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Draconnor

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    Graphic designer, skirmish games lover and creator.

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  1. Shit... Aftershock sounds... well... wierd skill and obvious spikeroot reskin... While something new to t2 stonekin sounds nice... maybe spell working same as his skill? 😛
  2. Good idea but i will miss Sylvans game samage buff. While i still regret that it lost healing 😉 but yes - affinities were kinda 5/10 idea 😉
  3. New map starts with so good looking forest area that each time im amazed... how this game can be maxed - it really looks great.
  4. So Dark Maiden become first unit that "gain XP" 😉 its first unit that work similar to RTS that have unit ranks 😉 Now - we wait for second one 😜 And repair all - its biggest ninja change so far propably 😄 But it looks great for someone who hates micro 😛
  5. Best thing about new update is deck sorting tool - after so many years 😉 BTW While Terrors and Maiden looks nice, like really nice... Devourer looks... bad... and feels op - so I will see him quite often 😛 Btw - Why Nightmare skill is triggered on attack and not by hand? would be more usefull for short term tanking imo.
  6. 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 😉 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" 😉 News for old maps are great - I'm great fan of Bad Harvest change for example 😉 But indeed its sad to read that last contest delayed the season.
  7. 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.
  8. 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 😉
  9. 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 😉 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 😉 But still ite great to see Ship in top cards ❤️
  10. Im totally curious about Devourer! model, animation and so on... And it sound insanely strong for its power cost tbh.
  11. 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 😉 Can also be cheaper and generate 2 linked fire counters.
  12. 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.
  13. why i cant printscreen anymore? 😛
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