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shroomion

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  1. Xamos liked a post in a topic by shroomion in Balance Suggestion: Frontier Keep   
    I honestly play this card in one of my fun decks. You just use matter mastery on the central tower of a camp and then press whatever shortkey you got for the frontier keep(red aff) ability. It might not be meta since the frontier keep is expensive and it does not really shine that much if the match is short, but it surely is efective enough to be played.
    I would maybe not digg the change you are proposing since it would mess with my strat quite a lot tbh...mattermastery + frontier keep ability + plus homesoil and if you want to then shrine of martyrs. not ultra-awesome, but still fun to do...but making it a bit cheaper should be okay. the price is really quite high..but i am not some pro who would be able to name a number which is not op but still good.
  2. Ca7 liked a post in a topic by shroomion in Decomposer   
    I think it is an interesting idea for sure, but i am not sure if penalizing people with less than 4 orbs is a good thing. For example i often give away my orbs to newer players on some maps and have decks which reach almost full potential at t3 or t2. When i know a map really well, then it is fun to let the newer players grab orbs and explore and actually take charge orbwise. It is way more entertaining than watching them run for their lives or run behind you. I also vaguely remember maps like dwarven riddle where most of the time and without amii monument involved, expert maps end with not everyone having t4. Another thing is also some ego-shooters out there. I have already seen people "steal" orbs from other players and with such a change there would be a real reason in gold added to the ego-boost some get by grabbing orbs of others and leeroy jenkins their way through the map with batariel, while they let their buddies struggle at low tier lol
  3. shroomion liked a post in a topic by Ponni in Shrine of War   
    Please stop it now. This void manipulation has been there from the start of the game, I guess it was developed as a feature. Funny then 12-ish years later we found this to be a problem...
    // Ponni
  4. AtheistXVII liked a post in a topic by shroomion in Excluding cards PvE   
    I understand seeing infect, batariel and enlightenment a lot and getting bored by it, in fact i have sold those 3 cards whenever i got them after the reset as well as LSS and shadow phoenixes+embalmers. I simply choose not to play them any more. While other cards might not be meta, you can still win every map without enlightenment, amii monu etc..
    ...but twilight pests? Really? Haven't seen those in a long time. (but also am not playing rpve much anymore) I liked them because they are a choice which is different than summoning XL units in t4, i never played them because they were the optimal choice. I played them because they are a funny choice xD They take so long to ramp up that bata decks are usually the cookie cutter choice nr 1...next to LSS spam and such. Banning the infected tower in normal pve maps can also be a bit bad if people just use the tower without master cultists. It is not a bad tower for this orb combination, and letting your leftover t1 units die in front of it as it was maybe intended can be an okay strategy even without master cultists. In addition to this i would like to note that some of the Rpve strategies are just better than others because the rpve-maps are just a bit too much alike even if it is "random". Some other cool cards might start to shine more once we have stuff like an rpve map where you have to defend against waves instead of running through the map on a timer or stuff like that. Anyways..this derailed a bit.
    Now that i thought about your proposal a bit more however, i think unless the game is getting more balanced and other, more complicated solutions are implemented, it might be a nice idea to add a little pop-up or so where you inform other players once they attempt to join that there is a special set of rules regarding certain cards in place. It could be something like "This is a run w/o feeding" or "Only root units allowed!" etc. Maybe even in their client's native language?
    How about a fourth difficulty setting, past expert, for each map which gives greater rewards in general without amii monu / enlightenment / decomposer AND a very randomized enemy-unit and building composition. So that mana wings will suddenly suck in blight/nightmare shard expert if there is a random AA tower in the next camp - just as example. People will then have to build more flexible decks which might include more rarely used cards. The game is in general very predictable to those who know the maps well enough. To me this is a weakness of this great game.
    Sometimes i think, if there were a few halfways commonly spawned units, which could be part of one of the factions in rpve and which simply reflect 100% magic dmg, then almost every meta deck would need a little backup plan... might be the next amii card i will start to draw lol
     
