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Everything posted by Ggoblin

  1. This is all so beautiful I'm not even sure how long I took to carefully digest everything.
  2. 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 consideratio
  3. I hope decomposer is eventually made to let teammates decompose units while adding to their own power pool.
  4. 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.
  5. Frenetic and battleship.
  6. It looks just like original battleforge cards. Amazing work! I think the names are great already.
  7. 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.
  8. Rioter's Retreat says it attacks 3 targets even at U0. It only really des so at U3.
  9. 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.
  10. It says target unit, just like the other affinity.
  11. Didn't we just get a patch that made units, with splash, center their attacks on individual units from a squad so this invulnerability thing wouldn't happen?
  12. Windhunter is still hitting the middle point of a squad and thus dealing no damage to split squads.
  13. NAME: Plague Spreading Through Amok / Plague Not Following Swift Units Properly DESCRIPTION: These are 2 issues with the Plague card. 1: When you play plague/an enemy unit infected with plague dies, the spell/on death explosion can spread to friendly units affected by amok effects, like the one from the amok spell, knight of chaos and incubator(p). It does not transfer to those units from enemies if they don't die, only from the on death explosion. This does not happen to pseudo amok like tortugun's. It will then spread to own units (probably allies too) like if it was cast by an ene
  14. Magma spore says it deals damage around its target instead of around itself.
  15. Ggoblin


    Thank you for the in depth explanation. I didn't do one since I hadn't expected to have to defend why the blue affinity is underwhelming. Your proposal does sound 2 strong though, it'll be almost always better than the green affinity, inverting which one is useful.
  16. Ggoblin


    There are decks that use lots of spells + void recursion and would like more spell charges. All I'm saying is the card is hyper niche and proposing a new version that could have more interesting uses. Sorry if saying "useless" seems rude but I guarantee most players would never bother with the card and there's almost no cases where it would be better than the other affinity.
  17. Ggoblin


    And how is the blue one useful? Doesn't give you non unit charges either.
  18. The big Abyssal Warder has steadfast but doesn't mention it on the card.
  19. Ggoblin


    As everyone knows, the card is useless right now. My suggestion is: change it to purple affinity, it grants one charge to each card with a LOWER orb cost.
  20. Ggoblin


    Regarding the new thugs, they compete with nomad on pve, a losing proposition. On pvp you generally don't want to summon too many of them, meaning they generally won't have an ability and will cost 10 extra for nothing. Considering they are mostly used to counter forsaken and the like and taking in consideration their name I'd like to suggest making them deal more damage to weaker units (those with less attack/20). Also reduce their attack to 600 to prevent them from proccing the ability on most melee units.
  21. Frontier keep and infernal machine could honestly have a 30m range since they are T3 AND cost a lot.
  22. I did test it with my U0 demon before posting. No buff icon and no noticeable speed or turning difference. I went back and used an U3 demon. This allowed me to confirm that an U0 demon gets NO buff, did they make sure the change applies to all upgrades?
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