Jump to content

Bini Inibitor

Project Supporter IV
  • Posts

    66
  • Joined

  • Last visited

Everything posted by Bini Inibitor

  1. My name actually has some real life association. Pretty much since I was 3 years old I carry the name Bini with me. All my real life friends, as well as those I got to know during my online life and some within my family call me Bini, so there is that. My actual nickname. Connection to my real life name is there, but loose. Anyways, as it turns out Bini is a name used by some and is oftentimes already used by someone else, so I had to come up with a surname to distinguish myself. I put Bini in reverse, which is Inib and then added the bitor part at the end, as the the word would then be close to Inhibitor (don't you dare...). Related surname, but actually has no connection to the actual word. There you go.
  2. Witches are close to the shard! Stop them!
  3. NAME: Shrine of Martyrs refunds void power in vastly different amounts. DESCRIPTION: Shrine of Martyrs refunds 12% of current void power to every teammate everytime an enemy unit is frozen. However in single player matches, as well as multiplayer matches, it may happen that units count as multiple entities being frozen. Doesn't matter if they're squads or singular entities. In an extreme example, 2 large creatures counted as 9 frozen targets. In some it works just fine. So the amount of void return you're receiving varies greatly, just seems more broken on multiplayer matches. I assume it is connected to instances, where multiple targets get frozen during the same frame. REPRODUCIBILITY: Technically everytime you freeze, as this happens rather randomly in each freeze instance. SCREENSHOT/VIDEO: https://streamable.com/hnr40w LOG: .zip _log_proxy_latest - Kopie.zip
  4. If feasible of course. Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.
  5. It's been fun, could make use of my favourite cards. Lads, do it!
  6. Recorded testing footage of Wasteland Terror attacking squads on walls. 09e23zGLg6Ok6WTiDyKsHXYFju77IjLYdmb7IawcCnh9KUfayNiiRMW6AdD0Aw1B.mp4
  7. Recently I created a deck that only consisted of Elementals. T1 is fairly limited at that with only Ice Guardian. In maps with delayed T2 access, the start with the deck obviously starts to fall apart, but does reasonably well in a variety of advanced PvE maps and rPvE 9. Could've gone T4 with Gemeyes or Grinders, but wanted a decent variety and keep using my T3 units. In addition to what I brought up earlier, reason of bringing this suggestion up is also the current situation and alternatives around that level. I could spent 130 power for a supportive unit that deals mediocre damage and can freeze after some time attacking. Thing is, I can either wait several seconds for enemies to be frozen, keep taking damage in that time frame and leave air units unaffected, or I simply spend the power on a Cold Snap and use Stone Warrior's Shatter Lance to immediately dispose of targets, minimizing the damage I would've taken otherwise. What I didn't account for in my suggestion however was the fact, that upgrades reduce the freezing delay from 7 to 5 seconds (I simply forgot this was a thing), which definitely puts things in a better light. Hence the numbers I presented revolved around the 7 second mark (U0) with additional Rageflames reducing freezing delay to 5, 4 and 3 seconds respectively and upgrades increasing overall freeze duration. While it's definitely not as bad as I initially thought due to this oversight on my side, I still don't think it's a particularly great place to be in with a T3 hybrid support/offense card. I assume players want to make liberal use of their T3 cards in mid and late game, maybe transition with them into T4 and keep using them or entirely rely on a T3 army. And with its, albeit limited, offensive capabilities want to use it more than once or twice. From my experience after several matches and now I ask myself constantly: "Why I am hamstringing myself with this card?" It's rather costly, damage quite low for that, range is low and can only attack ground targets. It's certainly usable and looks cool at first glance, but in various situations I simply felt like exchanging it for any other card. Deepfang looks more compelling for its stats and Critters. Coldsnap is available at T2 and freezes air targets as well while having more liberty in doing so. Frost Shard basically does, what Rageflame currently tries to do; instant freeze, damage, works against structures, more liberty and at a similar, nonbound cost. Not to mention "progress" is completely reset, if Rageflame stops attacking for even a fraction of a second and Rageflames don't synergize with eachother. It didn't feel like a satisfying reward for slotting Rageflame in, when I can have more efficient results with cards that offer better stats for their cost or achieve a goal in a similar or better way and multiple Rageflames not really contributing much more. I really want to know what others think of Rageflame.
