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Hirooo

Faction Designer
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Everything posted by Hirooo

  1. Do you also get the freeze when watching the replay?
  2. We could hide all Inc Mo icons besides one though 🤔
  3. What's stopping you from just not building them though? 👀 With unity and nature support its perfectly fine for anything really.
  4. 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.
  5. While I agree in general, NG changes are getting announced now and map changes aren't. 🤷‍♂️ No need to be so rude.
  6. 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.
  7. 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
  8. Freeze isn't really detrimental for static defense here due to access to North Star.
  9. Thats incorrect. Mountaineer for example will splash to air units.
  10. 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!
  11. My replay file of the same game. Seems to be a bit bigger. I got a normal victory screen. autosave.pmv
  12. 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.
  13. 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.
  14. 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: 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.
  15. 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.
  16. Yea I agree Lajesh is really one of the most unfun maps in the game. A removal is needed.
  17. As always thanks for the great cast and organization
  18. Hirooo

    The ELO system

    Its matching you by your base elo. Thats starting off at 100k. You are just inactive when you begin playing so you are shown a lower score.
  19. 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%.
  20. Hirooo

    Church of negation

    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.
  21. Hirooo

    Church of negation

    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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