  5. Fellux liked a post in a topic by shroomion in Decomposer   
    I know it is a lot of work and the time and ranking and everything is very important to you, but damn...this post does not show you in a very good light tbh.
  6. Darkroy liked a post in a topic by shroomion in Have fun with Unholy Hero Ravenheart Dmg   
    if i was a pvp guy, i would petition for or craft a pvp map with an NPC fortress in between the two players. to get through it you would at least need t3..then people would clash at higher tiers. the fortress would send out waves of enemies with increasing power so that people have to destroy it sooner or later.
  7. shroomion liked a post in a topic by Twezx in Cheap Pve Deck   
    k thank for your help so far really enjoy nature frost to be honest
  8. Metagross31 liked a post in a topic by shroomion in Bad Harvest center camp   
    Thanks. My Molochs can live without fear now, but i will try to forget this sobering information and continue to fantasize about the magical place that is hidden in the center of BH, where they have all kinds of candy but no dental problems...
  9. Dallarian liked a post in a topic by shroomion in Bad Harvest center camp   
    Thanks. My Molochs can live without fear now, but i will try to forget this sobering information and continue to fantasize about the magical place that is hidden in the center of BH, where they have all kinds of candy but no dental problems...
  10. shroomion liked a post in a topic by Treim in Bad Harvest center camp   
    You can spawn and warp yourself through there. It is pretty bleak tbh. From memory there is a couple Grinders and bandit sandland. Nothing crazy really.
  11. shroomion liked a post in a topic by Dallarian in Bad Harvest center camp   
    We have to employ map maker team (cough cough, I still haven't finished my fast map :/) to fix all PvE maps, and make such improvements like one specified here.
    @IforgotYourNameAndYouHaveDifferentNickInGame, you can see the interior of camp via replay.
  12. kukui liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE   
    Hey!
    Weird_flex here.
    I have had a chat recently in this forum which inspired me to paint a card illustration for this game. Maybe one day it will be used. I would certainly play it. It is also a thanks for bringing back this fun game =) Just for skylords reborn you can use it as you wish but please do not change the painting. Since i hold the source files, i am anyways the only one who can easily make effective changes.
    I also added the quick pencil sketch which led to the finished painting.
     
    I could imagine this getting based on the giant slayer model.
    I thought about the following abilities and stats..all subject to tweaking for balance of course!
    Orbs/Faction:
    1 Nature 1 Shadow / AMII
    Cost:
    60
    Stats 666/666 or something lol
    Passive ability:
    Book of Souls
    Every other own Powerslave that dies transfers 10% of its stats to the strongest/healthiest other powerslave you control ( making this card scale up to t4 if you  manage to save at least one all the time..likea fun little minigame. The added % have an upper limit which make the card on par with t4 units (statwise)
    Since it is an Amii card it will get 2 Stances:
    Stance one:
    Be quick or be dead
    It gets the steadfast/knockback-resist/swift ability and if you motivate it, it loses swift, takes only 50% dmg but also deals only 50% dmg.
    Stance two:
    Brighter than a thousand suns
    Cost 50 Let the Powerslave enter a well and increase its production rate by x %. x is the % of the well that is already drained. The powerslave will still bind power but will return once the well is empty. (this also has a connection to the song because it is almost kind of a chain reaction lol..at least it accelerates exponentially)
    Cost 50 Let the powerslave enter a monument and it gets +20 range and s and m knockback (pvp people feel free to adjust before you explode..but i want a strengthened and useful monument for 110 extra power investment lol
    (since amii were the first able to build monuments and wells out of the same stuff from which the forge was created they should have ways to beef them up or manipulate power)
     


  13. Ladadoos liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE   
    Hey!
    Weird_flex here.
    I have had a chat recently in this forum which inspired me to paint a card illustration for this game. Maybe one day it will be used. I would certainly play it. It is also a thanks for bringing back this fun game =) Just for skylords reborn you can use it as you wish but please do not change the painting. Since i hold the source files, i am anyways the only one who can easily make effective changes.
    I also added the quick pencil sketch which led to the finished painting.
     
