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DefAnske

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  1. DefAnske liked a post in a topic by Kapo in Crappy Card Drawing Collection   
    looks like Grinder was skipping leg AND arm days 😄
  2. DefAnske liked a post in a topic by Demiron in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Element of Surprise
    Tier & Orbs: T3 Colorless
    Type: Building
    Power Cost: 150
    Hit points and Size: 2750, Large
    Attack value and Type: -

    Abilities:

    Control the Elements! 

    Element of Nature - Powers the Crystal with the element of Nature, healing all friendly units within a 'x' radius for 'y' value every 3 seconds, for the next 30 seconds.
    Element of Frost - Covers the Crystal in frosty mist, greatly reducing the movement speed of all hostile units caught within a 'x' radius, for the next 15 seconds.
    Element of Shadow - Coats the Crystal in dark energy, poisoning all units within a 'x' radius, dealing 'y' damage every second, for the next 20 seconds.
    Element of Fire - Engulfs the Crystal in flames, greatly increasing the damage of nearby friendly units for the next 20 seconds.

    Master of All: (costs 100 to activate) Pick one of the elements. However, using the Crystal this way quickly depletes it's power; each use reduces it's Hit Points by 1000 that cannot be warded off with the help of another card and it cannot be repaired in any way.

    Master of None: (costs 50 to activate) Let the Crystal pick an element for you, at random!

    Explanation: I like RNG.
  3. DefAnske liked a post in a topic by regonas in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Voodoo Wood
    Tier & Orbs: T1 shadow
    Type: Unit Power: 80
    Hit points and Size: 800, Medium
    Attack value and Type: 250, Melee

    Passive Abilities:
    Voodoo Howling - every 30 sec this unit will release a wave of energy which will grant Life Stealer (10-20%) effect on nearby allies for 5 sec.
    Never to be seen again - every time an enemy unit dies nearby, this unit may collect their corpse to reduce the remaining cooldown of Voodoo Howling by (3-5) seconds.

    Active Abilities:
    Voodoo Splinters - this unit will start rapidly losing health while releasing a halo of spikes around itself every 3 sec. Stacking this ability increases health draining and reduces the duration between each halo of spikes.

    Explanation of idea behind the card: a supporting unit which may be turned into suicide bomber. Due to its support capabilities, it would be relevant through entire map/match, and combined it with Nature cards who have healing, you could extend lives of the critters just enough to take much stronger creatures just by AOE. Though, by itself it would be a pretty weak unit.

    Name: Voodoo Oakin
    Tier & Orbs: T2 shadow
    Type: Unit Power: 100
    Hit points and Size: 1800, Medium
    Attack value and Type: 500, Melee

    Passive Abilities:
    Acid Sap - this unit deals X damage to nearby enemies whenever it loses X% of its HP within X sec.
    Acid Globes - throw acidic sap against an enemy within medium range. Deal double damage against structures.

    Active Abilities:
    Vodoo Da'Nature - this unit immobilizes itself to disrupt all hostile root networks within X meters. While rooted, your melee attacks will be replaced with Acid Globes.

    Explanation of idea behind the card: an overall disruptor card. Can't deal much damage by itself, but dealing damage while taking damage could be pretty significant in a massive battle, not even mentioning how it can single handedly disable bases of Nature enemies who rely on root network. Also, the more healing you have in your team - the more effective this old tree becomes.

  4. DefAnske liked a post in a topic by Demiron in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Shrink
    Tier & Orbs: T1 Nature
    Type: Spell (utility)
    Power: 60

    Spell Effect: Miniature Warfare - Curse target hostile squad or unit within 'x' metres in a way that they go down one unit size for the next 30 seconds.
    Target(s) under the effect of Shrink cannot be cursed again.


