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Lord Trajic

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  1. Something along those lines Vys, yes. However, right now you can put it to some use for defending - where if you connect everything through root network, and put some root nexus here, root nexus there, Sylvan gate here, and sylvan gate there - you would spare yourself the trouble of having to move your units from point A to point B. The firepower would be the same as if all units were attacking at once, but cannot exceed that firepower above your "all units are attacking at once" mode. Which units get the attack buff - still beats me, I have zero idea. I could see it being "the first that can get the buff", given the attack cooldown. So that would be "the first unit that resets its attack cooldown". But now understanding this, I don't really mind it's functionality, I think I'll find a niche use for it. But just the fact that it took me 4 hours over 2 days just figuring out how it actually works (and how it should) is a thing. Balance wise - it is fine and I don't want it buffed. But I also felt horrible when I was expecting it to do something ("supporting each other" part) - and it didn't do anything at all. And why of course - I still give credit where it's due - you were of great help when figuring this out - and you have been helping me with tests too.
  2. Thanks dontshoot for joining this thread. You have posted your reply just as I was editing my original post - and I have noticed exactly what you had just said. I have to admit, that my previous post included numbers that made no sense, because they have been made upon an assumption that 1 more unit provides additional 10% firepower (when I tested it, a unit with 5 supports attacked 50% faster. While in reality, 4 of those were occupied and only 1 was providing the attack benefit - getting to my 50% faster attack numbers). If the functionality is as intended, it would be nice to have the description changed a little. Most people expect completely different functionality when reading it. I for one - now have absolutely zero idea how it is supposed to work. Each time when I think I know - I either look at "each other" choice of words and want to break my arm, or close the game and go for a walk. It's extremely misleading. EDIT: After realizing that each unit "borrows" it's unit count into the attacking unit's power (so 1 supporting unit doubles the attack of the attacking unit) - I absolutely 100% agree that if 6 attacking units increased the attack of each other appropriately - it would have been massively broken. Just wanted to point it out that I agree on that - which is also why I edited most of my original post that mentioned otherwise before.
  3. NAME: From attacking squads in the root network only 1 gets the attack bonus. DESCRIPTION: The description of the root network ability clearly states that all entities in the root network support each other. However, if units in the root network are attacking - they no longer contribute to the "support each other" part of the mechanic. Also, if 1 unit (like Sylvan Gate) is supporting 5 other units, only 1 will have their attack boosted. REPRODUCIBILITY: Buff Suppression while attacking: Spawn 6 units of the same kind (treespirit is the best for test) at one side of the wall in forge - and spawn 1 unit of that same kind on the opposite (so their network don't reach). Root them all at once. All will attack at the same speed regardless of whether they are supporting each other or not. Only 1 unit supported: Spawn 6 units of the same kind (treespirit is the best for test) and support them with a unit that won't attack (like sylvan gate, or one unit that is out of range for attacking). From all the units in the network, only 1 will benefit from boosted attack. LOG: - none - ADDITIONAL INFORMATION: Some players in the chat falsely claimed this is not a bug - which brings me to believe this has been around for a very long time. Since these players only stated "it's not a bug" but failed to provide any evidence, data, or proof - I rejected their claims as "opinions based on previous functionality". After further testing and help from other players in the community - we have come to a conclusion that the word choice on the card suggests a completely different functionality from the one we currently have. There is no mention about units not being able to attack in order to support other units, and there is no mention about only 1 unit being supported in the entire network. Based on the description: "Up to 3[-6] entities connected to the root network support each other enabling more powerful attacks." - entities should all benefit from the root network. There is no indication that would suggest that out of 6 units only 1 should be allowed to attack faster. The whole point of root network should be to create a network that gets stronger the bigger it is, not to build 6 buildings to buff 1 unit. If I am wrong about this - please correct me here - but the choice of words in the card description suggests so. For the whole time I was thinking why treespirits feel so weak compared to other T1 units, or why my root network of 20 living towers feels like it doesn't work at all. After testing, these are the reasons I have figured out thanks to the help of the community (shoutout to Vysnia). If the functionality is correct and as intended - the choice of words on the cards is definitely not.
  4. I can confirm this phenomenon. DESCRIPTION: There are two instances that I am aware of when this is happening. Multi-unit squads (like windweavers or Forsaken), if knocked down, will scatter. If this happens, their hitbox spreads and widens. This means the hitbox spreads <for the entire unit> as one radius, and is NOT recognized as <6 separate entities> with individual hitboxes. Instead, if knocked down numerous times over and over - they may be knocked so far away from each other thay they may in fact block an entire area from being moved to (because every single pixel is considered their spread hitbox - and is registered as an attack command). HOW TO TEST: Best tested with Lost Spirit Ships against a different player - and make the other player force his 6-unit squads "ON HOLD", so they don't attack or move. Then attack these squads with LSS. I would add that if this knock-down spread happens wide enough, the entities stop taking any damage. You may sometimes see how 8 ships are firing a cannonade on a squad of bandits for 2 minutes, unable to kill them. I am not informed about the damage issue in detail, but I hope I helped explain the hitbox targeting/moving issue.
  5. NAME: Parasite Swarm 3rd upgrade Spell Desc Typo DESCRIPTION: Upon upgrading Parasite Swarm - the description of the ability says the unit can take over a unit up to 2 orbs and 150 power. The upgrade allows to take over 3 orbs units (and still 150 power). Spell works as intended, functionality OK, the problem is just the typo of the SPELL. Card description is fine. REPRODUCIBILITY: Spawn and select Parasite Swarm - fully upgraded (doesn't matter if from the auction or from the deck) and hover over the spell icon on right top. Spell says 2 orbs restriction. Hover over the card - says 3 orb restriction. SCREENSHOT/VIDEO: Not sure if needed. LOG: Not sure of needed. ADDITIONAL INFORMATION: Not sure if needed.
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