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Ggoblin

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About Ggoblin

  • Birthday 03/06/1996

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  1. Banestone deals 70 per second, not 40
  2. Great Update That said, poor envenom(p) And you indeed can't heal the unit anymore after promise of life(b) (except the out of combat near building heal) And Lost Warlord(b) doesn't have shield on his revenant when the real one dies
  3. This is all so beautiful I'm not even sure how long I took to carefully digest everything.
  4. Name: Scorchers Tier & Orbs: T2, Fire Any Type: Unit Power: 50 Hit points and Size: 480 S Attack value and Type: 660 ranged S Attack Effects: Every 2 seconds, unit fires bolts at enemies that deal 11 damage. The bolts sear the target, reducing any healing it receives by 60% and causing any Ice Shield on them to melt down by 20 points per second. Lasts for 3 seconds. (Repeated attacks will refresh the duration but not stack the effect) Explanation of idea behind the card: At T2, Pure Fire, Fire/Frost and Fire/Nature all lack a s/s unit. Taking that into consideration and how reliant fire is on gladiatrix I decided to create a T2 s/s archer. When thinking about what ability it should have I decided it'd be nice to have something that was good against shielding and healing, both things which fire may struggle with sometimes (I do not consider global warming a good option as it does nothing vs non frost decks). To avoid it being too strong the effect only lasts 3s, meaning if you run away for a short while you can use a heal at full power. In addition the unit is also vulnerable to knockbacks (easy for frost and nature to do) and has a small healthpool. Name: Nether Priests Tier & Orbs: T2, Shadow Any Type: Unit Power: 75 Hit points and Size: 1080 S Attack value and Type: 1020 melee M Passive abilities: Slow. (forgot about it in the card image) Every 10 seconds, unit teleports the enemy unit that has moved farthest away back to itself. Has a range of 30m. Affected units are immune to this ability for 10 seconds. (This ability starts on CD) Explanation of idea behind the card: Both Pure Shadow and Shadow/Frost lack a small unit with medium counter at T2. Thinking of filling that slot I decided to make an unit that could teleport others to itself, much like Stone of Torment. Having such an ability it needed to be slow to allow for enemies to stay away or run away after caught, as well as an immunity period to avoid multiple triggers from an army of these. The unit would be able to force enemy archers close but the ability would start on CD so you can't just abuse it on spawn.
  5. I hope decomposer is eventually made to let teammates decompose units while adding to their own power pool.
  6. Aha! So that's why my fire sphere's and shatter ice seemed to perform poorly. Thnx for finding this, I wonder since when was it like that? It definitely should be changed to keep full damage but there will be a need to balance some cards.
  7. Frenetic and battleship.
  8. It looks just like original battleforge cards. Amazing work! I think the names are great already.
  9. Wind traps would be okay if they didn't permanently knockback units in some areas with 2 of them. There should be enough time to pass through after they finish their activation.
  10. Rioter's Retreat says it attacks 3 targets even at U0. It only really des so at U3.
  11. Seems like a good chance to find opponents who suck at micromanagement as much as me. Only thing that worries me is the time... and lag.
  12. It says target unit, just like the other affinity.
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