Wish to contribute to the project by donating? Heads up to our Patreon -> https://www.patreon.com/skylordsreborn

Jump to content

indubitablement

Member
  • Content count

    21
  • Joined

  • Last visited

1 Follower

About indubitablement

  • Rank
    Savage

Recent Profile Visitors

952 profile views
  1. indubitablement

    Custom maps collection

    Dropbox link is dead.
  2. indubitablement

    Card ideas with description

    Cards are u3. Arts aren't mine. *Should be 16 charges instead of 4.* Acid Bold: Every 5 second, unit casts a bolt of acid that deal 75 damage to enemies in a 5m radius around it's target, up to 115 in total. Revitalize: Every 5 seconds, unit heals a friendly unit for 200 life points. Gifted Sprout (Power: 90): Activate to conjure a Forestkin Sprout to the target location withing 15m of the caster. Select the Foreskin unit of the deck that you want the Sprout to change into. The card doesn't have orb requirement. If not killed in time, the Sprout will grow into the selected unit. The time it take is proportional to the power cost of the unit and exponential to the number of orb required. Reusable every 30 second. Treespirit=6sec, Spikeroot=24, Thornbark=48sec, Razorleaf=104sec, Grimvine=208sec Blessed Sprout (Power: 90): Activate to conjure a Forestkin Sprout to the target location withing 15m of the caster. Select the Foreskin unit of the deck that you want the Sprout to change into. The card doesn't have power requirement. If not killed in time, the Sprout will grow into the selected unit. The time it take is exponential to the power cost of the unit. Reusable every 30 second. Treespirit=5sec, Spikeroot=18, Treefiend=28sec, Razorleaf=85sec The sprout summoned by Treefolk Shaman is a 0/1500 Large stationary unit. It can be nasty. It can be sumoned directly on the enemies. Keep in mind Sprout can only be cast withing 15m of the caster, while Nasty is 25m. Tainted Purge Magic: Immediately removes all buffs, debuffs and status effects like Freeze or Paralyze from a unit creating a heavy explosion that deals 300 damage to units in a 25m radius around it's target, up to 900 in total, for each buff, debuff and status effect removed. Knocks back small units. Immediately reusable. Infused Purge Magic: Immediately removes all buffs, debuffs and status effects like Freeze or Paralyze from a unit creating a heavy explosion that deals 200 damage to enemies in a 25m radius around it's target, up to 600 in total, for each buff, debuff and status effect removed. Knocks back small units. Immediately reusable. Art: https://morkardfc.deviantart.com/art/Arcane-Blast-643221019 Blessed Wicked Spit: Every 3 seconds, units spits a wicked substance that deals 70 damage to enemies in a 5m radius around its target, up to 110 in total. Knocks back small units. Infused Wicked Spit: Every 3 seconds, units spits a wicked substance that deals 70 damage to enemies in a 5m radius around its target, up to 110 in total. Deals 50% more damage against structures. Corpse Gathering: Harvests energy from nearby corpses equal to their former maximum life points to enable Precarious Mass. A maximum of 3500 life points can be stored at once. Precarious Mass: If the unit dies it will trigger an explosion dealing the gathered corpses former maximum life points as area damage to hostile and friendly units in a 20m radius. Up to 33% of the gathered life points are dealt as damage per target. Affects ground targets only. Knocks back small and medium units. Earth Dive: While moving around unit takes 50% less damage and knocks back small units dealing additionally 25 damage to enemy units in target area, up to 100 in total. Affects ground targets only. Art: https://daveallsop.deviantart.com/art/Putrid-Leech-121637666 Purgatory: Corpse in a 200m radius do not expire. Mass Soul Suction (Power: 30): Activate to gathers energy from corpses in a 200m radius equal to 50% of their former maximum life points and store them away. A maximum of 9000 life points can be stored at once. Corpse Sharing: Activate this mode to make the stored corpses accessible for other entities that also gather energy from corpses in a 60m radius. Tainted Branding: Activate to mark an enemy unit, disable its special abilities and make it takes 20% more damage. All ranged attackers within a 65m radius will focus their attacks on marked target while their attack range are increased by 25m. Lasts for 15s. Reusable every 30s. Gifted Branding: Activate to mark an enemy unit, disable its special abilities and force it move at walk speed only. All ranged attackers within a 65m radius will focus their attacks on marked target while their attack range are increased by 25m. Lasts for 15s. Reusable every 30s. Art: https://jessyruiz.deviantart.com/art/Signal-Flare-638933309 *First card should've been Infused.