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Riviute

Beta Tester
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  1. Not a balance expert here, but I dont think Ressource Booster needs any changes. This change was made to juice tank as it was more like a meme than an actual card, it wasnt worth the deckslot to be honest. With the new change it can help you out on campaign maps that have low quantity power wells like the 300p or 600p. On the other side Ressource Booster is almost always useful, if you change it to a global effect it needs to be rebalanced from the ground up, how much power should the building cost? How high is the percentage? In the end the result will be roughly the same, maybe it will be an even more micro intensive card by constantly activating and deactivating power wells. I think its perfectly fine right now. Although dont let my statement discourage you for posting more suggestions in the future, since I'm just some dude who plays this game occasionally.
  2. Majora liked a post in a topic: Community Update - August 2026
  3. SunWu liked a post in a topic: Community Update - August 2026
  4. Riviute liked a post in a topic: Community Update - August 2026
  5. You madlads actually did it. Created your own models for the first time. I cannot imagine what a headache this was to accomplish. You did one hell of a job with that. Love the qol in regards to previous seasons and the starter packs are a neat idea. Thanks so much for everything dev team, you can be really proud about the stuff that you did here over the years! I only ever found one other "fanmade" continuation of a video game that felt so seamless and fitting to the original and that is heroes of might and magic 3, the "horn of the abyss" mod so this is all very impressive!
  6. Well I would say that PVE overall is the majority of this game, PVP exists and it is nice but the focus and the playerbase seem more focused on PVE in general. With lots of campaign maps, community maps and randomly generated maps there is a ton of content for pve lovers.
  7. Riviute liked a post in a topic: Community Update - July 2026
  8. Riviute liked a post in a topic: Community Update - July 2026
  9. What a unique attack from a tower, really cool stuff. Sound to me is fine, it has some real oomph to it. But I also believe that the brightness needs to be reduced just a little bit, especially when you consider that might have multiple of these.
  10. Riviute liked a post in a topic: Community Update - July 2026
  11. Riviute liked a post in a topic: A couple of small suggestions.
  12. Maps: I kind of dont like the idea that speedruns have a higher value than general player experience, but I'm also not a competetive player in regards to Speedruns. Maybe my opinion there is in the minority. I mean if bigger changes are made to certain campaign maps, maybe we could have like an option that would allow us to play classic versions of campaign maps. That way map speedruns would remain. Balancing Discord: I dont really like Discord so Im not very active there and dont have much insight about the things that have been talked about there. Unholy Power: Yea with units like mountaineer that would overlap, but maybe if you hover your cursor over the current active ability it could not only show the time remaining but also the strength. Vileblood: Your probably right, but its still one of my most hated enemies to take on in all the rts that I have ever played. The damage feels unreasonable to me. Power Pickups: Dwarven Riddle gives you extra power? I mean I rarely play that mission, but this seems to be tied to a key map objective that you are gonna do anyway. Im talking about something that is very optional but helpful. So if they already exist then it went over my head and I apologize, but I feel like they could have a bit more presence in the game. But I also could be absolutely wrong about all of this, wanted to talk about the things I thought about for a while so its just my two cents here.
  13. Riviute liked a post in a topic: A couple of small suggestions.
  14. Riviute liked a post in a topic: Affinity System Changes
  15. Riviute liked a post in a topic: Community Update - June 2026
  16. This is a list of things that I suggest for the game, most of them are very minor and dont require their own topic, I apologize if any of these have been suggested before but I wasnt aware of them. If these are missing something crucial then I'm sorry since I might overlook things that are obvious to the devs. Maps Encounters with Twilight is a really good introductionary mission. Its slowpaced not too demanding, some bases to take down, an option that allows you to approach the mission how you want it by either defending against an attack wave of doom or assaulting the big base. To finish things of you have a boss. Viridya tells you that you need to take care of the spirits otherwise they empower the Wrathgazer but this mechanic is completely nullified by the fact that you have access to knockback. Could we give the spirits knockback resistance so you have to pay a little more attention to them? In the mission Sunbridge, is there a possibility to move some power wells and monuments? This is still a very early mission and I have seen many times how new players got overwhelmed here. On player 1 side if he builds up the wall the entire defensive army of the T3 comes to play and the T4 is so darn close to the boss room, that even if you defend it well can trigger so many units swarming out of that base to attack you, but new players probably still have to take down the shrine objective so Mora is invicible and its a losing battle no matter what. Could we place the T4 to the left side and the Twilight Archers at the T3 a bit to the right so they dont trigger anymore when the Wall is built. On player 2 side the T3 is in a very tought spot, to be exact the top power well. If that well is built and an attack wave approaches the entire T4 defensive camp pays you a visit and its very hard for new players. I would either change the placement of the top power well or change the attack path for the enemy, that they go the left path