  8. I think green will still be a decent choice for unbound makeshift defenses, like capturing Hatecasters, Fleshbenders, Wizard Towers and such.
  9. Equally as in equally effective compared to use against other factions like Bandits or Stonekin. Primary use for purple would be against Willzappers and Volcano/Artillery, as green won't be able to do that.
  10. The fire preset used player card costs as reference, so Gifted Takeover may be less effective in these matches. We may adjust costs in the future, but with the change toward T3/140, Nature affinity should be equally effective against Fire soon.
  11. Haven't played with me recently and it shows, lel. But I've given that some thought recently. My guess is, that most players don't bother using Rageflame because the freezing mechanic feels a bit clunky to use with the time requirement and no tangible reward for playing multiple Rageflames. Hence its support role is somewhat undermined by its own functionality. All other support units in the game grant noticable supportive benefits if you play multiple of the same kind. Be it stun locking with Aggressors, shield spam with Winter Witches or heals with Timeshifter Spirit. As for Rageflame, its full capabilities are pretty much unlocked by a single unit. Sure you can spread them out to cover more ground, but that argument can be made for every other unit in the game. Besides, that method relies on enemy positioning and Rageflame isn't particulalry known for its range. What if it'd use the Maelstrom ammo/stack mechanic instead? For anyone unaware, Maelstrom freezes enemies based on stacks accumulated. Upon reaching 5 stacks (more or less visible by the damage it takes), the target is frozen. So you can use multiple Maelstroms, building up damage and stacks more quickly, causing the target to be frozen faster. Just throwing around some numbers, but let's say an enemy requires 14 stacks to be frozen and Rageflames applies a stack once every second. One Rageflame would obviously require more time to freeze enemies (14 seconds), but with two you'd already break even and with more Rageflames you can noticably reduce the time it takes to freeze enemies with each added Rageflame in your army. So there is reason to play multiple Rageflames. Not sure how good Rageflame is in PvP and what the Taskforce there is up to right now, so would need input on that.
  12. Map: Raven's End Issues: 1. Stonekin Shredder deals no damage. 2. Stonekin Rageflame in the centre camp is hostile towards other Stonekin entities 3. Stonekin Shards in the right camp are hostile towards other Stonekin entities Gameplay implications: Minor. YnGwQ36Es7lcQxLuKAmFBqPp8TiBugrpVOMFBrkjcK1H0bvmJq2dJp95vmmiu4Ck.mp4
  13. Something more of a bug. Left side of the map (as if anyone bothers taking that route LUL) has two Soulhunters next to a spawn building. However one dies the moment the map starts. Doubt it has any gameplay implications, but I thought it worth mentioning.
  14. The meeting was mostly about defining proper tier and cost. About that, we haven't put too much thought into that one respectively. Amazon was a bit left out of the picture during the meeting, as we focused more about units without class restrictions. In Path of Exile speak, both Lost Undead and Beast are class prefixes, so in that regard it wouldn't make too much sense. But personally I am all for changing that one into "Lost Undead Beast" or something similar to allow Amazon to capture that one. Would be fitting, not sure how defining class behaviour works ingame, would be your cup of tea or someone with access to tools. Lost Manabeast would benefit from Amazon's buffs, so question left in the room if that may be a tad too strong. Not opposed to the idea myself however. Stonekin Rageflame was chosen specifically as it doesn't have that much presence early on in cPvE maps, yet we still want to allow players to get an edge by taking over certain units. Similar story for Twilight Devastator; it mainly shines through it's stats. Twilight Curse, same for Treefiend. "An inelegant solution as Parasite Swarm ought to be able to swap them" as WindHunter put it. Hags are quite common however and their stats for a T2 ranged units are not bad combined with M knockback. I suppose adding card info for each AI unit in the future may help alleviate that issue.