* Infused Privateer Armie: Create a zone of 25m radius where summoned friendly units are not dazed and requires 25% less of the usual power costs, but they will die after the zone runs out. The zone last for 30 seconds. Reusable every 30 seconds. Blessed Privateer Armie: Create a zone of 25m radius where summoned friendly units are not dazed and requires 50% less of the usual power costs, but they will die after the zone runs out. The zone last for 15 seconds. Reusable every 30 seconds. Art: Endless legend *First card should've been "Infused Black Hole".* Infused Black Hole: Create a black hole with an event horizon of 25m that knock back small and medium units into the black hole every 3 seconds. The black hole last 15 seconds. Deal 60 damage to units in the event horizon, up to 360 total. Reusable every 30 seconds. Blessed Black Hole: Create a black hole with an event horizon of 25m that knock back small, medium and large units into the black hole every 3 seconds. The black hole last 15 seconds. Deal 6 damage to units in the event horizon, up to 36 total. Reusable every 30 seconds. Damage is for each knock back. Infused Black Hole would be 300 damage, up to 1800 total, over 15 seconds.
  3. Overcharged Mutating Frenzy™ Need in game testing. It may not work, because of Unity... PvE Boss killer Cheap (BFP) Heavy micro Total healing from blood healing: 4620 regenerated/sec (1100/sec*2*2,1)=4620 regenerated/sec When used on Mutating Frenzy, it is enough to sustain a total of 271 deathwish+the initial morphing+blood healing's damage. (15/sec*271)+45/sec+(250/sec*2)=4610 damage taken/sec With dryad's 25% damage reduction, you could sustain 374 deathwish+the initial morphing+blood healing's damage. ((15/sec*363)+45/sec+(250/sec*2))*0.75=4616 damage taken/sec Depending on how many mutating frenzy you use(up to 5), you could deal equivalent damage to more than 41 colossus or 239295 XL damage/20 sec or 11965 XL dps. (1+(0.3*374)+0.75)*2100=239295 Ghetto Worldbreaker Gun™ Portal Nexus only does damage to friendly targets. PvP and PvE T3 Heavy micro How it work: Cast Enlightenment, then build Kobold Inc.(preferably somewhere safe near an orb or well). Activate tainted speed-up. For the next 30 second, building can be built near instantly (1 or 2 second build time). Tainted speed-up has no cooldown after Kobold Inc. is build, but ,once activated, it has 60 second cooldown. Build a Portal Nexus near a rooted unit or a building you would like to kill (explosive death does 3k damage to friend or foe which is enough to one-shot an orb and leave XL dead or heavily injured.) Use your newly built portal nexus to make a teleport station (It doesnt matter where you place it.) and delete it immediately. For perspective, explosive death's area is 4 time bigger than Eruption or the same as Coldsnap. And, it deal more damage than Fire Sphere or Inferno in a bigger area. Unlike Worldbreaker Gun and Comet Catcher, this combo has near instant battlefield effect, because you can cast tainted speed-up as soon as Kobold Inc. is built (20sec). The total cost is 360 power(120 bound) for the setup, then 50 for each Portal Nexus. To put that into perspective Juggernaut+Stampede+Disenchant is 345 power(220 bound). Furnace of Flesh PvP and PvE T3 Cheap (BFP) Lame How it work: Build Embalmer's Shrine (preferably before T3 as pick over the bones as a 60 second cooldown after Embalmer's Shrine was built) and Furnace of Flesh. Make a Cultist Master and cast call horrors. Call horrors will make 3 Nightcrawlers for free for a total of 2235 life point or 7152 with pick over the bones activated. Cast pick over the bones and kill the Nightcrawlers near Furnace of Flesh. 358 power have been returned from your void to your power pool per Cultist Master. The whole combo only cost 275 power (225 bound) with 2 Cultist Master to be hable to permanently empty the void pool. Keep in mind 10% power is permanently lost everytime a unit is killed or a spell is cast. It is possible to not use Embalmer's Shrine, but you will need 3 times as many cultist master which bind more power.
  4. indubitablement

