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Chronopie

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  • Birthday July 25

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  1. Firstly, 1) Are the Energy Core's abilities going to be usable from U0, or was the plan to lock one away behind an upgrade? 2) Will they have an additional power cost to activate, or just the lifepoint cost? Do they start on cooldown, or will they be able to be activated the moment the card is summoned? 3) Aesthetically, the Amii buildings tend towards a bronze/brass/stone appearance, why so much black on the units? Secondly, 1) Amii Monument is ruined, ruined I tell you! /dramatic 2) It was well worth sacrificing a card slot to switch orbs without destroying and rebuilding a static Monument, say, for example, a temporary second Nature orb to throw down some WoGs, before pivoting to Fire for Fire Dragons and Regrowth. Less bound/lost power too. With the reworked card being in addition too, rather than instead of, that feels like a net loss. 3) With Deck slots already being at a premium, any 'unique, previously impossible, deckbuilding possibilities' would have to be significant outliers to justifying including both a full T3 and a reworked AM.
  2. It's for the card play conditions, not the Monuments themselves. So the Twilight Slayers are T3; one Nature, one Fire, one Nature OR Fire. GRR/GGR.
  3. Liking the Deep Dive for the most part, slightly concerned with the Forest Elder rebalance in particular, but loving the Mana Wing. iirc Green Forest Elder's buff competes with Wheel's attack buff, but enemy debuff stacks with your buff, which would make purple + grove spirit significantly more powerful. I could be wrong.
  4. Wasteland Wing sounds like there should be a, well, wing of them, and probably more along the lines of drakes than a Dragon. If they're intended as a singular capstone unit, I'd say something strong, like Wasteland Tyrant. If they're meant to be clustered as a group, Wasteland Scourge. Tainted Cleanse sounds like a oxymoron, and, I need to note, has the effect of the Gifted Disenchant, with the Tainted Disenchant instead being tailored to making enemies insensitive to buffs. Might be worthwhile changing its affinity. Infused Cleanse is fine though. Though, to confuse things further, Bloodhorn's Tainted Purge doubles their damage at the cost of some life, while it's their Infused Purge that gives them debuff immunity. :? -- As for balancing concerns, since the numbers aren't finalised: The 290 power cost, two red/two purple orb cost, 5250 (L)/2950 statline feels somewhat awkward, considering their closest comparisons are their fellow Bandit Deck capstones, Bloodhorns (RPXX) and Tortugun (RRPP), both at 240 power, 4700 (XL)/5000 and 8400 (L)/3200 respectively, at U0. That's one hell of a premium just for having wings. On the other wing, Fire Dragons are 240 power, 2150 (XL)/2400 at U0, and three fire orbs. But that's still a one orb splash, rather than being locked behind a specific four orb combo. And the Rage is one hell of a drug. Giant Wyrms, we all know that they're going to be a direct comparison to any other dragon, are 4000 (L)/3530 at U0, going up to 5115 (L)/3530 at U3, for just ten more power (300), but the far more flexible one Green splash.
  5. Amongst other things, Moloch and Skyelf Commander buffs? Nice.
  6. One thing, the Frost Deep Dive's analysis section states that Shatter Ice deals devastating damage to buildings, despite not being implemented (yet), and the only source of building freezes (on live) is the red affinity Rageflame. While it's nice to see that Frost Shard will be gaining the trait, it's a touch misleading at the present time. (Any chance we could add the trait to the Winter Witch too?)
  7. Basically just a QoL for the map. Reduce the Amii Screaming Stone's initial cooldown. It doesn't really need to take two minutes after Viridya's dialogue ends.
  8. The problem with a spell-slinging faction would come down to charges. Either they blow their load too quickly, and then have to wait a painfully long time for each recharge, or they have to have lots, and lots, and lots of very weak spells, to avoid inciting splash decks. Though I do like the thematic idea of a Skylord intervening directly on the battlefield, slinging fire and ice and chaos, rather than through the proxy of units. And frost/fire is currently impossible to implement anyway, as much as we would wish otherwise. Technical limitations relating to not having any in the original release. As for Amii... What the lore gives us is vague, elemental spirits that reshaped themselves from the ashes of the elemental wars in the shape of the mortals (freeform shapeshifting?) and fought the giantkin (and lost to the giants), bartered with the Assemblers (a race of interdimensional machines) for the forge itself, and built the walls, wells and monuments before vanishing. Part of the lore outright states they are the Orbs that cap each summoned monument. (The Lorebook > World > Lands and Regions, page 25.) The one unit we have is unfinished (she has Nightguard voicelines still), so we don't have a solid faction identity. Were they all going to have mode switching? The ability to stack Debuffs?
  9. While most of these changes are either needed, or at least fair, the Mounty nerf feels harsh. Especially since the changes hurt Frost in PvE too. Losing a quarter of the shield and the M-knockback weakens at least part of my T2 core. Wizard Towers are nasty, with their M-knockback, and the shield is so useful. Razorshard's affinities ability descriptions could probably use a pass over for consistency too. At least on the wiki, the red aff says 'Active' instead of 'Activate'. (Does the red affinity take 4s to explode compared to green's 3s?) Inc Mo's QoL buffs are appreciated.
  10. Opening a booster and seeing a 23rd copy of Earth Crystal isn't going to be useful to anyone. Being able to recycle them for a scrap of bfp is at least something. Exchanging them for other cards sounds abusable though, even if it's random. Turn three Envenoms into a Shaman? Three Evocator's Woe (currently 20 bfp) into an Enlightenment (3k atm)?
  11. While it's an interesting concept, it does sound overpowered, because it lets you splash while still playing pure faction cards. See this Harvester? Surge of Light. My Juggernaut has lifeweaving! And an Unholy Power. At T3! And here's his twin brother! Dreadnoughts and regrowth! And the problems it would cause at T1 especially have been covered in the thread. Maybe as a spell, a sort of mini-enlightenment? At least that way you have charges and cooldowns.
  12. So, as it stands, 30 seconds active, 30 seconds downtime. Build two. Hotkey them to 3/4 (or control groups of choice). Every 30s, hit 3/4, and Z. Rinse and repeat. That's the gameplay. Not very engaging, is it? Changing it to a permanent buff wouldn't be that bad. Might need rebalancing if that happens though. Two fire orbs? 250 power cost (since you'd only need one)? Nerfed refund%? The global buff icons in the top left being hidden when other global buffs, such as Wheels, are active is a separate issue. Some sort of priority for temporary buffs to supersede permanent ones?
  13. Don't know if it's listed elsewhere, couldn't find it on this thread, but Treefiends (Twilight T3) don't include their transformation cost in the tooltip, unlike the other Twilight units.
  14. Severity: 2/3 Location: rPvE Reproducibility: Unknown Description: rPvE, last building to be destroyed to complete map is spawn building. Congratulations popup appears. Enemy units spawn. Crash to Desktop. Logging in rewards quest completion. No replay generated though.
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