost while they are not close to other friendly unit. If we invert that concept it could work on an enemy unit get a huge debuff while close to other friendly units or while alone.

    Uh yeah that sounds good to me. Finally something that could make this utterly-useless card a thing! 

    My idea of "the units flee from the affected target" would also be pretty nice and fitting, But probably hard/impossible to implement, because right now there is no such feature like "fear" where enemies have to run away right? Sounds like an inverted frenetic assault tho.

    So with the compromise that nearby units just get damage (thats the way of fire) the opponent has to act - in PvE the AI cant act but that means that the card might have a use there too. 

    The Loner ability also sounds interesting - maybe one affinity could buff your own unit "if alone" and the other affinity affect enemies? (But that sounds more like a spell from the new Amii-faction then, hmm)

     

    I still wouldn´t exclude the possibility to add a minor cc to the card as well - frostBite (red) for example makes units attack slower - the red Affinity has to come from somewhere fire related right?

     

     

    On 10/10/2022 at 4:06 AM, Sacriefice said:

    (Shadow affinity) unit can't be healed

    On 10/10/2022 at 4:06 AM, Sacriefice said:
    • (Shadow affinity) permanent, affected unit looses 10 health every second if there is not another of the same kind 50m around it (max unit cost 100 energy)
    • (Nature affinity) after 5 seconds, for 30 seconds, all other units of the same kind 50m around the affected will loose 40 health every two seconds

    Your initial ideas also make sense. Anti-Heal, is that present at any other card right now? Could be interesting in PvP to counter Nature, and in PvE to counter those Bandit-Healers (not the boss tho cuz leader immunity).

    But we have to be careful to not make it like "Aura of Pain" which simply damages all nearby units. Maybe the longer enemies stay in range, the more damage they get?

  6. On 2/2/2023 at 10:18 AM, Hrdina_Imperia said:

    Mountain Spring (MS) - shrine card with supporting capabilities, that can be deployed on the frontlines. 

    Sounds Fun - like a combination of Frost Crystal or lost converter (can freeze enemies as T2 building) and a mixture of Wardens Sigil+Kobold Laboratory (can heal/repair friendly buildings). BUT the near instand construction-time would certainly be op. Otherwise I like it and Stonekin T2 could really use some defensive tools to freeze enemies.

     

    I like the other one as well, refunding void power for no-longer-used buildings! 

    But 

    On 2/2/2023 at 10:18 AM, Hrdina_Imperia said:

    or refresh the cooldown if charges are full.

     doesnt make any sense right? Because if it only affects the card of the excact building you played, there always would be a charge missing because you´d hae to play the building in the first place. But refreshing charges is nice. 

    Tho I´m not sure if "Return to the earth" would be thematically fitting for stonekin.

     

    _________________________________________________________

     

    On 2/1/2023 at 6:57 PM, Duza said:

    Other factions have humans, dragons, ancients, beasts and many more, but Stonekins are all elementals with metal body and blue flames.
    So I thought it would be cool and thematic to add Giants, Skanes and also mortals, who stayed loyal to Giants. 

    Hi, for me it makes total sense that Stonekin-Units only are Elementals. That´s what stonekin is about after all - stone coming to life by the magical power that makes them elementals. 

    No offense, but I don´t like your card idea very much, and it seems pretty useless to me. Statwise but also ability-wise. And why is he called Giants Supporter if he himself gets a buff when sourrounded by a XL (not even a Giant? - Giants are only Jorne, Santa and Dreadnought). It would make more sense the other way around, that the xl-units benefits from him being around. And also an Attack that knocks back small units is useless (its literally what every L unit already does).

    Hrdina_Imperia likes this
  7. On 2/2/2023 at 4:40 PM, Wogibogi said:

    i was here waiting this project to progress since 2015 around September

    Oh well you accidentally waited 8 years instead of like 3 , because it was playable by everyone from 2018 onwards if I remember correctly, then 2 years ago the reset happened and it got officially released.

