Reloasd
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Posts posted by Reloasd
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Man, I want that free power lost souls deck... Ha, sounds so fun. Hope a looting ability is added to some cards.
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I like Necroblaster being able to self sustain, and at is one of my favorite shadow cards.
I might be a noob, but the build, set up, and then forget nature of Necroblaster is core to how I use the tower in pvE.
With the requirement of corpse setup / using enemy corpses, it already feels shadow themed. Not every shadow mechanic needs to come with a major cost. A lot of the core ones (furnace of flesh, chaos altar, time vortex) instead involve cheating cost, which is a very shadowy thing to do. (e.g. making a pact with the devil, and then weaseling out of it), and I don't think making them unable to self sustain adds anything. It feels it just makes the card less fun.
Maybe if one could somehow set up a corpse network, I would like it not being able to self sustain. You could enable soul-splicers to link together, and then have one massive sacrificial area, that fuels all corpse using stuff.
For any given map, you can also easily tweak the enemy units being sent against a Necroblaster to make self sustain impossible. E.g. units with a high innate damage reduction, or high regeneration rate, or units that also use corpses. Necroblasters are going to have huge difficulty self sustaining against an onslaught of overlords for example.
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OMG, I love the spawning on fire mechanic. So cool, and unique!
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The only other cards that does this are infernal chain and Santa, and it seems a really fun mechanic. I'd love to see more instances of this.
Here are some example ideas:
- Better Boots (Arcane):
Fire Affinity: ground units in a 5m radius gain swift
Frost Affinity: ground units in a 5m gain steadfast
- Master Surgeon (Medium Unit) :
Nature Affinity: Every 5 seconds gives a unit that does not have it, the medically trained ability (2% life regen)
Shadow Affinity: every 5 seconds gives a unit that does not have it, the lifeleacher ability (10% life steal)
- Reforge (ultra-rare) :
Give target unit the one-time ability to fuse with another unit, giving the first unit the second units abilities, while killing the second one.
- Armor Spikes (Arcane):
Causes the targeted unit to gain armor spikes: reflect 20% of melee damage back at the attacker.
Edited: Santa also adds card abilities! thanks for pointing that out 😄
callsignhusker likes this -
Zyna: There is a hidden healing cap of 4000. I will leave this unchanged for now, since this will make the card even stronger than it already is.
SEVERITY: 3+
LOCATION: Forge
REPRODUCIBILTY: Always
When the LSS is upgraded to U3 the crystal increases in duration, from 15 seconds, to 25, however the crystal only heals for the first 15 seconds.
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NAME: Green Dryad not stopping Melee Disable
SEVERITY: 3 (or 4 :p)
LOCATION: Any Game, or Forge (test with Twilight Abomination and Lost Dragon)
REPRODUCIBILITY: Always
DESCRIPTION: Green Dryad protects against ranged disables (like from the Lost Dragon), spellbane, and a large variety of debuffs but not the melee disabled status effect (like from the Twilight Abomination). I presume this is an oversight, as it is a weakening effect, that seems like it should be in the same category as the aforementioned ones.
Cards that give units abilities
in Suggestions
Posted
true!