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Bini Inibitor

Project Supporter IV
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    Sealicon Valley
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    Seals

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  1. I think an "archetype" that Twilight also has to some extent and may be worth exploring, which is slightly hinted towards with "spellslinger", but not explicitly mentioned, is the potential of omitting spell cards in favour of more unit cards, as the spell effects are incorporated into the Transformation effects. Healing, damage, buffs, debuffs... And with the overabundance of damage buff present in Twilight, I am not sure if the addition of more damage amplification via Twilight Slayers and Twilight Creeper (already existent, but also added to Transformation) is the way to go, when there are many more ways to add mobile effects to Twilight that are much more distinct.
  2. More effort put into the map than the map making team.
  3. NAME: Sleet Storm is affected by Freeze Immunity DESCRIPTION: Sleet Storm, a T3 Frost spell roots and surges units to the ground. If the target unit has been frozen before or still has lingering immunity to freezes, Sleet Storm has no effect. Other Gravity Surge effects can be chained together with freezes. REPRODUCIBILITY: Always. Since release of the card. SCREENSHOT/VIDEO: https://imgur.com/a/hzRSnKE ADDITIONAL INFORMATION: It's inconsistent with existing behaviour.
  4. Moving the southwest spawn location up slightly is already quite big, as it can happen that you get in a sort of respawn loop where all units constantly attack your southern Monument. I believe it would already come a long way, if captured and held nodes granted vision around the area. (Like in the image for example) Vision is such an underestimated tool and being able to predict and see incoming waves of enemies may make it noticeably easier to defend at respective locations. The wall segments look completely off and adding wells at the nodes I feel like is more of a trap, as you're likely to lose them when having to keep an eye out at multiple spots. Also you have quite a lot of power by the time you reach T3. What I consider much more of an issue is the fact that Nightmare's End has terrible difficulty scaling. On Advanced your T3 (north) does not get attacked at any point, your T1 does not get attacked at any point by pushing T4 (south). It barely prepares you about anything Expert might throw at you. You pretty much never have to divert your attention towards any of your monuments and can just focus on the current task ahead, where as Expert requires you to keep attention at multiple spots at once, while having to spend a good amount of resources, since the waves get quite strong, which makes advancing so frustrating for many. You clear one spot and get shit on at another. You can play the map several times on Expert and still get overwhelmed, because Advanced does a horrendous job at showing you what Expert might be like. I like Nightmare's End, it's challenging and I have a good time playing it. Probably my favourite map. I am actually for making Advanced a little bit more difficult by introducing the mechanics Expert has on a tame level. Like getting attacked by 2 Archers and 2 Slavers at T1 and T3 respectively after doing aforementioned tasks.
  5. Mostly good changes. However to me those small walls at the nodes look terrible.
  6. Afaik not as it is a different entity and seperate from the player card. This would also affect balancing of the whole map.
  7. I see, hmm but then it looks a bit too gentle to me.
  8. Turned out quite well, although I think the shard effect could be a bit more "static". Looks a bit odd, when the stone fragments move up slightly after they emerge.
  9. I truly hope Toggy is among those voice actors. We need some Warlock voice acting.
  10. All good, I'm just joking. 😬 I wouldn't be able to choose a "1st place winner" in good faith. And especially in creative contests like these I think it's better this way.
  11. When the entries are all so bad, they simply skipped platinum.
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