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Ggoblin

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Everything posted by Ggoblin

  1. First mobile support and now VR. Battleforge keeps getting better and better!!
  2. Banestone deals 70 per second, not 40
  3. 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
  4. This is all so beautiful I'm not even sure how long I took to carefully digest everything.
  5. 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.
  6. I hope decomposer is eventually made to let teammates decompose units while adding to their own power pool.
  7. 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.
  8. Frenetic and battleship.
  9. It looks just like original battleforge cards. Amazing work! I think the names are great already.
  10. 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.
  11. Rioter's Retreat says it attacks 3 targets even at U0. It only really des so at U3.
  12. 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.
  13. It says target unit, just like the other affinity.
  14. 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?
  15. Windhunter is still hitting the middle point of a squad and thus dealing no damage to split squads.
  16. 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 enemy. An amok unit affected in such a way can spread it back to enemies through the on death explosion, but not through normal transfer if it doesn't die. 2: Plague will slowly follow behing swift units and only catch up to them once they stop moving. If the unit enters combat, AFTER plague was cast on it and was still following it, the plague will stop shortly behind it and not affect it, eventually disappearing when the time runs out. REPRODUCIBILITY: Always. Easy to test on the forge. ADDITIONAL INFORMATION: C'mon! It's already hard enough getting any value from incubator!
  17. Magma spore says it deals damage around its target instead of around itself.
  18. Ggoblin

    Offering(b)

    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.
  19. Ggoblin

    Offering(b)

    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.
  20. Ggoblin

    Offering(b)

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

    Offering(b)

    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.
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