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Graphic designer, skirmish games lover and creator.
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Draconnor's Achievements
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Yea. I understand. But low effort topic could still give you an idea bout new map or improvement to old ones. To be honest I don't have any great ideas about such units for now... but still i see that enemy units can have skills that player cards can never have - like range longer that 50m or heavy suicide abilities on really glass units... But the thing that i once wanted was enemy units like Bandit Lieutenant in Tutorial... for maps heavy relied on T1 and very limited power reserve or any map to generate additional (but not dangerous) attacks with such "scout" enemies π and yes - i knew that unit will be almost irrelevand (unless it can agro stronger enemy) but still will be fun to see such "living elements of the world" π News for old maps are great - I'm great fan of Bad Harvest change for example π But indeed its sad to read that last contest delayed the season.
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Draconnor liked a post in a topic: Enemy contest similar to card one.
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Is there any chance for a contest about making enemies? I knew that new enemy unit is far less universal than a card that can be played on any map... but i feelk that there is still great potential in new enemy units (for new or random maps). Its because player cards must be balanced and non abusive - while new enemy can provide something more fresh, challenging, fun to kill, or (maybe not more than slightly) annoying.
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sounds great π
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Its a Bug or a feature that her swift is slower than (for example) Amazons. And She have same Speed as regular L/XL: creatures. I think that it may be feature that allows her to not die in stupid way charging in front of army... but still i'm curious. She have nice animation for realy fast creature... and she is still so rare in decks - so maybe there is something planned for her π
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Official Card Design Contest - CLOSED - WINNERS INSIDE
Draconnor replied to Kapo's topic in Events and Tournaments
I think i may forgot to add - that anchored ship would be interesting to defend against pve siegers that are non AA (like Dancers) units passing by π And its why i didn't post it as strict tower but as a unit - this and that it will self heal in proximity of "real" structures π But still ite great to see Ship in top cards β€οΈ -
Im totally curious about Devourer! model, animation and so on... And it sound insanely strong for its power cost tbh.
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Donaar liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Official Card Design Contest - CLOSED - WINNERS INSIDE
Draconnor replied to Kapo's topic in Events and Tournaments
Ingame Name: Draconnor Card Name: Ancient Tree Tier & Orbs: T3, Nature, Nature, neutral Type of Card: Building Power Cost: 100 Attack-Type: none Passive Abilities: Healing aura: Friendly units within 40-50m regenerate 10hp each second. Linked fire (counts as 3, never use network for own purposes) Explanation of idea behind the card: Alternative for Thonrbarks at t3. Slightly lower cost and without of risk of draining the pool when enemies will pass by - but cant fight. Big but weak healing aura for active defence purposes (units engaged in fight or hovering skyelfs), Other affinity could make units in range move faster for logistic purposes. Note: Option for having own forest in base will have nice nature vibe π Can also be cheaper and generate 2 linked fire counters. -
Official Card Design Contest - CLOSED - WINNERS INSIDE
Draconnor replied to Kapo's topic in Events and Tournaments
Ingame Name: Draconnor Card Name: Anchored ship / Anchored Sloop Tier & Orbs: [T2, Frost, frost, neutral Type of Card: Unit Power Cost: 200 Size: L Attack-Type: Ranged Counter-Type: L Passive Abilities: Flying, Anchored (can't move), Slow summoning (twice the time of dazed) Active Abilities: Set Sail: At T3 it can discard Anchored status for 100 power (requires 3 orbs to activate) Barage: Every 2,5 seconds shoots small 2 cannons for 90 damage up to 120 damage. Explanation of idea behind the card: Frost lacks of interesting towers/defences on t2... so idea of stationaty flying ship that can be summoned mid fight for holding the ground should be fun and interesting in PvE... in PvP high cost should make it non broken. Note: Smaller ravenship (without main cannon) model. -
Draconnor liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Draconnor liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Draconnor liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Draconnor liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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why i cant printscreen anymore? π
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Draconnor liked a post in a topic: Community Update - September 2025
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I knew, i knew... π SImply i really want to find a use for slayers (that are rather weak even as bad harvest pos 3 defenders against stonekins π) and Twilight themed season sounds like last chance for them π ... or maybe at last they will gain some love in other way - a buff maybe? π and in terms of ballance - its tower - and with pure frostrangers or t3 slayers its only PvE not PvP ballance - so it should be easier π
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but still Spirit hunters will always be easier than assasins (while assasins are indeed cheaper). long story short - there is no way to make 5-6 effects instead of 3? π Edit I knew that Rioter's is pure... but WW with White rangers or Slayers would be even Purer π.... needing one Nature and two Frost on T2 is new definition of ultra pure card π Edit2 On second thoughts Scorchlings+Deeo One combo is most pure for now π on T2
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Draconnor liked a post in a topic: Community Update - September 2025
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Whisperer sounds great. Infestation sounds interesting (3 cards in one - yay) But WW looks... bring questionsπ While i love the idea i have some concerns about it. 1 - It attacks 2 targets at once with his base attack - so how it combine with multishot? 2 - Sunstriders are faaar easier to spawn than White Rangers - both Tier and orb colors... Its even werider for Windweavers and Slayers giving same buff. Spirit hunters and assasins are closest but still Darkelfs are slightly "harder" to combine. I would love to see reason for playing Slayers (that are sadly far to weak now, even for PvE) and reasons to combine efforts with pure frost ally... but making same bonus with sunstriders or windweavers needs no ally. 3 - Stats... Rioter Retreat have 64 damage each 2 seconds with 3 projectile multishot (+great regeneration) even without bandit sorcerer that adds 12m of range independently. This tower is 5 power cheaper but needs archer squad to become slower Rioter's... And still main reason why i use Rioter's for me its regeneration. But still love the idea.
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Metagross31 liked a post in a topic: Community Update - August 2025
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n3tax liked a post in a topic: Community Update - August 2025
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Majora liked a post in a topic: Community Update - August 2025
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Heart of Trouble sounds like map that i tried to make back in 2011 π So im quite excited to see it π
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Snapjaws have far more interesting model than Maws...