  8. 13 hours ago, Sacriefice said:

    with spells like Mine or Wildfire already working like an indirect cc.

    Good point, but what would you suggest then? The closer other enemies are to the affected unit, the more damage they take or something like that?

  9. 8 hours ago, Kubik said:

    @Xamos these are not related to the original question.

    First crash is when trying to render some donut, so if it started only recently I would suspect some corrupted file.

    Oh well, thanks for the reply nontheless! (I thought these are related because it sporadically closed for me aswell)

    Corrupted file means that I should reinstall the game or smth?

  10. image.png.ebebec65427721027994827d8d84b801.png

    And my second Entry to the Card Design Contest: Allyria (tho I changed the abilitys a little) -  An T2 Archer Hero, the beloved wife of Rogan Kayle (they would´ve just recently married, as it didn´t come up in the story yet ^^)

    Name: [Allyria] 
    Tier & Orbs: [T2, Neutral]
    Type: [Unit] - based on the Model of a single White Ranger, but recolored to be gold and white to maybe look like a girl princess
    Power: [80]
    Hit points and Size: [790] [ S ] ( single S unit, able to mount Wall Segments) 
    Attack value and Type: [960] [ranged and XL] 

     

    Passive Abilities:

    • [Inspiring Archery]: Allyrias presence inspires other Archers in an area of 25m around her to deal 10% increased damage and gain an additional +10m range! 
    • [Long shot]: Allyria herself has a long range of 30m

    Active Abilities:

    • [Coat of Swiftness]: Allyria and other S units next to her gain 40% incresed speed for 15 seconds and can't be knocked back during the duration]

     

    Reasoning: I love archers and love the idea of having a princess for Rogan in the game. Also I think Small Units are lacking support in the game and get left behind. This card would enable fun and maybe even viable S-Unit strategies (at least in T2). And with that XL-Counter she would maybe have some nice niche usecases.

     

    Note: She should have a longer range than normal Archers, but not too long to still be in range for her passive. Her passive should be strong to justify her use because she is a legendary card that can only be in play once, but restricted to Archers (S-units) to not be op.

    PS: Numbers might have to be changed to fit the game properly. Maybe her active ability could also make s-units ignore unit-collision. Or if the steadfast would turn out to strong, instead of the steadfast a damage-reduction could be added.

     

    Story: Allyria was not a princess by birth, but a daughter of simple rangers. Her parents named her after the 'Lyr of Old' to remember all it's glory. She learned to use the bow already in her childhood from her uncle and she was a natural talent. However, as she was a girl, she wasn't really noticed by anyone to be of good use in a real battle and even her parents held her back (because they wanted to protect her). That's why she wasn't noticed at first after the humans of lyr came back to the surface after the Twilight infestation. She moved with the people who followed Rogan Kayle. One day the got attack by Twilight Insects. Sadly her dad was killed in the ambush, but he left her a magic bow with which she was able to shoot far away and still hit. With said bow she saved Rogan Kayle's life during the ambush. He thanked her and one thing led to the other and they fell in love.

    Draconnor and Hrdina_Imperia like this
  11. image.png.09df10e5e4108ef2b1e981f5df153061.png

    Here is one of my Entries: Fierce Builders!

    Name: [Fierce Builders]
    Tier & Orbs: [T2 Fire, one Red one neutral Orb] 
    Type: [Unit] - Model of Northguards
    Power: [65]
    Hit points and Size: [700] plus [S]
    Attack value and Type: [900] plus [melee and counter-type S]

    Active Ability:

    • [Forceful Construction - Activate to create a Zone with a range of 20m around the unit. Every building that is placed within that zone will be constructed 30% faster but will take 70% increased damage after fully constructed for the next 30 seconds]

    The idea behind this unit is to enable a new strategy in fire-frost decks with which you can go for buildings. It would work similar to the mechanic of Phase-Tower, which can with the teleporting-Ability be used for attacking, but takes addition damage after being constructed (for comparison, Phase-Towers do take 100% increased dmg for 40sec which is worse than the suggested stats for my idea, but this would have to be tested and balanced accordingly).