directly to the fortress, so that it actually has a purpose for the player to build. In the Mission the Soultree on expert difficulty, there is a stonekin rageflame in the enemy twilight base... why is he there? Cards Is there a possibility to add range radius whenever you try to build a tower? So that you can see how far the range actually is, would help especially with those that have unique ranges like the bombard or hammerfall. Game tells you 50m but I have no clue what 50m are ingame. I am personally a big fan of the Moloch, alongside Sunderer my most favorite fire unit. But even I can admit that it has its flaws, I once heard that there were plans of a rework of this card, honestly dont feel like it needs that, I love the way it is, but I wish it would have an active ability that makes use of its volcano on its back. Like a minor version of the inferno spell that can also hit air. Something like that and it would be perfect. Could we overhaul the description of what the card Unholy Power does? I played this game for years and still dont get what this card exactly does, what does strength mean? Appearantly its 50% damage more to enemies and 50% less damage taken for the value of 3000 strenght, but how is that power depleted and is there a way to show the player how much of that is left? Enemies Please nerf the npc twilight vilebloods, the npc enemies that you find in various missions. Their acid is just way too busted imo. it just shreds through units and buildings alike, either nerf it in general or that it cant affect buildings anymore. Talking about npc nerfs, I still feel like lost souls is way tougher than any of the other npc factions that can show up in rpve. Lots of long range stuff with dancers and vigils but also some obnoxious buildings and a lot of abilities that limit the players freedom, like using skills, activating spells or even having ranged attack downright deactivated. Whenever I see lost souls in rpve i instantly quit out and start a new one until I dont have souls. Or like in the season when I have to do map of the week or month or whatever and I realize its souls... I just quit. But this might as well be a Me Issue. Maybe they could use some more units that are less impressive than the ones we already have, like some S sized units, because I actually really look that I have a varied composition and that I counter everything, but as soon as I see souls, my S counters become almost obsolete. They just feel really oppressive to me and if the only answer to deal with them properly is to use the third ability of the incredible Mo, then I feel like somethings wrong here. Something different Have you ever considered to put in Power pickups into the game? They could share the model of the goldchest but coloured white in the same tone as the crystals within the power wells, though can only be opened if no enemies are around. They could just straight up give you some power, it doesnt need to be a lot waging from 50power up to 300power (or something like that) It would be another tool balance pve maps and could also be used for player created content like custom maps. One map where it could be used would be nightmare shard, in the middle of that map there is an area with two power wells, but its in the middle of two paths were the twilight witches go so its a nightmare to defend, maybe remove the wells but put pickups there. Some powerwells on certain maps are just in unfortunate locations that you need to clear first and then also defend while being completely optional makes certain power wells just never being built in the first place and I feel like Pickups could offer a nice solution.
  17. Metagross31 liked a post in a topic: Patch #400056 - 1 May 2026
  18. WindHunter liked a post in a topic: Patch #400056 - 1 May 2026
  19. Riviute liked a post in a topic: Patch #400056 - 1 May 2026
  20. Really grateful for the difficulty changes, thank you devteam!
  21. I havent tried that challenge yet, but for the big frozen wave, Stone of Torment does wonders. Using the human defenders to support Viridya also helps. Though Im not an expert.
  22. There have been multiple like these right? Any idea how long this will go? Roughly?
  23. The new voices are wild, cool new card too, at first glance seems overpowered but I'm an idiot so what do I know. Really excited :D
  24. So maybe this is why my Card (the priestess of despair) for the Card Contest was only silverranked, a t2 shadow unit that can heal its allies. Because you already had one lined up. (Just maybe though, maybe I also just suck at balancing cards xD) Super excited for all of this new stuff even though I probably will not get very far in this season. You guys are doing great and I wanna shout out a big thank you to the devs! :D
  25. Kind of shocked that my priestess of despair only got silver, I was so proud of it, but oh well. But to see that not a single one made it to platinum makes me feel slightly better. I am still very grateful for the event so thanks to all the people organizing it and the judges who had to go through so many ideas. I hope to see this event again in the future, which I believe is very likely considering it was the second contest already. I am already working on my new idea for the next time. :D
  26. First of all really excited about this event, glad it returns. I got a question, if I would design a size M unit but take a size S unit as a model but upscaled, does that still look good? Since we already are able of downsizing like the forest elder model down to the hellhound, but does it vice versa look at least decent? Im asking because I dont wanna suggest a model that already exist inside of a faction if you know what i mean.
  27. Honestly a bit sad to see another Nature Promo, now we already have four but I can also understand since Forest Elder is so darn popular. Would have loved to see a Promo Twilight instead but I can live with this. Thank you guys for the update and continued hard work and passion :D
  28. It goes up to 8 million? I'm at 230 000 and I thought I was very far cause I spend so much time on a daily basis :O

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