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Hirooo

Faction Designer
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Posts posted by Hirooo

  1. 10 minutes ago, Fundus said:

    If this problem cant be fixed shatter ice should be removed in my opinion. Its so bad for me that i just dont want to play with frost players i usually ask them to change deck or i kick them.

    If someone uses shatter ice i usually get multiple 1-2 min freezes per game this is completely broken.

    Do you also get the freeze when watching the replay?

  2. On 3/29/2022 at 3:11 AM, Cocofang said:

    If you think those maps would become absolutely unbearably horrible to play, meaning any possible enjoyment would entirely rely on roflstomping with NG, than this would instead point towards issues with the maps themselves..

    While I agree in general, NG changes are getting announced now and map changes aren't. 🤷‍♂️ 

    6 hours ago, JarodDempsey said:

    thats dumb af mc still wont be worth slotting in most cases 

    No need to be so rude.

    Kapo, Lans, Zyna and 1 other like this
  3. 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

  4. 9 minutes ago, Dallarian said:

    I am not sure if I like the freeze effect over here in the first place. There are no freeze-penetrating T4 Stonekin units (Tempest?), and it's not a desired CC among the community.

    Freeze isn't really detrimental for static defense here due to access to North Star.

  5. On 1/19/2021 at 10:21 AM, Ultrakool said:

    I was looking for this as well. Thank you! And @Kaldra I think there is still a demand for a replay website, similar to bfcards.info where you could upload replays for every map and state the colors etc

    yIjfYPf.png

    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! 

  6. 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.

  7. 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 either. The match ups where Curse Well is currently strong in are those that have trouble translating tempo advantages into well kicks. Shadow Frost mirrors are a good example for that. If Curse Well becomes completely unplayable due to nerfs or no longer serves the same role due to reworks, the match up could easily end up at a state where you expect 30 minute score wins to happen. Compared to that scenario having a sudden death mechanic in Curse Well is by far the better option.
    We have the overall goal to reach a sate where tier 3 game play is highly interactive and does not easily lead to 30 minute games even without Curse Well. This would make the function, Curse Well fills, obsolete. But since we are a long way from that, the damage reworking Curse Well would do to the match ups its used in, isn’t justifiable. Once a better tier 3 balance is reached we will revisit Curse Well for a rework.


    Chosen card changes:
    We still want to limit the use case for Curse Well only to decks that aim to close out highly defensive match ups. For that we chose to increase the temporary disadvantage the application produces.

  8. 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 straight forward in communicating advantages or disadvantages. A dropped well or monument or a couple energy parasites getting to your power well unhindered are very clear sings something went wrong. With thugs and the included looter you would have to analyze a replay carefully to know the amount of energy created over the course of an engagement. Its very hard for a player to judge if his current play worked out and how strong he is compared to his opponent. Because of this we wanted to rework looter as whole. One idea was to change the energy generation from creating new energy to only take energy out of the void pool of the player. This would keep the concept of looter in place. Units in combat would create a short term energy advantage due to increased void return but would not quickly snowball a game due to energy generation. But since we are currently heavily limited in whats possible to change we will have to wait a while on an ability rework. We still plan to reintroduce looter to thugs once we can redesign the ability.

    Since looter was the trouble point of thugs, we discussed if they would need further nerfs or buffs without the ability. The removal is a drastic reduction in efficiency and the unit did not dominate dazed fights before the energy generation changed flow of battle. Further reducing its strength did not seem necessary.

    It was pointed out, that thugs themselves are lackluster in stat/energy efficiency as they are comparable to several 50 energy cards in tier one. The slot thugs fill in fire is rather unique and the use case for the other 50 energy cards is very different. Here is a more thorough explanation about the topic from RadicalX:

    Spoiler

    Northguards are not used because Frost T1 has Masterarchers & Frostmage who build up a sufficient set up to counter S units. Wrathblades are not played too often because in Shadow Mirrors unit spread patterns are completely different to the matchups with Fire involved as there is no need to split up against Eruptions. This allows much cleaner focusfire making squishy melee units like wrathblades generally less effective. Skeleton Warriors are tanks, who are fully viable.
    Thugs will most likely remain useful in the Fire T1 mirror. Their hp/cost efficency is about 15% higher compared to the average Fire T1 unit, allowing fire players to push advantages through choke points more effectively as eruptions are less effective against them. The Shadow matchup requires a different approach to be played effectively anyways. A cost reduction to something like 50 gives Thugs an hp/cost value that would make triple hit eruptions ineffective.


    Chosen card changes:

    While we are not convinced, thugs will be in a good spot after the removal of looter, we would like to test how they perform without the ability. The nerf might warrant a stat increases to keep them relevant. While looter is in the game it is very hard to calculate, how strong of a buff would be needed. Because of this we chose to remove the ability keeping in mind we might have to buff thugs soon afterwards. As soon as an ability rework seems feasible, we plan on revisiting looter and might adjust thugs with a reintroduction of the ability.

    Update:

    Since we now expect to be able to change the looter passive in itself, we will not change thugs until the passive gets changed.

  9. 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:

    • 785 hit points changed to 850 hit points

    • Femme Fatale Ability: 100 energy cost changed to 50 energy cost

     

    Discussed card changes:
    Twilight Hag barely sees play in its current state. The card isnt viable in PvP and doesn't perform strongly PvE either. This means we are purely talking about increasing the cards strength in some way.
    One aspect we talked about but decided against was increasing the units combat ability by raising the damage value. Fire Nature already has a wide array of L counters available in Drones, Virtuoso etc. Fire splashes even have magma hurler as a ranged L counter. Further buffing Twilight Hags damage would only make her contest magma hurler in that role.
    Instead we wanted to buff the unique strength of the card in its crowd control ability. Increasing the radius was something we wanted to do. But due to current development limitations and feared problems with the corresponding animation made us stick to pure stat changes.

    Chosen card changes:
    For what it offers Femme Fatale has a very high cost of 100 energy. To be able to use the ability in an economically viable way we chose to greatly reduce the to 50 energy. The card is on the squishy side of tier 3 units. The stat efficiency is low even for the low energy cost. So we increased the hp pool to allow the unit to better use its ability. Overall we might further buff Twilight Hag but would like to see these changes play out.

  10. 9 hours ago, Treim said:

    90% for destroyed buildigs/units, used spells and monuments that are destroyed before they are finished building.

    100% for used abilities of buildings/units

    If you destroy your monument before it finishes building you gain 75 energy instantly but 25e are lost. In case of the monument actually getting destroyed while building I think you lose 100% of the energy. Unit/building abilities only refund 90% of energy cost as long as they arent toggles. E.g. Defender ability is 100% back to void and nomad spear is 90%.

    Ggoblin and Treim like this
  11. For that he has to play a unit to get spell presence to port units before they enter church range. Together with the rather tight power schedule for 3+ churches you can outplay and break a church. Winning on time once churches are set up is not easy considering all the enemy has to do is get spell presence for cursed well.

  12. In 1n1 you can most likely break the church. You are dealing damage against 1 kobold trick so spawn 7+ high HP units and get them into the church at the same time. The damage should be more than the one kobold can sustain.

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