    Explanation: I think a spell like this fits the color perfectly. It's a fun way to engage with units (in both pvp and pve) in a way like never before.
    I don't know about the technical difficulties/limitations but it'd be cool to see an L-sized Juggernaut.
  5. DefAnske liked a post in a topic by Kugelsaat in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Hello Skylords, this is my first entry for the Card Competition.
    First if all sorry for anything i may pronounce worng etc. (I´m from Germany)
    Scrap-Shed is meant to by a Supporting unit.
     
    Name: Scrap-Shed ( Schrottlaube (german))
    Tier & Orbs: T4 / Fire 2x Shadow 2x
    Type: Unit
    Power: 400
    Hit points and Size: 7350 XL
    Attack value and Type: 3000 Range
    Passive Abilities: 
    Waste Cannon - Because of the size and it´s polution the Banits start unsing their waste as a weapon. Because the Bandits shoot with what ever they have, every 4th Shot is smelling dump which slows Enemys for 6 sec and lowers their attack 22%
    Active Abilities:
    Junkyard -  When send into battle the Scrap-Shed can switch to stationary mode and cant move. While stationary it drops T1 Bandit units every 7 sec. which attack Enemey in range. When it´s health sink´s below 30% Scrap-Shed is forced to move and can nolonger activate Junkyard.
    Uses Tunderwagon as a base.
    Explanation of idea behind the card:
    The Thunderwagon is a very cool and fun card, and i think the only one which does not have a counterpart.

  6. DefAnske liked a post in a topic by Arenguros in Official Card Design Contest - CLOSED - Winners Reveal inside   
    This is not an entry, I have sent those already.
     
    Name: Goat Lancer
    So the basic idea is: We have a goat model, but no unit in the Frost faction, what gives?
    This would be a recolor of the Nomad modell, but in effect it would be the opposite: A unit that wants to be alone, scouting and poking the enemy.
    Passive ability: Lone Rider
    As long as there are no other friendly units in a 30m radius around this unit, Goat Rider deals 25% more damage and periodically receives an ice shield that absorbs 300 damage for 15 seconds. All ice shields will be lost if another unit is in the vicinity of Goat Rider and it can not benefit from external sources of shielding.
    Stats and other abilities:

     
  7. DefAnske liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Twilight Infestation
    Tier & Orbs: T3 Fire Nature Fire/Nature
    Type: Spell
    Power: 100
    Spell Effect: Mass Shapeshifting
    Infects up to 10 friendly and hostile units within a 25m radius with the Twilight Curse and immediately turns them into Twilight Pests.
    While the spell lasts, they will no longer grant ground presence to play out cards or claim structures near to it.
    After the spells wear off, they will be retransformed into their actual forms.
    Lasts for 15 seconds. Reusable every 30 seconds.
    Explanation of idea behind the card:
    Twilight needs a CC card, and this fits the transformation theme, expanding on Twilight Curse, mixing with Fleshbender.
    Twilight Pests should be the same as Fleshbender, where bugs have similar power and hitpoints to the original unit.
    The downside of this spell is that it also affects friendly units, so not exactly the same as Oink.

     
  8. DefAnske liked a post in a topic by Hi Im Pan in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    New record for nightmares end solo: 20.10.6 😀
  9. DefAnske liked a post in a topic by Metagross31 in Official PvE Contest #7: Harvest season - Until 02.12.2022   
    I am pretty much done with the replays, but still need to find time for a proper winner reveal.
  10. LEBOVIN liked a post in a topic by DefAnske in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    Nightmares End: Blashyrkh + Anske  16:47.2
  11. Kapo liked a post in a topic by DefAnske in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Since I already submitted 2 ideas anonymously, I will share my next idea here:
    Name: Dark Parasite
    Tier & Orbs: T2, Shadow Shadow 
    Type: Unit
    Cost: 90
    Hitpoints & Size: 680, M
    Attack value and Type: 700, ranged L
    Passive Abilities:
    Nether Bolt: every 3 seconds the unit fires a dark bolt of energy that deals 95 damage to enemies in a radius of 5m.
    Swift: The unit moves at high speed.
    Active Abilities:
    Blessed Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will have a healing aura of 15m that heals allied units by 2% of their max health per second.