    I could imagine this getting based on the giant slayer model.
    I thought about the following abilities and stats..all subject to tweaking for balance of course!
    Orbs/Faction:
    1 Nature 1 Shadow / AMII
    Cost:
    60
    Stats 666/666 or something lol
    Passive ability:
    Book of Souls
    Every other own Powerslave that dies transfers 10% of its stats to the strongest/healthiest other powerslave you control ( making this card scale up to t4 if you  manage to save at least one all the time..likea fun little minigame. The added % have an upper limit which make the card on par with t4 units (statwise)
    Since it is an Amii card it will get 2 Stances:
    Stance one:
    Be quick or be dead
    It gets the steadfast/knockback-resist/swift ability and if you motivate it, it loses swift, takes only 50% dmg but also deals only 50% dmg.
    Stance two:
    Brighter than a thousand suns
    Cost 50 Let the Powerslave enter a well and increase its production rate by x %. x is the % of the well that is already drained. The powerslave will still bind power but will return once the well is empty. (this also has a connection to the song because it is almost kind of a chain reaction lol..at least it accelerates exponentially)
    Cost 50 Let the powerslave enter a monument and it gets +20 range and s and m knockback (pvp people feel free to adjust before you explode..but i want a strengthened and useful monument for 110 extra power investment lol
    (since amii were the first able to build monuments and wells out of the same stuff from which the forge was created they should have ways to beef them up or manipulate power)
     


  14. maximuss456 liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE   
    Hey!
    Weird_flex here.
    I have had a chat recently in this forum which inspired me to paint a card illustration for this game. Maybe one day it will be used. I would certainly play it. It is also a thanks for bringing back this fun game =) Just for skylords reborn you can use it as you wish but please do not change the painting. Since i hold the source files, i am anyways the only one who can easily make effective changes.
    I also added the quick pencil sketch which led to the finished painting.
     
    I could imagine this getting based on the giant slayer model.
    I thought about the following abilities and stats..all subject to tweaking for balance of course!
    Orbs/Faction:
    1 Nature 1 Shadow / AMII
    Cost:
    60
    Stats 666/666 or something lol
    Passive ability:
    Book of Souls
    Every other own Powerslave that dies transfers 10% of its stats to the strongest/healthiest other powerslave you control ( making this card scale up to t4 if you  manage to save at least one all the time..likea fun little minigame. The added % have an upper limit which make the card on par with t4 units (statwise)
    Since it is an Amii card it will get 2 Stances:
    Stance one:
    Be quick or be dead
    It gets the steadfast/knockback-resist/swift ability and if you motivate it, it loses swift, takes only 50% dmg but also deals only 50% dmg.
    Stance two:
    Brighter than a thousand suns
    Cost 50 Let the Powerslave enter a well and increase its production rate by x %. x is the % of the well that is already drained. The powerslave will still bind power but will return once the well is empty. (this also has a connection to the song because it is almost kind of a chain reaction lol..at least it accelerates exponentially)
    Cost 50 Let the powerslave enter a monument and it gets +20 range and s and m knockback (pvp people feel free to adjust before you explode..but i want a strengthened and useful monument for 110 extra power investment lol
    (since amii were the first able to build monuments and wells out of the same stuff from which the forge was created they should have ways to beef them up or manipulate power)
     


  15. mamaximuss liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE   
    Hey!
    Weird_flex here.
    I have had a chat recently in this forum which inspired me to paint a card illustration for this game. Maybe one day it will be used. I would certainly play it. It is also a thanks for bringing back this fun game =) Just for skylords reborn you can use it as you wish but please do not change the painting. Since i hold the source files, i am anyways the only one who can easily make effective changes.
    I also added the quick pencil sketch which led to the finished painting.
     
    I could imagine this getting based on the giant slayer model.
    I thought about the following abilities and stats..all subject to tweaking for balance of course!
    Orbs/Faction:
    1 Nature 1 Shadow / AMII
    Cost:
    60
    Stats 666/666 or something lol
    Passive ability:
    Book of Souls
    Every other own Powerslave that dies transfers 10% of its stats to the strongest/healthiest other powerslave you control ( making this card scale up to t4 if you  manage to save at least one all the time..likea fun little minigame. The added % have an upper limit which make the card on par with t4 units (statwise)
    Since it is an Amii card it will get 2 Stances:
    Stance one:
    Be quick or be dead
    It gets the steadfast/knockback-resist/swift ability and if you motivate it, it loses swift, takes only 50% dmg but also deals only 50% dmg.
    Stance two:
    Brighter than a thousand suns
    Cost 50 Let the Powerslave enter a well and increase its production rate by x %. x is the % of the well that is already drained. The powerslave will still bind power but will return once the well is empty. (this also has a connection to the song because it is almost kind of a chain reaction lol..at least it accelerates exponentially)
    Cost 50 Let the powerslave enter a monument and it gets +20 range and s and m knockback (pvp people feel free to adjust before you explode..but i want a strengthened and useful monument for 110 extra power investment lol
    (since amii were the first able to build monuments and wells out of the same stuff from which the forge was created they should have ways to beef them up or manipulate power)
     