  15. One unit considering moving to T3 in the future may be Twilight Whisperer. I view it as a Timeshifter Spirit that trades healing for more offensive capabilities. Quite strong as a supportive unit, but relatively slow and having to sacrifice Parasite Swarm for it would be a suitable option.
  16. This bug revolves around unit cards that consist of more than one individual unit and have modifiers that affect their speed. Namely: Drones, Imperials, Witchclaws, Pest Creepers (Sunken Temple), Scythe Fiends, Silverwind Lancers, Strikers, Werebeasts. These squad units have abilities that modify their movement speed, either increasing or reducing it. If individual members of them die and get replenished by a healing source, these specific members lose their speed modifying trait. In the case of swift units, the whole squad gets crippled down to normal movement speed. Imperials on the other hand, that gain slow during the mode change will have normal movement speed. Phalanx are an exception. Their mode change causes them to become slow, yet they keep their trait after regaining their squad members. I'd argue this is due to them receiving Steadfast during the mode change as well and they are the only squad unit in doing so. It is reproducable pretty much all the time. Use Eruption to kill some members and then heal them up with Surge of Light. However, if they are affected by a speed modifiers again like Frost Bite or a slow caused by an attack, they will regain their speed properties. So a fix of some sort. I guess individual squad members don't get their speed modifiers reapplied properly. Example: https://giant.gfycat.com/TimelyDopeyKinkajou.mp4
  17. Given you have to cope with degenerates like me, that sounds like a lie. 🍆
  18. There are two camps that currently serve no purpose or rather are completely ignored during gameplay, as the player has no incentive to push these with the time pressure they are put on. Players rather push through to destroy the main camps or simply defend against the big wave from the second camps (mostly on Expert) if they fail to clear it. An idea to encourage taking the detour would be to simply grant additional instant power upon clearing it in addition to these wells. The slow power gain from these two wells doesn't counteract the time that is lost to destroy the main camps. Another one may be adding an Amii Device similar to those at the T4 camps, that either delays/resets the wave timer for all players for the first wave or acts as some sort of remote control for a spell to weaken incoming waves or cast a spell into one of the camps to provide a temporary edge like clearing all enemies in the first camp through a mass Eruption spell, so your two wells can actually have an impact in the long term instead of being a trap. I doubt a lot of players know these wells even exist.
  19. I like most of the changes the team is proposing to make maps more desirable to play. One thing that particularly struck me was on the Nightmare maps. How is an increased starter well capacity supposed to speed up the beginning? I doubt players will still be stuck on their starting wells for over 20 minutes. I'd rather keep the current pool of 600 and add a third starting well so Energy Booster or Juice Tank will have more of a purpose on these ones, while also speed up the beginning. The increased void power starting capacity sounds nice, but will only marginally speed up the beginning as you still have to wait for it to flow into your actual power pool. Even less of a issue as you have a fairly safe T2 on Nightmare's End. I don't even think increased void power at start is that necessary when you have a third well. As for Blight, there are 2 sections of the map which serve no purpose, too: The two camps that are situated south/north of your starting position (depending on your selected position). I'd argue most players don't even know these house 2 power wells each, but currently there isn't reason to push these camps and get them. On Standard you can do it but only if you are bored, on Advanced and Expert you are even discouraged from doing it because of time pressure.
  20. @TREX The cardbase has not been updated most likely, as the void power shield was Shrine of Martyr's previous ability and has since been reworked into a void manipulation mechanic. Several other units show old values as well.
  21. Dayum, that looks damn sick. Welcome to the team pal.
×
×
  • Create New...

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. Terms of Use