    Active for the shadow affinity:
    Tainted Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will be surrounded by a poisonous cloud, that deals 30 damage per second to all units surrounding the worm in a radius of 15m. The Poison lasts for 5 seconds after exiting the aura.
     
    I always liked the idea of smaller worms, but not as damage dealers, but some sort of nasty parasites. This theme fitted best for the shadow faction. So I added a high risk (high power cost but low stats) factor along with a high reward (possible resurection, unbound unit) system to make this a true pure shadow card. This gives shadow new oportunities to deal with certain buildings, like willzappers, without just copying supression.
  12. Metagross31 liked a post in a topic by DefAnske in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Since I already submitted 2 ideas anonymously, I will share my next idea here:
    Name: Dark Parasite
    Tier & Orbs: T2, Shadow Shadow 
    Type: Unit
    Cost: 90
    Hitpoints & Size: 680, M
    Attack value and Type: 700, ranged L
    Passive Abilities:
    Nether Bolt: every 3 seconds the unit fires a dark bolt of energy that deals 95 damage to enemies in a radius of 5m.
    Swift: The unit moves at high speed.
    Active Abilities:
    Blessed Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will have a healing aura of 15m that heals allied units by 2% of their max health per second.

    Active for the shadow affinity:
    Tainted Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will be surrounded by a poisonous cloud, that deals 30 damage per second to all units surrounding the worm in a radius of 15m. The Poison lasts for 5 seconds after exiting the aura.
     
    I always liked the idea of smaller worms, but not as damage dealers, but some sort of nasty parasites. This theme fitted best for the shadow faction. So I added a high risk (high power cost but low stats) factor along with a high reward (possible resurection, unbound unit) system to make this a true pure shadow card. This gives shadow new oportunities to deal with certain buildings, like willzappers, without just copying supression.
  13. UltDragon liked a post in a topic by DefAnske in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Since I already submitted 2 ideas anonymously, I will share my next idea here:
    Name: Dark Parasite
    Tier & Orbs: T2, Shadow Shadow 
    Type: Unit
    Cost: 90
    Hitpoints & Size: 680, M
    Attack value and Type: 700, ranged L
    Passive Abilities:
    Nether Bolt: every 3 seconds the unit fires a dark bolt of energy that deals 95 damage to enemies in a radius of 5m.
    Swift: The unit moves at high speed.
    Active Abilities:
    Blessed Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will have a healing aura of 15m that heals allied units by 2% of their max health per second.

    Active for the shadow affinity:
    Tainted Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will be surrounded by a poisonous cloud, that deals 30 damage per second to all units surrounding the worm in a radius of 15m. The Poison lasts for 5 seconds after exiting the aura.
     
    I always liked the idea of smaller worms, but not as damage dealers, but some sort of nasty parasites. This theme fitted best for the shadow faction. So I added a high risk (high power cost but low stats) factor along with a high reward (possible resurection, unbound unit) system to make this a true pure shadow card. This gives shadow new oportunities to deal with certain buildings, like willzappers, without just copying supression.
  14. DefAnske liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Magma Phoenix
    Tier & Orbs: T3, Fire Fire Neutral
    Type: Unit
    Power: 100
    Hit points and Size: 700 plus L
    Attack value and Type: 3500 plus ranged and special-counter
    Passive Abilities:
    * Fiery Dive: Unit starts a powerful and quick suicidal attack that deals 1000 damage to enemies in a 25m radius around its target, up to 3500 in total. Unit dies during the attack. Knocks back small and medium units. Affects ground targets only. Deals half the damage against buildings. Has a 6 seconds cool-down after the card was played out.
    * Swift: Swift: Moves at high speed.
    Explanation of idea behind the card:
    You would need 2 phoenix to kill 1 Vulcan or 1 Virtuoso if they are alone, but with 2 phoenix you could kill up to 3 Vulcan / Virtuoso, so high risk, high reward.
    And why no reincarnation? Swift will increase the survival rate when going for a target, compared to Shadow Phoenix.
    The dive animation should also be a little faster than Shadow Phoenix.
    The half damage to buildings is necessary, otherwise you could bomb other players wells and orbs easily.