  16. Metagross31 liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE   
    Up the irons! xD
    Not sure if their song and album names are protected to such a degree..well worth exploring if it is save though.
    I totally see where you are coming from here and i can also see this as a t3 card. Honestly however i have always found 1 nature and 1 shadow start a bit meh. You give up on all the goodies from 2 shadow orbs (harvy ressource booster undead army befallen's curse, chaos knight etc.) or you give up 2 nature (energy parasite, sunken temple, deep one, living towers and creeping paralysis) You have the mandatory amii phantom if you want to flex and play amii faction BUT afaik you do not have any long range, L or steadfast unit and basically have to resort to mr cookie cutter himself - embalmers + the shadow phoenix(well it is the L unit as well lol) in way too many situations if burrowers just get tossed around by knockbacks...i was a bit looking for something to fill the gap and to compliment the amii phantom to give amii a better start ._.
  17. Dallarian liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE   
    Up the irons! xD
    Not sure if their song and album names are protected to such a degree..well worth exploring if it is save though.
    I totally see where you are coming from here and i can also see this as a t3 card. Honestly however i have always found 1 nature and 1 shadow start a bit meh. You give up on all the goodies from 2 shadow orbs (harvy ressource booster undead army befallen's curse, chaos knight etc.) or you give up 2 nature (energy parasite, sunken temple, deep one, living towers and creeping paralysis) You have the mandatory amii phantom if you want to flex and play amii faction BUT afaik you do not have any long range, L or steadfast unit and basically have to resort to mr cookie cutter himself - embalmers + the shadow phoenix(well it is the L unit as well lol) in way too many situations if burrowers just get tossed around by knockbacks...i was a bit looking for something to fill the gap and to compliment the amii phantom to give amii a better start ._.
  18. shroomion liked a post in a topic by Chimaka( ͡° ͜ʖ ͡°) in Art Gallery by Me, the Chimaka   
    6. L-sized unit. Beast/Dark Elf/Demon. Melee. Without bright scan.
    7. Shrine or Device. About t3. Without additional scans. It is supposed to give temporal fog of war vision and ground presence(dazed) at the given point somewhere on the map.
    8. XL-sized unit. Beast. Flying. With a Black & White scan version.
     
     
    9. M- or L-sized unit. Beast. Actually for the Fire faction, not Shadow/Nature, but within the expansion. With B&W scan. (here comes dat boi!!!)
    10. Instant Burst Damage Magic. AOE Spell. Actually for the Frost faction (Or maybe Stonekins?). Without additional scans.
     
    11. Void-power priced and activated Defending/Shielding Magic. Friendly Targeted Arcane. For the Shadow/Nature faction. Without additional scans.
    12. "Claustrophobia". Enemy Corrupting Magic. Enemy Targeted Spell. For the Shadow/Nature faction. With B&W scan.
     
  19. Metagross31 liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE   
    Hey!
    Weird_flex here.
    I have had a chat recently in this forum which inspired me to paint a card illustration for this game. Maybe one day it will be used. I would certainly play it. It is also a thanks for bringing back this fun game =) Just for skylords reborn you can use it as you wish but please do not change the painting. Since i hold the source files, i am anyways the only one who can easily make effective changes.
    I also added the quick pencil sketch which led to the finished painting.
     
    I could imagine this getting based on the giant slayer model.
    I thought about the following abilities and stats..all subject to tweaking for balance of course!
    Orbs/Faction:
    1 Nature 1 Shadow / AMII
    Cost:
    60
    Stats 666/666 or something lol
    Passive ability:
    Book of Souls
    Every other own Powerslave that dies transfers 10% of its stats to the strongest/healthiest other powerslave you control ( making this card scale up to t4 if you  manage to save at least one all the time..likea fun little minigame. The added % have an upper limit which make the card on par with t4 units (statwise)
    Since it is an Amii card it will get 2 Stances:
    Stance one:
    Be quick or be dead
    It gets the steadfast/knockback-resist/swift ability and if you motivate it, it loses swift, takes only 50% dmg but also deals only 50% dmg.
    Stance two:
    Brighter than a thousand suns
    Cost 50 Let the Powerslave enter a well and increase its production rate by x %. x is the % of the well that is already drained. The powerslave will still bind power but will return once the well is empty. (this also has a connection to the song because it is almost kind of a chain reaction lol..at least it accelerates exponentially)
    Cost 50 Let the powerslave enter a monument and it gets +20 range and s and m knockback (pvp people feel free to adjust before you explode..but i want a strengthened and useful monument for 110 extra power investment lol
    (since amii were the first able to build monuments and wells out of the same stuff from which the forge was created they should have ways to beef them up or manipulate power)
     