    Closed Beta Access Giveaway #2

    forum is going so fast no one will know my secret pvp plan
  5. indubitablement

    r8 my pure nature deck

    How can I improve my deck? All suggestions and advices are welcome. A quick explanation of why I chose these cards and my train of thought(sorry for bad englando): T1 Nature: Because of the threat of root and hurricane, I expect to fight against nox spam, firesworn spam or guardian spam. Nature t1 is a wild card. Amazon: I need a swift unit so I don't lose map control. I chose amazon over swiftclaw, because it's great against sunderer and scavanger(stealing the opponent's scavanger for only 75 power seem brutal) and seem just as useless against shadow and frost. Dryad: 25% damage reduction, free cc and a pretty decent body. I will keep using these in t2 and t3. I was also considering green dryad to counter gravity surge (root and knight of chaos occasionally), but counter oink should be good enough for this niche scenario. Shaman: If microed, I can attack and heal every 5 seconds. I like card that reward good micro. Treespirit: I'm really not sure here. Should I take windweavers(can be good, if I can get a good root, but they are 1000% useless if my opponent go t2. Also nasty is scary with their low hp.), blue treespirit(they are better against guardian spam, but I think they are still a bad option because most of their damage will be tanked by ice barrier) or neither(spam shaman/dryad)? Spell: Ensnaring Roots+Hurricane+Surge of Light: Auto-include for obvious reasons. T2 Nature: I expect to fight mostly M units, because hurricane deal with S units and parasite swarm deal very well with L units. Deep One: It has great stats and is L, so it has few counter in t2. Ghostspears: The best M counter I have. Great against pure fire which this deck struggle against. Spirit Hunters: If I can afford to kill 3+ targets slowly over time, this can be read as a 2000+/612 for 70 power. Reward micro. Parasite Swarm: My favorite card in the game. It counter almost everything that cost more than 70 power, that include most t3 units that arent XL. I even made a chart to show how op they are(Disregard net permanent power advantage, I thought active ability didn't lose 10% power permanently and "assuming stolen unit kill 50% of his cost" should've been 100% to be more accurate.). Also, their stats aren't even that bad, they can be used like a shitty drake. Burrower: I'm not sure I want burrower tbh, but what could I use this extra deck slot for? Energy Parasite: Very op and reward micro. Building: Shrine of Memory: Pure nature is, I think, the strongest deck during the high power t2 stage of the game. This card will allow me to get to this part of the game faster. Spell: Curse of Oink: Auto-include. Maybe the second best cc card in the game? T3 Frost: Because the most common decks to want to go t3 are lost soul and pure fire(if they can't win t2), I expect buffs+brannoc/grigori, timeless one+silverwind lancers/ashbone spam or jugger+disenchant. I don't think a traditional nature t3 can hope to win against these decks on even power level. Parasite Swarm(again): Like I said, this card is good against most t3 units that aren't XL. May run out of charges at this point however. Fathom Lord: My XL counter and more cc. Silverwind Lancers: My L counter and swift unit. Simply better than drones. Comet Catcher+Enlightenment: 490 power(250 bound), but cast what is equivalent to a free inferno(300 power) every 30 second. My t3 is fathom lord+silverwind lancers spam. This combo is only here to break timeless one's defence. I don't see what else I could do against lost soul t3. Mo, stampede and disenchant is 530 power (350 bound) and force me to go fire t3 which seem much weaker than frost. Shield Building: I had one empty deck slot.
  6. indubitablement

    Closed Beta Access Giveaway #1

    >>> imo
  7. indubitablement

    The PvP Deck Builder Compendium

    edit: disregard this. I was very wrong. Damage-wise, purple Nightguard is 10% more efficient than Nox (11/power vs 10/power) and has 5 aoe. Nox have 17% more healt per power (7.7/power vs 9/power) and counter Ice Guardian. I would argue that purple nightguard are better than nox againt frost with the following statements: Damage is more important than healt, because you want to kill as many MA as possible before your opponent cast Home Soil and Wintertide. MA are often clumped together making 5 aoe quite useful. Ice Guardian should be ignored, by microing your units away from them, untill there are no MA left. Coutering Ice Guarding is somewhat irrelevant unless they are on your well or dazed. Nightguard is still useful in t2.
  8. indubitablement

