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Toshio

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  1. Cool new tower, nice that there are new TW units for us.... But may be we finally get real deal for PVE? Lost souls still plays as 15 years ago, with only noticeable changes - nerf of ships and banestone for one good (yet still not as good as AI one) t3 manabeast. May be add finally second tower to them? Like on t3 or t4? Buff Lost Ovallords? I saw them being used last time like before server wipe. Two mine definetly already getting from Oval to Circlelord, from being left on a couch for sooo long. Add Lost Necrofury so we got artyllery on this deck? I did not see any of new LS cards played this year, and i have a feeling, that i'm the only person on server using Lost Manabeast. Or give us spawner and small LS units, so we can use walls on that decks!!! Nah, we get to play mostly fire decks for 4 month more... And elf tower sounds fun... but wall defending? Really? For army with 3 archers on t1-t2, best defence t1 building in game, nice towers that support roots and insane t2 powerboost from Spikes? You know, on nature deck i mostly never even build walls after reaching t2... And definetly i never even can thought that there can be someone with problems defending them on nature. With 2 mobile towers, root nexuses, 3 dmg towers and 3 support buildings. Oh and i forgot 2 sunken tempels that create a living wall anywhere on map. Not like this news. I hope next one will be more positive for me.
  2. Hello there! new contest, new submission) Sharing my idea! Name: [Lost Creeper] Tier & Orbs: [T3, frost, shadow, shadow/frost] Type: [Unit] Power: [150] Hit points and Size: [2500] plus [ L ] Attack value and Type: [2000] plus [melee and S] Passive Abilities: [Hateful Death (R) , Gifted Death (g), Swift, Revenant's Doom] Hateful Death (R) - fire affinity, on death works as AOE, locked to death location Infused witchcraft of Warlock. Gifted Death (G) - nature affinity, same as above, but AOE heal. Numbers i think, will be good, same as for Crystal Fiend, but cos of AOE effect - up to 3300 hp. Explanation of idea behind the card: [Ok, first of all, since 2009 or so, since I had seen this unit in hands of AI, i said - I need it! The idea - endgame, strong self confident unit, that can be crowd up like Twilight Creep and take place of t4 units on rpve 9 mission (as Creep can). Thus it cost more than average and has only 8 charges. It covers up really poor t3 units pool of LS, gives them so needed heal and works with idea of "shadow" orb in LS - same as most shadow units it is playing with after/near-death mechanics. Why stats of card is so high? Lost horrors. This card must compete with them. Balanced? I think yes, cos 1. 3 definite orbs will limit player's deck build. 2. Not that much charges and high power cost for L unit 3. S counter. Not very good at late stages, but definetly will be helpful in campain and 3-rd line of camps in rpve. The general idea - same as it's now in AI hands - scary unit that can wipe out small units, so it must be focused, but hard to kill and scary to be killed first - thus keeping enemy in tension. This also may be great in late stages of PvP ]
  3. Ok, so why did again you remove all the chicks from boosters covers? Definetly not cos of sjw, blm and other liberal shit from ppl newer played any of the games, right?
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