  20. Metagross31 liked a post in a topic by shroomion in Pure Nature Deck thoughs/improvement   
    as t2 units deep one and parasite swarm are nice. parasite swam shines on expert maps while deep one takes care of everything below expert. sunken temple is better than most think..you can also swarm those pesky willzappers with it or simply exceed your pop cap and use them as meatshields if you know there is a tough enemy camp ahead. if you ever build a rootdefense and are short on manpower thanks to pop cap then sunken temples can give you some fun..especially since their units do not bind power. in campaign maps and soem rpve i have had some fun with tunnels..i think there are many ways to play pure nature.
  21. Loriens liked a post in a topic by shroomion in The rpve Willzapper   
    swarm the fucker with snapyaw-summons from satanael if you want to keep your pure shadow deck..that and necrofury-siege and frenetic assault green are the only simple solutions that come to mind for pure shadow. there are smarter people than me, who would propably send one unit into range, as soon as it is petrified, use nether warp to gang the willzapper with the rest of their army before its next attack interval. sometimes i do this accidentially and it seems to work...but also sometimes there are two willzappers =_=
     
  22. Bkingn liked a post in a topic by shroomion in The rpve Willzapper   
    swarm the fucker with snapyaw-summons from satanael if you want to keep your pure shadow deck..that and necrofury-siege and frenetic assault green are the only simple solutions that come to mind for pure shadow. there are smarter people than me, who would propably send one unit into range, as soon as it is petrified, use nether warp to gang the willzapper with the rest of their army before its next attack interval. sometimes i do this accidentially and it seems to work...but also sometimes there are two willzappers =_=
     
  23. shroomion liked a post in a topic by SunWu in Decomposer   
    This thread was about something else. Not about how much skill speedrunning needs, not about new categories. It's about an increasing mass of players who engage in the most braindead + overefficient goldfarm ever known to casual players. Some people find this problematic.
  24. Metagross31 liked a post in a topic by shroomion in What is the lore behind AMII?   
    How far is it fleshed out? Before i or someone else starts creating cards or brainstorms about them, we should have some kind of red line here.
    "The Amii are the physical incarnations of the elements, formed in order to free the mortal children of the elements from the subjugation of the skanes and their giant masters. Creating wells and orbs from primal ore to tap into Nyn's power and elemental bonds, the Amii fought on an even footing with the skanes. Unfortunately, the skanes called in their giant kin into the fray, and the Amii were themselves subjugated and reduce to slavery, constructing massive monuments for their giant masters, and being imprisoned in the very monuments they had built themselves." -wiki
    Is that all? Kinda sad as a back-story. This makes me think of card names like Amii Avenger and a FOCKIN IRON MAIDEN ALBUM CALLED POWERSLAVE !!! lol
  25. Sebbel liked a post in a topic by shroomion in RPvE Nature/Frost/Stone help plz   
    Oh i just realized i did not adress your friend's deck with my post. I have a twilight-meme-deck too which is very solid in most campaign content and can also run rpve 9 without problems. (even in t4 always be nice and keep a few of those t3 twilight creepers in the mix...they make life a lot easier with their ability to weaken the offense and defense of enemy troops)

    if you have shrine of war, then using it instead of shrine of memory is usually of course the better idea. People are split on vilebloods but in my opinion they look great and perform very solid if you place a ray of light on them..and even if ray of light is not enough you can transform them either with their native ability or with twilight curse. twilight curse can be used offensively or defensively. Either you can turn an almost dead unit into a (non power binding!) t2 bug, get a small but powerful, aoe heal with it(in case of green vileblood eg.), or you use it in expert maps on stuff like enemy grinders or soulhunters or lost vigils..very versatile and helpful spell. If you are not into twilight meme, then simply firestalkers and gladiatrix or skyfire drakes are the usual go to pick for t2 here..i just wanted to use twilight stuff and it is honestly not even bad.
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