    The PvP Deck Builder Compendium

    WIP. Only T1 and some T2 for now. T1 Purple Nightguard can help, if you have trouble against Master Archer spam. Skeleton Warriors are useful against shadow and fire T1 due to them not having a small counter that isn't medium size. After activating their ability they have 1332 effective hp. Phase Tower is extremely powerful against nature T1. Swiftclaw or Amazon as your main swift unit. Windweavers or Treespirit as your main ranged dps. Firesworn is still somewhat useful in t2 as large counter. If you take down a well by brute force with Sunderer, expect your opponent to retaliate with the army that killed your Sunderer and probably take one of your well. Mortar Tower can often pay for itself after firing only once. Ice Barrier's main purpose is enabling Home Soil and Ice Guardian's frost ward, but it can also absorb area damage(from Windweavers, Treespirit, Nasty Surprice,...) and enable Lyrish Knight's surge of strength. T2 You will want one shield generating card. I recommend Area Ice Shield. Ice Shield Tower's shield absorb 880 damage, unlike Area Ice Shield And Frost Sorceress which shield for 660 damage.
  9. indubitablement

    Twilight transformation questions

    1: Does the initial unit die? (important for unit like slayer) 2: Does the initial unit bind power? 3: Does the unit transformed into bind power? 4: Does it cost card charge to transform into a unit? 5: Does Enlightenment work with transformation? If so, does transformation "consume" Enlightenment? I'll add this information to our wiki. Thank you.
  10. indubitablement

    The legendary forum game "count"

    990
  11. indubitablement

    Current Proposal: Rewards

    In lol, the matchmaking system isn't random. Those who lose a lot of games play with those that have a similar win rate. If you have a ~50% win rate you will likely never see it. I propose this system for the BFP reward. It's a more elaborate version of what I said earlier. "Earning BFP for completing a map." (the numbers would preferably vary based on the average game time of a map(e.g. the BFP cap would be bigger in 2v2 than 1v1 as 2v2 tend to last longer.)): A minimum amount of BFP earned. So that short pvp game and speed running isn't penalised.A linear increase in the BFP reward. So that longer games aren't penalisedA BFP cap depending on the average game time of said map. That way, you can't afk indefinitely and cash in a huge reward after the game.A minimum time spent on the map to earn any BFP at all. That way, trading very quick win in pvp isn't possible.Twice the BFP for winning. So that you can't earn too much BFP by afking in a map then leaving at the optimal time.Maybe a small BFP boost that increase after each month(?) (example: twice the BFP for the first 10 win) for new player that start playing a few months after the game just re-launched so that they can keep up more easily with older player, but still get the same experience that older player had.The pro would be: Multi accounting isn't a viable way to earn BFP. You aren't penalised for playing a lot during the weakend, but rarely during the week. You can play whatever you want and still earn BFP! You don't feel like you are "wasting time" when you are doing a map and know you won't earn BFP. The con would be: There will always be a fastest way to earn BFP. BFP won't be a limited currency and will be grindable. (BFP would also be grindable with daylies only in a much less fun way.) edit: the algorithm for BFP reward would look something like this: BFP=10+(2*time) time>4min BFP cap = 70 *2 if it's a win
  12. indubitablement

    Current Proposal: Rewards

    If I may put my two cents in, people are going to trade win and multi-accounting to make the most out of their time. This remind me a bit of league of legends where the best way to farm IP (the equivalent to BFP) is to intentionally feed the opponent then afk in the jungle in hope that they end the game within 7-8 min. I expect those who do that to get burnout of league of legends pretty fast. How about simply earning BFP for completing a pvp or pve map. That way multi-accounting or win trading isn't the best way to earn bf and you get to do whatever you enjoy the most at the same time, because, I think, the fastest way to progress in a game should also be the most enjoyable as it is the path most people are going to take. As for keeping people playing the game for longer, implementing new contents (new cards, maps, game modes...) over artificially lengthening the game using a hard cap for BFP is, in my opinion, the way to go.
×

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.