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Hirooo

Faction Designer
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About Hirooo

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    Devastator

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  1. What's stopping you from just not building them though? With unity and nature support its perfectly fine for anything really.
  2. What I find confusing about the reflected damage of the Evil Eye is its ability to damage units, who are currently getting dissolved. This is not the case with other damage reflects like Life Weaving or Wrathgazer.
  3. While I agree in general, NG changes are getting announced now and map changes aren't. No need to be so rude.
  4. Pretty sure Phase+LSS(g) clears but the T4 take would be very annoying to play :^) Thinking about it Comet Catcher Nomad should be less annoying to execute.
  5. 9:30 Short lag, Shatter Ice on coldsnaped Spitfire; Shrine of Martyrs, Insidious Mo active Second lag a bit later in the same camp but dont remember exact trigger; should be Shard+Shatter on Spawner + nearby units ~11:17 Lag the moment Frost Shard is played Frost Shard hits: 2 Spitfires + 3 hp sunstrider half squad+Juggernaut; Jugger and frozen Spitfire die, one Spitfire gets frozen Ice Age played a bit earlier; Wheels, Insidious Mo, Shrine of Martyrs, SoW, Dread active Does not lag in replay for me. 20220304_203556_GeneratedMap.pmv
  6. Freeze isn't really detrimental for static defense here due to access to North Star.
  7. Thats incorrect. Mountaineer for example will splash to air units.
  8. You pinned it a couple months ago D: I had somehow saved the tool over the years and was using it to rename replays en mass so thanks!
  9. My replay file of the same game. Seems to be a bit bigger. I got a normal victory screen. autosave.pmv
  10. Outright banning a shadow orb instead of using a point penalty would be better. It would be very weird to have to gauge what kind of players you can beat when using non shadow vs shadow for points.
  11. Curse Well Card Changes: • Energy Cost increased to 200 Discussed card changes: Curse Well is a very one dimensional card that removes all defensive options as soon as an enemy gets spell presence around a power well. While a counter attack with a temporary 150 energy advantage is a strong downside for wide spread use of Curse Well, the card is very oppressive in the match ups it’s used in. Because of that a multitude of rework ideas was discussed. While the card offers little interaction besides the temporary power disadvantage the alternative isn't exciting eith
  12. Thugs Card Changes: • Looter Ability removed Discussed card changes: While thugs see some use in PvE and the proposed change will diminish that, thugs are very problematic for PvP game play. They are highly impactful in the two most common match ups as they are strong in a mirror and against shadow. While their short term strength in most fights is not over the top, their efficiency due to looter is. Thugs can easily produce drastic energy advantages even when trading badly on the battlefield. Looter itself creates a lot of hidden strength in a game being very straigh
  13. Hello, in this thread I will present the first proposed change from the newly found Balance Discord. You can check it out here. We are currently still trying to structure the way we work but you can most likely expect a similar post for every card change we will propose. The first card we agreed to change is obviously not one targeted by heavy discussion but a simple buff to a clearly under performing card. Keep in mind while we can change core values like hit points redesigning abilities will have to wait. Greetings, Hirooo Twilight Hag Card Changes:
  14. Yea I agree Lajesh is really one of the most unfun maps in the game. A removal is needed.
  15. As always thanks for the great cast and organization
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