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Draconnor

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Everything posted by Draconnor

  1. Great Work but i have some issues with tectonic shift - that sometimes cancel teleportation in middle of annimation. But still big and nice content. Im currently testing my refreshed PvE tower deck and i totally miss some small and low cost T4 tower 😉
  2. NICE Unit look and skills. it would be really nice to se new content 😉
  3. Damn... i totally missed this one. I hope for similar one in the future.
  4. Affinities are must have when you can't make unlimited numbers of nwe models. While half of cards are simply better/worse ... part of them are indeed situational and give real decisions and deck diversity.
  5. Great idea. I can't wait for expert and expert++ But still i'll miss diff 1. It was great to play when there was 1-2 min left to "daily" 😉
  6. Great art. Can't wait for card 😉
  7. I may be wrong but Neutral Swamp Grake have same bug as unfixed neutral windhunter - in term of Mind Controll (spell is cast but witout effect). *there is small chance that i missclicked MC on other unit that died scecond after casting 😉
  8. Its amazing how, after all these years maps can still be and are improved by so small things. Blight change looks even greather that Bad Harvest one... but im curious how it will work with camps counterratacks that gone bad 😉 But i feel that it will be interesting change.
  9. after further tests i feel that fully supported razors work fine but the scalling is different and "half support" (3 supporters) is weaker while full support is ok.
  10. I don't want to sound overconfident but playing the game since relase makes me... lets say that i knew how to use root network 😛 And never failed bad harvest defense twice in a row before 😛 And it worked better even after relasing sylvan gate change. Can anyone check DPS of Razor + 3 treespirits/living towers at current version and older one please?
  11. I checked - and patch notes say nothing in last two patches... but i failed on BH expert badly twice... and that never happened before 😉 I feel that Razorleaf with 2-3 supports is more than twice weaker than half year before.
  12. Is there any Ninja-nert fo root link units? I feel that my bad harvest deffence become twice weaker than 1-2 months ago. Razors with+3 supporters cant stand the waves that were no problem before...
  13. Is it possible to make a card/buff that adds fixed damage bonus instead %? For example +20 od +50 damage? It could be nice as a powerup only for fast shooters like S squads or Tempest like creatures.
  14. Played today. Good Job and quite fresh experience. I count on more 1player maps with higher difficulty or at least some pressure from enemy camps. But its really nice feeling of rts exploration games.
  15. Raven's End, Passage to Darkness unfortunatly i have only last replay - raven's end ravens end common.pmv
  16. Cheapskate achiev - does it miss information that all players should have common decks only? or its a bug? or it don't work on 4/12 players map?
  17. Same for me. Each interesting card is a win for everyone 😉
  18. Beside the contest - i don't want reward - i simply want small forest elders ingame 😜 reward can be transfered to future contests 😉 Name: Forest Cubs Tier & Orbs: Nature Type: Unit (2 medium units) Power: 50 Hit points and Size: 800 (2x400) M size Attack value and Type: 300 type S Active Abilities: Forest Touch - for 20 power heals 300 life points to unit in 5m (20 s cooldown) Passive Swift & Stomp Explanation of idea behind the card: I would love to see smaller elders ingame 😉 This concept is based on making them small alternative to hurricane by making them swift tramplers with small damage and some hp for tanking and map controll purposes. I assume that making them swift can be problematic with their XL unit animation - so they may ottion to test it without Swift but with abbility to not slow down when going through enemy units... + maybe slowdown immunity against PvE spearman units. It would be possible to make them in different colors? One more brown and one black? 😉
  19. Name: Amii Champions Tier & Orbs: Shadow, Nature Type: Spell Power: 300 Can be cast only on S size unit. Permanent - can be cast once per unit. Greater Power: Unit Deals Additional 100% more damage and takes 50% less damage - moreover they cant be knocked back. Amii Radiance: Units in 20m regenerates 50 life points each 10 seconds. (non cumulative) Explanation of idea behind the card: Long term investement in T2 S size army. In Latter game option to make some power Rifle Cultist with really big nuke.
  20. Name: Lyrish Snipers Tier & Orbs: Frost, Frost, Neutral, Neutral Type: Unit (4 small units) Power: 60 Hit points and Size: 1200 (4x300) S size Attack value and Type: 1600 XL Active Abilities: Rifle Atack - Every 5 seconds unit fires slugs at enemies that deal 100 damage. (4x4x100) Additionaly slowed down (walk speed) targets get additional +50% damage Aim - Enable to become immobile and gain - long range 50m Crippling Shot (50 power) - Shoots at 50m with 800 dmg, target can move at walk speed and takes 25% more damage, Lasts for 15 sec, Explanation of idea behind the card: Quite versitle T4 S sie unit that can be use as early T4 swarm, cheap wall defender with moderate ammount of micro. Making then in group of 4 should add somethiing fresh and new while making them a slightly faster to maintain.
  21. Thx - but when you reminded me about config - these did great work in term of having feel of something 😉 new 😉
  22. Where can i find the max stable settings? i remember that something sholdin't be set on very high to prevent crashing - but i can't find what 😉
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