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Chibiterasu

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Everything posted by Chibiterasu

  1. 2951 20 days left for 48 posts until 3k. That means we need ~2.5 posts per day. Difficult but possible.
  2. 2942 (Just the number this time. No joke, no question, no reference and no easter egg about the number or anything else. Only the raw number of this message to keep the post as short as possible to not waste your time with unnecessary words. Of course I could write a bunch of facts about the number but I won't because nobody cares about them anyway. In general I don't like it when people can't keep their posts short and keep writing useless stuff in their posts that nobody cares about anyway (especially when they use brackets for it). So my goal for this post is to simply keep it short to not annoy people when they read it. Simple as that.)
  3. Ranged Non-Flying units have a hidden random variable that is determined when playing the unit and slightly alters their attack speed for as long as that unit lives. Even though Amii Momument counts as an Orb in the Mission Soultree, the Monument itself doesn't count as a Monument for the card Retrating Circle. You can't use Unity on Lost Shade because his passive already counts as the Unity effect. That also means that he will share the dmg with other units that are affected by Unity when his passive is active. Enemy units that spawn from camps in Pve aren't affected by Fleshbender. And a little Fun-Fact: Easter Egg is the only unit in the game without an Idle Animation.
  4. 2 Bugs I've found while testing this card. Description: 1. The description says that the target will deal the additional 50% dmg against male units only, which is wrong. Interestingly this this part of the description is already correct on the blue affinity even though the effect is the same for the 50% buff. 2. The second part of the ability is bugged even more. While it's correct that this part of the ability only affects enemy males, the actual effect is completely wrong. It says that every male nearby takes 15 dmg per second and that buff lasts for 20 seconds. But in reality the female unit will affect the first up to 3 male units nearby with a debuff that deals 15 dmg per second (or 45 dmg per second when there's only one enemy affected three times by this like in the video.) And that debuff only lasts for ~5 seconds instead of 20. After the enemy gets affected by it, the female unit will lose that part of the buff and the icon on her disappears but she will still deal 50% more dmg against everything. Video: (Fallen Skyelf does 100 dmg per attack. You see that she instantly loses the buff-icon and only affects one unit with a debuff of 45 dmg per second while the other two don't lose any life points at all.. After that she still deals 150 dmg to the construct (which isn't male) buf ater a while she only deals 100 dmg.)
  5. Description: On the card the ability order of Lord Cyrian is different compared to the order of the abilities when you activate them. This also counts for the shortcuts. Enrage is Y and Thrust of Ultima is X. Pictures:
  6. I love that idea! Please do that as an optional mode I see three different kind of modifiers that are possible. The first one are things that makes a mission staight up harder/easier. The second are modifiers that are just for fun and the third are modifiers that change the "meta" of the mission. From a game design perspective the last categorie makes the most sense because you have to adapt your deck to that modifier which leads to a new environment with potentially "bad" cards beeing more effective than usual. It brings the most variety to the mission. Something like "enemie units 20% more dmg" or "less energy at the start" makes the mission harder but it doesn't really change anything. You will still use the same cards more or less. While modifiers like "Friendly units have a X% chance to get CC'ed every Y seconds" or a prevention of healing or buffs will affect the deck you use for the mission.
  7. 2940 Unfortunately there's one flaw in my statement: It's (most likely) not possible to time travel just by writing a smaller number than the previous one into this thread. Therefore i guess the law of time is still more relevant than the law of this thread
  8. Aura of corruption - Doesn't state that there's a maximum dmg for the effect.
  9. 2938 (funfact: This is the highest number that was written in this thread yet but at the same time there will never be a number lower than it in the future. Think about that...)
  10. 2934 Let's see if we can get this to 3000 before the 18th december.
  11. Not even 2932 hours until we get to the offitical release!
  12. Which leaves you in a disadvantage. Especially in PvP with that system you almost have to use it to compete against others in the early state of the game. I understand that people don't like it but I think especially in PvP it's more important that you're able to play with the same requirement as the enemy. The collecting part of the game shouldn't be as important at that. But I noticed that is apparently impossible to put a card back into the PvP exclusive deck after you removed it. That means if you change the original PvP deck, then decide to change it back, you have to have the card at U3 to be able to get the original deck again. Maybe you could create a copy of the deck automatically when you change something so that you're still able to get back to the original version of the deck. Or just add a button to create your chosen deck again in case you messed it up. Edit: Okay I saw the option to get access to the PvP cards to add them back into the deck. But it's pretty hidden imo. Maybe my mentioned feature still might be a good idea ^^
  13. I put both of those bugs here because I think they are connected to each other. Description: If you attack a unit with Fire Dragon and then walk away with that unit, there's a certain distance where Fire Dragon will still attack its target but doesn't do any dmg. Then if you continue walking away from Fire Dragon he will ignore the target completely and don't even listen to your attack order on that target until you give him another order. Not sure if there are other units with this bug. I only found Fire Dragon so far. Reproducibility: Most of the time once you get the spacing right. Video:
  14. I like it. It only lets you choose two decks at a time. If you want to play more than 2 decks in PvP you still have to collect cards. PvP is not that popular unfortunately. Those free deck system might change that. Of course it could backfire as well and even fewer people could play PvP because they don't see the reward for their time the spend on collecting all the cards anymore. But I think it's worth a try. Better than tome decks in any case. Though there's one thing that bothered me when I saw that menu: It took me a few minutes to realised how to actually select the deck you want to play. The check box is right next to the orbs and to me it looked like an empty 4th orb so I didn't pay much attention to it. I would prefere a design like this: It's only a small thing and I'm probably the only person who didn't get it at first glance but I think it looks better if the check box isn't right next to the orbs.
