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Balancing Developer
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About Chibiterasu

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  • Birthday December 17

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  1. Fountain of rebirth is a channel ability but even if I add that to wheels, it doesn't refresh after the dancers debuff. What's worse, even if I let the buff reapply every second, it doesn't work as intendet. Instead of reapplying the buff after the dancers debuff, it will reapply the buff during the debuff. Lost dancer's attack doesn't seem to prevent the effects of wheel and incredible mo, it only removes them. So that doesn't work either.
  2. Yeah, I already thought about that as well and I'm pretty sure it would work. But I didn't want to mention it because I don't know how "hacky" this solution would be. In the worst case, there could be some performance problems with such an huge aura. So I would prefer another way if possible.
  3. Are there any global buffs similar to wheel of gifts that reapply like this? If so, it should be possible to fix this.
  4. That normally happens against lost souls. They have those lost dancers who have a disenchant attack that removes wheel of gifts buffs. It happens with every unit, not only Grimvine.
  5. 2996 It's easy. Just type the number the previous person wrote into a calculator and press "+" then "1" and "=". Then you just copy the number shown on the calculator into the post. At least that's how I always do it
  6. I think it has something to do with squads interactions. In a squad, each member has an individual health pool and this results into a lot of problems when you want to kill the whole squad with a dmg spell. It depends on the angle of the center of the dmg spell and how many members of the squad gets hit at the same exact time. I think this is way harder to fix than you would expect. Especially since it's not 100% clear what causes that bug,
  7. You don't need to post it everywhere. You posted it on discord, then created a ticked there and then here in the forum? And it's probably not even a bug, you most likely just forgot that you opened it. Anyway the devs don't have time to look into your problem right now. They will inform you over discord when they have the time to do so. So be a bit more patient please.
  8. Oh right. Forgot about that situation. But tbh I find that a pretty cool situation because if feels a bit like the Twilight enemies manages to mind control you as the player so that no matter where you click, you will always attack the same unit
  9. I'm pretty sure this is the bug: You can see that I sometimes click on an empty space but because the individual members of the S units are spreaded all over the place, the game things that I want to attack them instead. It can get even more extreme than shown in the video. This is a very annoying bug if you play with knockback heavy armies against S units. But as far as I know this bug is related to the dmg bug also mentioned here, which is not fixable if I remember correctly.
  10. Better not count on you though 2977
  11. Won't be of much use. Sometimes Sunstriders (360 life points) will even survive a Lava Field (440 dmg). You can even shoot with Rifle Cultists (3960 dmg) on themselves (1050 life points) and one of them will survive with 1 life point if you know where to aim. It all depends on the angle of the dmg source. The dmg of each spell comes from the center and if you hit 2 or 3 members of the squad with the spell at the exact same time, chances are high they will survive the spell even though they don't have nearly enough life points for this. So if you want to reliably kill S units with a dmg sp
  12. Plot Twist: . . . . . . You scrolled up didn't you? 2971
  13. There were several reasons for this change: 1. The protection of Martyr didn't stack with most other protection spells frost has. It doesn't work for ice shields, it doesn't work for dreadnoughts ability, it doesn't work for ward of the north. 2. In 4 player maps the old martyr was useless because as you already said, one Player normally uses Shrine of War so you won't get any protection out of this effect anyway. The current Martyr is also not perfect for 4 player in combination with sow but at least you have an alternative to sow. (Therefore your idea with the effect for freezes de
  14. It's not clear right now what causes that bug. It probably has something to do with the "recast step" of the unit (The time between attacks in which the idle animation plays). Because if the recast step of a unit is set to 0 it seems to remove the randomness. Same with units like Tempest or Construct which have an attack that is independend of the idle animation. But if we change the recast step to 0, the unit attacks faster in general so it will lead to problems balancing wise. The weird thing though is that this also happens for Towers which clearly have no (visible) idle animation. Fly
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