    Hrdina_Imperia likes this
  12. On 1/30/2023 at 9:05 AM, Hrdina_Imperia said:

    This has to be a thing in the next patch 😄

    Only if the next Patch goes live on April 1st i guess xD
    But it´s kinda weird that every member of the squad ends up on the exact same position, would be cool if possible that they stampede side by side^^

    On 1/16/2023 at 8:50 AM, Hrdina_Imperia said:

    Since it seems people still want to share their ideas, instead of making up new thread every time, I decided that it might be worth while to make a megathread, where new card suggestions can be posted. 

    I like this thread already 😉
    If you have the motivation, I think it would also be cool if you yourself could properly share the entries of Contest that you liked the most here as an additional reply - giving credit to the original Person who came up with the card idea of course.

    Hrdina_Imperia likes this
  13. On 10/10/2022 at 4:06 AM, Sacriefice said:

    The thing is, I really appreciate the general idea of that card, I think Skylords could use some meta (no the other meta) strategies.
    Like aforementioned I don't play pvp yet and I suspect it can be applied in PvE, so the following are just some unfunded ideas (not necessarily meant to be used in conjunction)

    • reduce orb requirement to T1 or T2
    • reduce energy cost to ~60
    • (Shadow affinity) permanent, affected unit can't be sacrificed, but the spell can only be applied to one type of unit at a time
    • (Shadow affinity) unit can't be healed
    • (Nature affinity) 30seconds, affected unit permanently looses 2% of their health (max 20) every 2.5 seconds

    This card bothered me basically since it existed, because I literally have not seen it being used. And why does a card exist if its not even played by anyone.

    I like the fact that you already came up with solutions, which actually sound reasonable. Having access to this card at T2 could actually help Fire in PvP to prevent f.e. a lot of war eagles spawning, or a lot of burrowers. But you still can´t really ignore an enemie unit in PvP, can you? It will just destroy your wells. And if you still have to kill the unit, the effect is gone. 

    Your ideas would have following upsides, that one Affinity would be better in PvP (purple) and prevent mass attacks of problematic units, while the other would be useable in PvE (green) and would be stroing vs big targets like harvester. But would that be enough to justify an incusion in your PvP deck? idk

     

    I also have some ideas for the card: the way the effect looks, it suggests that if would affect not just one unit but all units in the area around the target. What if this card would introduce light CC for fire? Possible effects could be:

    • the target and all units around it get slowed a lot (weighted down by the burden of being the 'dying breed')
    • the target and all units around it can´t attack for 5 seconds (their attacks get 'locked' as the image suggests - e.g. like the effect of Cyrian)
    • all units around the target flee from the affected unit and have to move out of the circle - freeing the way to focus the target and adding a light CC because all other units run away instead of attacking your units (idea also came from the image, as it looks like there are no allies around the target anymore) - I like this option the most but it sounds the hardest to implement into the game

     

    Maybe one of these effects could be added alongside the standard-effect of the card that no units of the same card can be played for 30sec. And paired with the effect that the target takes a %dmg of his max health every 2 sec. 

     

    Sacriefice likes this
  14. I agree that the ability should at least cost a little less. if i costs 30p you still wouldnt use it mindlessly right, but that would make it much easier to use when you have many of them. 

  15. Also, why was "Tainted Death" completele removed from Thunder Wagon instead of simply added to both affinitys? While this wouldn´t have that big of an impact, it´s not op by any means and if the ability is there why not make use of it?

  16. On 1/7/2023 at 6:04 PM, Metagross31 said:

    There are already balancing discussions for Moloch going on in the balancing discord:

    I did miss quite a lot there as its hard to keep up reading, but do you know what happened to the idea someone had to give Moloch an active ability to spread lava all around him? Even Moloch´s Card-Art suggests that he can spit fire from his back 😮 

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