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Bini Inibitor

Testing Coordinator
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    Sealicon Valley
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    Seals

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  1. For Life Drain there were also technical concerns. If the card was actually feasible, like how does it interact with units that already collect corpses. Does Ripper get double regeneration through that? What about Harvester? Will corpses values be collected correctly or is there some double dipping taking place? Will existing effects work correctly upon expiration? Personally Amii Conjurer was my favourite. The general idea was great in my opinion and I could certainly see such unit in the game, but the submission had a few issues. The summoned units in question felt a bit too complicated, a simple slow spirit like flier with basic capabilities would have been better probably. Also it lacked addressing concerns regarding potential snowballing. Do the summoned units take up population, are they temporary, can you endlessly spawn them, is there a limit how many a single Conjurer can spawn? I think if those points were more fleshed out, I could've convinced myself that one as platinum tier.
  2. I'm actually not a real juror. I'm only here to sabotage the event to the best of my abilities and judge the entries based on one thing alone: pure randomness.
  3. I think the charged shot is more like 4 seconds preparation time, if you count it yourself. "Nox Tooper" Description is still wrong in the sense that the preparation time is not 6 seconds, but 4 as well. This has been changed like 15 years ago.
  4. After countless of iterations, test matches and me most likely causing permanent damage to @R4bitF00t, Heart of Trouble turned out to be a great map. And for anyone saying otherwise...
  5. I can see smaller worms making a return, but probably as an L unit at most for now. Or until we have concrete solutions to mitigate desyncs.
  6. The Wormlings will be replaced with the new card. So if you have 10 Fire Wormlings, after the change they will be 10 Fire Snapjaws/Voidmaws instead. For the forseeable future, the Fire Wormlings will cease to exist.
  7. We have tried a variety of potential solutions. From seperating the unit into two single worms (which resulted in one worm spawning undazed and unbound), giving it regular movement (which let's the worm just drive around without any animation), proper single unit Wormling, changing the texture, changing the model, swapping abilities in and out. Single wormling was the most promising approach but just yesterday we got desyncs, so even that flew out the window. And while the single Wormling managed to be fine up until that point, the replays spat out a desync message, despite them running through normally. That alone made us a bit anxious. Cosmetic desyncs we weren't sure about if those may cause problems for events or regular watching due to the limited sample size. Thanks to @LEBOVIN for providing a variety of versions up until that point.
  8. 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.
  9. More effort put into the map than the map making team.
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