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Chibiterasu

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Posts posted by Chibiterasu

  1. Most people play rpve not for beating a challenge but for simply farming gold and bfp. And why bother with spending way more time and effort on beating lost souls when you can simply restart? Same with incredible Mo and global warming. Why waste deck slots for a potential encounter when you can simply restart with an additional deck slot? And even if you don't have that mentality, when you play with randoms, it's almost guaranteed that at least one of them will either quit immediately or isn't experienced enough to beat the map.

    But the root of the problem is that Lost Souls is simply stronger than the other factions.

  2. AI art is great for non-artists who want to create something good-looking without spending much time or knowledge on it. But if you use AI to get something high-quality, you need to put a lot more effort into it. Sure, it's definitely possible to use AI to create art that looks just as good as the results our artists come up with. (And there shouldn't be any legal problems either, but not 100% sure about this one.) But what I'm sure about is that such high-quality AI art won't even save that much time compared to drawing them by hand. And to recognize what result looks good, you need to know stuff about art anyway.

  3. Summary: There are multiple bugs with this card's effect that mainly affect the outgoing damage of the target.

    Description: The card says that the unit "fight's at a slower pace". (In this case it coded as 50% slower)

    However there are a few things with that part, that is definitely not intentional:

    1. The slower fighting pace is only true for melee units. Ranged units still attack at the same pace as before.

    2. The card has a hidden 25% damage nerf in its effect. This applies to melee and ranged units. So it kinda makes up for the missing effect on ranged units.

    3. And now the funny part: Generally the damage, melee units deal, is automatically calculated based on the length of the attack animation. So a slower attack animation leads to higher damage. This is something that applies to all melee units in the game and exists to reach the same damage over 20 seconds no matter which attack pattern a unit uses. But this is also true for the slow down effect of Frost Bite. So frost bite slows down the attacks of the target by 50% but then the mentioned mechanic kicks in and buffs the damage of those attacks by 50% again to reach the same original damage over 20 seconds. However because of the hidden 25% damage reduction, it's not as noticable and still has an overal Damage nerf on the target.

    You can see this last part very well in the video here. Normally a Batariel attack against air units deal 697 damage as you can see in the first example. This is always the case as Batariel only has one attack animation against air units. However once frost bite red is applied, the damage turns to 784 damage. The attack animation got reduced by 50%, which increases the damage by 50% and then the damage get reduces again by 25% (697 x 1.5 x 0.75 = 784).

    And another very interesting point if you look closely is that the damage aura of Batariel triggers in the second example. This ability is supposed to have a 1000 damage threshold. The reason why it triggers is because the internal damage of the attack got increased from 697 to 1045 damage because of the slow down. This modification affects the threshold. However the 25% damage reduction doesn't because the threshold is uneffected by "normal" buffs and debuffs.

    Hirooo likes this
  4. Description: If you use some kind of melee disarm ability on Dreadnought and then switch Dreadnought into his ability, he will be able to attack after the disarm runs out.

    The reason for this is that his ability applies a permanen disarm to himself while in that stance. But that disarm won't overwrite an existing one. So as soon as the previous one runs out, he is able to attack like you can see in the video.

    Media:

     

    undead4ever and Metagross31 like this
  5. What decks/cards do you play on that map? Did you always play the same cards before the crash? It seems that for example Queekqueek crashes the game on this very map sometimes. Maybe there are other cards that can't handle it if they get teleported with that teleporter on that map or something like that.

    You seem to be the only person with this specific problem. So it's logical to assume that this crash has to be connected to either your hardware, your options or your actions somehow.

  6. On 4/3/2021 at 11:24 PM, Darkroy said:

    I like the idea to pause the hunger bar after it has eaten. (probably easier to implement than speeding up the animation? dunno) 

    But should it be dependent on the hp it chewed? So f. e. 3sec Pause for 1k hp eaten? 

    No. Imo it shouldn't. The reason why I suggested this is because it's especially ineffective to eat smaller stuff. And with many potential supports like Grim Bahir, Infect or even Undead Army it's therefore almost useless to eat the units because the animation of Tortugun is way too long. So my goal was to especially improve the effectiveness for smaller units.

    Xamos and Volin like this
  7. Description: If you play Revenant's Blessing on a Revenant, you stop the death timer. But when you play Ice Age afterwards, the timer instantly continues.

    This also works the other way around. Use an Ice shield on a Revenant, play Ice Age, and then use Revenant's Blessing on it. Even though Ice Age is still active, the timer for the Ice shield will continue to decrease.

    Reproducibility: Always

    Additional Information: This bug exists because Ice Age and Revenant's Blessing both use the "IceShieldTimerOffset" Ability but with a different target. And since only one of them can be active at the same time, the second one will overwrite the first one leading to the bug descriped above.

  8. Quote from the balancing discord server regarding this change:
     

    Quote

     

    Wintertide:

    Removed trample revenge damage and added +30% more damage for melee units.

    We currently want to bring more diversity into Frost T1's play patterns. We aim to create overall healthier T1 interactions with mixed unit compositions in most matchups. Currently Wintertide prevents this approach as it heavily scales with mass Master Archer compositions and attacks its direct counter, Dreadcharger, in the Shadow matchup. The trample reflect mechanic prevents higher amounts of Dreadchargers to be viable. We want to remove this interaction as a first step to bring Frost T1 into a more interesting place. This might be followed by additional changes towards Frost T1 in the future. To keep Wintertide (fire) appealing as a card, a new mechanic will be introduced. It will now amplify damage dealt by melee units.

     

     

    There are a lot of thoughts behind every single change. There is a group of very experienced PvP experts that discuss the changes with each other before they announce it, so you can be sure that they are aware of the potential this card has as a XL counter with lightblade for example.

    If you still disagree, I suggest you join the balancing discord and state your reasoning there.

  9. 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.

  10. 1 hour ago, Mynoduesp said:

    Making WoG Effects auras with lets say 500m range should do the trick just fine.

    Same goes for Incredible Mo. 

    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.

  11.  

    54 minutes ago, PNotiz said:

    I cannot count.

    2995

    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 :)

  12. 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,

  13. 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.

  14. 11 hours ago, mtmt said:

    There are a couple things I have found to cause that. In the case of that video it is a squad of S units being knocked apart. Clicking between these units still targets the squad.

    The more common and frustrating one I've encountered is when one of the units you have selected is being mind controlled (by a twilight mindweaver) In that case you always get the attack icon when controlling the entire group. Removing the mind controlled unit from your selection resolves this.

    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 :D

  15. 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.

  16. 15 minutes ago, LEBOVIN said:

    Buff eruption by 6 dmg ? :P 

    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 spell, you have to pay close attention to the center of the dmg spell and that all indicidual squad members have a different distance to the center.

    I didn't fully understand this either yet, so don't ask for a more detailed explanation :D

  17. 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 depending on your void will also be useless in 4 player maps because you won't have void thanks to the one player who plays sow)

    3. Frost has a lot of expensive abilities and spells. Some of them are quite important and without a proper void return tool, frost struggles in long fights. This is pretty much the opposite of the intentional design behind frost. That's why a void return tool is so important for pure frost.

    Pritstift and Loriens like this
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