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About VinceyBoi

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  1. Very little reason to play Advanced when the main difficulty is the Twilight spawns. There seems to be very little difference between the strengths of attacks between the two difficulties. The wind traps are just annoying and limit player options... in a bad way. I think they should just be removed.
  2. They were talking about making a system where you can 'trade-up' a certain amount of cards for a new card at the next rarity level. I'd like a quick-sell option though. Cheap cards need to be on the market.
  3. Yeah, they're pretty much unplayable atm, especially multiplayer maps
  4. Yup, player-made maps that can be both PvE and PvP.
  5. The community maps section needs overhauling and, in my opinion, should be of upmost priority to keep the community alive. New features: -- Ratings for maps (simple thumbs up/down would do) -- Daily quests for community maps to increase interest in them -- Easy way to give feedback on a map for creator Major bug fixes required: -- To download an updated version of a map, you must first manually delete the map in OS file explorer (this should be automatic) -- Downloading a new map sometimes requires a restart of the game before being able to join
  6. Hoping for an update to the many community map bugs
  7. Nothing that can't already be done with Amii Monument or regular old orb-switching.
  8. Better booster luck than me. All I've had is a Lost Spirit Ship, from a mini-booster no less.
  9. I've added a poll with three options to see everyone's general thoughts.
  10. My suggestion is not a legendary, all players should be able to place one. It's mentioned in the OP for both variants suggested. Sure but a 5-orb deck is just a 4-orb deck with extra options. It would be no different than balancing to 4-orbs. Additionally, unlike Amii Monument and Enlightenment, this wouldn't break maps. Like you said, it's already easily doable with orb switching. Spawn in your T4-XL units, then swap out an orb for nature to get access to its strong spells (and 100 power which is nothing at that stage). At the cost of a card slot (a pretty big deal), this makes i
  11. Corsairs are a really fun unit to use. I support the motion of making their summons not bound to the unit cap. The unit cap really only affects late-game and by that point, the summons get thrown around a lot anyway.
  12. I do, but Amii Mon is accompanied by the imbalance of skipping Tier-3 which is a pretty debated topic atm as well as it's high cost. My suggestion emphasises the use of orb-switching by giving it zero cooldown and making it cheaper to support 5-orb decks better. It also allows for multiple players to use it in the same match. TL;DR Amii Mon focuses of skipping T3. My suggestion focuses on 5-orb decks. Edit: you seem to dislike the idea of 5-orb decks, why?
  13. Not necessarily, could easily just make it an uncommon card or even an achievement reward for completing the campaign in standard.
  14. Overall, I really enjoyed this map. I handled the north, whilst my teammate handled the south (though they joined me with the attack on the final camp). Of course, I had some glitches that I messaged you privately about, looking forward to giving it another go. I would say that it's roughly Advanced difficulty. The patrol was quite fun to fight against. I had to time my attacks on the camps accordingly so I wouldn't bump into the patrol (and specifically the twilight hag) until I got my second orb. I did feel that power generation may have been a little bit low. Recovering from a failed a
  15. Honestly, you've hit the nail on the head regarding my suggestion. My aim for this card is to take the T4 elements of Amii Monument and Enlightenment and merge them. You're already at T4 and are most likely capable of dealing with any threat anyway. This card would just expand the options you have without breaking the game like Amii Monument and Enlightenment do.
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