  15. DefAnske liked a post in a topic by Riviute in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Alright I also send my entry to Kapo but I also wanna share my idea so here it goes.
    Name: Amii Warmonger
    Tier & Orbs: T3, 1Shadow, 1Nature, 1AmiiHybrid
    Type: Unit
    Power: 140
    Hit points and Size: 2000(without Upgrade) and Large
    Attack value and Type: 2100 and L(Melee)
     

    Passive Ability:
    Elusive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 10%.
     
    Active Abilities:
    Battering Ram: Battering Ram is an active ability with a small aoe that allows the unit to charge into enemies (much like enforcer or strikers) and deals minimal damage (like extremely low) however it knocks back small, medium and large creatures (the knockback could be pretty big, like they were hit by a worldbreaker shot). The ability should be cheap like 10-20Power but with a extremely lenghty cooldown so it cant be spammed and stunlock the opponents.
     
    Power Essence:
    Power Essence is a mode switch to the unit. Activating it is permanent and cannot be changed once active, it also disables Arcane Essence. Once activated this unit gets highly resistent to melee damage (Without Upgrades 60%, U1 70%, U2 80%, U3 90%) but also recieves more damage from ranged and magical attacks (Without Upgrades 60%, U1 50%, U2 40%, U3 30%). This ability costs 60Power.
    Arcane Essense:
    Arcane Essence is a mode switch to the unit. Activating it is permanent and cannot be changed once active, it also disables Power Essence. Once activated this unit gets highly resistent to ranged and magical damage (Without Upgrades 60%, U1 70%, U2 80%, U3 90%) but also recieves more damage from melee attacks (Without Upgrades 60%, U1 50%, U2 40%, U3 30%). This ability costs 60Power.
    This card gains more HP with every upgrade. The upgrades also changes the numbers on the Essence abilities.
     
    Explanation of idea behind the card:
    The Amii Warmonger should be based of the Abyssal Warden (Large Version) as its a model thats been rarely used so far. This unit comes with a main purpose, to be a battle initiator. Charging into enemies, scattering them and create an opening for your remaining army to strike. Just using this card for the Battering Ram makes it easy to use, but i think that more experienced players with enough map knowledge can also utilize the Essence abilities quite well. This unit was partly inspired by those Bandit Lords that you fight in the mission blight as they also had a anti magic aura. (Guess what kind of device you used to change that ;), thats right Amii). 
    The abilities also represent shadow and nature quite well, with the Essences having the typical shadow quirk to it, getting stronger in one aspect but also weaker in another, and with nature you have a crowd control ability with a high cooldown as a price. Just like with many other nature cards that are either very pricey or have high cooldowns. 
     
    The Art was created by the Art AI DALL-E 2. 
    If something is not well enough explained pls tell. 
    I also wanna give a quick shoutout to all of you guys who already presented their ideas. They are either absolutely amazing or so weird and strange that you still like it. Love this community so much man. Good luck to everyone! 🙂
  16. DefAnske liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Lost Obelisk
    Tier & Orbs: T4, 2 Shadow and 2 Frost
    Type: Building
    Power: 150
    Hit points and Size: 4000
    Attack value and Type: None
    Active Abilities:
    * Soul Extraction: [Power: 0] Activate to extract revenants from own lost souls units in a chosen area of 25m radius within a 200m range. Affected units that have Revenant's Doom activated will have their revenant forms forcefully spawned, but then Revenant's Doom will be removed from the unit, won't trigger anymore when the unit dies and cannot be reactivated while the unit is alive. Reusable every 20 seconds.
    Passive Abilities:
    * Ethereal Anchor: The life time of every friendly Lost Revenant's in the current game will run out 25% slower.
    Explanation of idea behind the card:
    Lost Souls needs a T4 building, this would enable strong end-game and fits the revenant theme.
    On T4, your squad rarely dies, if it happens, the support spells aren't being played accordingly, as Lost Souls need them, because of units with low utility abilities, aside from Lost Dragon, but it has low attack power, you need to spawn multiple in rPvE to be effective.
    If you are going pure Lost Souls you would generally play Lost Evocation (Frost affinity) for survivability, or splash some frost spells like Ward of the North or Maelstrom Storm.
    Then Revenant's Doom its almost a waste to use on T4, so by adding this building, would drastically increase the burst potential, with a high-risk, high-reward situation. If you choose to use the ability, you need to micromanage the revenants life time to reach the next camp and also keep they alive.
    The passive buff would stack multiplicatively with other Lost Obelisk, so the building cost is chosen thinking on that.