  15. I guess someone from the dev team didn't pay attention in math class and thought he could give them 50% siege bonus by giving every of those 6 archer 8,33333%...
  16. Description: If Grim Bahir attacks enemies, it will effect them with his passive ability. Though that passive ability doesn't refresh when he attacks him when it's still active. That leads to a time window where the enemy isn't affected by that effect. Sometimes it doesn't even work if Grim Bahir does the last hit on a target like shown in the video. Reproducibility: Always for the lack of refreshing; Sometimes for the missing crawlers right after Grim Bahir kills his target (Because that's only a small time window.) Video:
  17. Wipe-Hype. Even if there isn't a date for that yet, I'm pretty sure we can say it will be before year 2914
  18. In general I like that Reserve System. But the values could be better imo. First I don't like it that we don't get a free booster per day anymore. Sure we can use the Bfp we get to buy boosters but boosters are not worth the price they cost. The best part about boosters currently is not the value of the cards inside but the feeling you have when you open them especially when you get a rare card from them. I never sold any booster, I just opened them for that reason. Sure I got cards like frost-Avatar, Dreadnaught, Warlord and other expensive stuff, but overall it would be better to sell them all for 400 Bfp. I doubt there will be many people who will buy boosters with their earned bfp. Therefore new cards will be implemented in the overall market way slower and that leads to a slowdown of pretty much everything. My idea would be to reduce the numbers of Bfp people get from the Reserve System but give everyone a free booster once they reached 30 minutes per day. Additionally it probably would be necessary to reduce the reward for the quests as well. Anyway I don't think it's good idea to lock boosters by a huge amount of playtime. What is negativity? Isn't it the same as crucial thinking? I thought that's a very important part of feedback you should be looking for. Especially since he's the one who has the numbers...
  19. Infect isn't as strong as it's price let you think. It's a good card in a later state when your deck is already complete and you have too much bfp anyway. But until then I would prefer soulshatter. An alternative would be frenetic assault (Needs 2 shadow orbs, so you have to take out fire sphere. But you need 5 spheres to play Fire Sphere and Artillery anyway, so you need to take out one of those cards anyway). Your t2 is huge. I like it that you use cards like bandit sorceress. It's a cool card when you combine it with towers but in 99% of the time, you wouldn't waste a deck slot for her. Bandit spearmen and commandos are a bit too much as well. One of them should be enough. Commandos + Rioter's retreat is a very strong combination, but only in defensive situations. But most of the time one of those cards are strong enough to deal with attacking units. Especially when you also have bandit sorceress, you have 3 cards in t2, that are completely for defensive purpose. That is definitely overkill. Instead I would add a bit in t4. Playing with Bloodhorn only is possible but you can add a ranged unit to be a bit more consistent. Depending on your 4 spheres possible cards are Grim Bahir, Tortugun or Fire Dragon. With Grim Bahir and Tortugun you can play Artillery and Frenetic Assault. With Fire Dragon you can play Fire Sphere. So it's up to you.
  20. Of all thread, why this one? Do you really want to talk about a 4 years old pizza???
  21. 5000% with 100% absorbtion?! You know what that means, right? That means with 500 Void you will prevent 25000 damage with your units before the enemy will even begin to deal damage to your units. So the enemies will have to deal damage equal to the total life of around 5 strong XL units or a bit more than 6 Spirit Ships until you even need to consider a heal or something like that. Additionally the effect cancels once the shield is empty so that means you are able to activeate the ability as soon as that 25000 damage mark is reached and protect your units for another 25000 damage. With 45 seconds cooldown you basically need 3 shrines and you can keep absorbing all damage the enemy can throw at your units. THAT is real immortality.
  22. 1. A poisen fits the nature fire theme very well compared to a blindness or a damage debuff. The movementspeed fits too. But we already discussed this in the discord channel. Poisen + Movementspeed reduction would probably too strong in PvP and only a slow would almost be useless in Pve. 2. Also discussed in discord: S counter is almost useless in t3, M counter would only counter specific units for example silverwind or giant slayer. Both of them are swift so Mutating Maniac will have a tough time fighting against those units. L would be the only possible counter but I'm sure there were some arguments against it too. The only real possibility that we considered was siege damage. But in the end more people wanted the XL damage. 3. We wanted to keep it simple with those changes for now. A passive healing would be a cool idea but we don't know to which extend we are even able to give him such an ability. 4 & 5. Would make it even more similar to giant slayer. 6. Complete CC immunity would probably be way to op in PvP and the other ideas are overall too difficult (or even impossible) to implement. 7. Reminds me of a frost unit. I don't think it fits very well to a Fire Nature unit. 8. That would fit quite well. But again, since it's a completely new ability, it will be very difficult to impossible to implement. 9. Taunt again feels a bit odd for a Fire Nature unit imo. It may be a control ability but it would again fit better to a frost unit. I'm not even sure if there's an aoe taunt in the game right now. (Lightblade only works on one unit what makes it a different ability.) So some of those ideas are quite good but I think within our limits, the current proposal is pretty good so far. Besides we can still adjust it later on.
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