  17. DefAnske liked a post in a topic by Palmolive in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Hi 🙂
    I've already sent my take to Kapo on Discord but after people started sharing their ideas on here, I could'nt resist the urgue to post mine too! I honestly have no idea on how to balance a card, I just think the idea of this unit would be badass. It's kinda special from the looks, kinda like Bloodhorn, with nothing similar looking as a T4 unit to it (excapt Swiftclaws and the other medium Dinosaur units haha).
     
     
    Name: Amii Revenger
    Ingame model based on a resized Swiftclaw
    Tier & Orbs: T4, Nature Nature Shadow Shadow
    Type: Unit
    Power: 260
    Hit points and Size: 5820 XL
    Attack value and Type: 6350, melee, XL
    Passive Abilities: Elusive - 10% less effected with crowd control / Rage - longer fights, more damage
    Active Abilities: Fearsome Roar - 100 Energy - Enemy Units deal 20% less damage 

    Explanation of idea behind the card: I've always adored the small dinosaur units in Battleforge so I thought why not resize them for a badass Amii T4 unit? For me, Amii is the oldest fraction in Nyn, maybe they have these giant dinosaurs to protect their cities.
     
     

  18. DefAnske liked a post in a topic by Adoaver in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Hey everyone, I just recently started playing and wanted to put in my idea for a new frost support card.
    Name: Magus
    Tier & Orbs: T2, Frost
    Type: Unit
    Power: 120
    Hit points and Size: 620, M
    Attack value and Type: 360, ranged
     
    Passive Abilities:
    Ice Barrier - Every 7 seconds, unit bestows a barrier of ice on a friendly unit which absorbs up to 250 units of damage. The barrier will slowly decay 10 points per second.
    Snowball - Every 3,5 seconds unit casts a ball of snow that deals 65 to enemies in a 5m radius.
    Active Abilities:
    Freezing Winds - Activate to slow down enemy movement and attack speed for 10 seconds.
    This will use the shaman as a base model, textures to be changed to match the frost aesthetic.
    Explanation of idea behind the card:
    I've always been a big fan of frost cards, but activating the shield mechanic could be tedious at times. My inspiration for this came from using the Shaman. I used this comcept of a healing caster and transfered it to its frost variant, the Magus. The unit will provide all around support for its allies by bestowing an ice barrier to absorb incoming attacks while having an active ability to impair enemy movement and attacks. 
     

     
  19. Blashyrkh liked a post in a topic by DefAnske in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    Dwarfenriddle Solo: 13:56.2
  20. Blashyrkh liked a post in a topic by DefAnske in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    Nightmares End: Blashyrkh + Anske  16:47.2
  21. DefAnske liked a post in a topic by Dolewan in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    King of the Giants solo 

     
  22. DefAnske liked a post in a topic by Blashyrkh in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    Nightmare Shard: Anske + Blashyrkh

  23. Metagross31 liked a post in a topic by DefAnske in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    Nightmares End: Blashyrkh + Anske  16:47.2
  24. arabikaa liked a post in a topic by DefAnske in "All-time" Fastest Speedrun Rankings (September 2022-present)   
    Nightmares End: Blashyrkh + Anske  16:47.2
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