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chickennoodler

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Everything posted by chickennoodler

  1. Yes....... The breath attack for Northland drakes hits the first enemy in it's path in a straight line like Fire Dragons and Bandit gunners. Aimed at the target, the enemy in front absorbs the projectile dmg just like when u fight treefiends and they only hit your front lines etc. It does not work like Skyfires or Swamp drakes where it directly smacks just the target. Edit: Apparently this topic has already shown up before and I answered it. I thought it was familiar.
  2. Don't remove skyfire. Global warming in pve is a dead card. Switch that card with something.
  3. Northland drake breath damages the 1st target in it's path first, not the target you clicked. Like Fire dragons.
  4. You know what makes me laugh? These people are griefing on a private server that says " no making more than 1 account" You get banned once on 1 account, Skylords is structured to to ban you entirely. Yet that guy still trollololed a newbie. Battleforge unfortunately has a lot of ally dmg and team kill spells, but anyone who tries to troll this way always seems to forget how easily Skylord Perma ban people. In other words, they're actually that short sighted and dumb.
  5. If I have a slight advantage, I would force this situation and you've now lost 2 wells and an orb and I win the game instantly. That's what I mean about being careful with tools. It's a problem if the enemy has no chance to recover no matter how well they play We can't give frost the same quality in t1 units as the rest. It sucks but Frost t1, is extremely unbalanced. It all stems from Frost mage and homesoil +50% dmg aoe Anything given to frost stacks with this combo.
  6. Personally, I think we should just buff Frost Sorc attack to suitable Medium size countering damage level and start from there, but let's examine your proposals. ---> initial proposal What? Like Wanderer? Warlock?They will waste so much time self buffing each other. Unlike Shamans and Timeshifters, they target each other at full health and are really mechanically really shitty as this wastes too much time. Try it ingame, 4 wanderers(keep out of melee for test) or 4 Warlocks and 4 archers, vs 4 squads. Now try 8 of the same Archer squads vs the same 4 squads. It's real frustrating watching them self buff while the archers are fighting right? ------------------------------------ ----->Alt proposal 1 This is the most likely to work. Not overpowered or mechanically broken. ------>Alt proposal 2 T1 frost is the king of brute strength buffing. This proposal is too strong in combination with the cancer of frost Frost mage+ Barrier + Homesoil. It might even too powerful to give even 2 units ice shields at once at t1. We have to keep in mind who we're giving tools to, this is a faction with t1, +50%dmg, -40-50% dmg reduc spells. I would not want to fight 6 ice shielded homesoiled frost mages with Wintertide protection attacking my wells.
  7. That's not a bug. If Satanel didn't do that, no one would play it. It would be the next Necrowagon. The pop cap usage sealing on Satanels is Brutal. That's why they're so cheap, their strength of summoning over pop cap is also their greatest weakness as it's *required to get any value out of them. In pvp, AOE spam and knockback is so common, spamming t1 units does not help you much.
  8. Your card has an orb requirement of 1 orb. The card grants 1 orb color requirement of any type for the same tier. At T1, 1 Orb Play this Orb 1 req OP card u suggested You now have access to 2 types of color orb reqs. With 1 orb at the start. So Nature, Fire t1 instantly. Ewww, what is PVP then, play the Amii legendary auto win fastest to roflstomp the other player who can't play the legendary Amii now? And what is PVE then? Where would that not be OP? Even at t2-t3, this is beyond gamebreaking. 25 void power to change? 25 power lost permanently? Killing your orbs yourself kills 150 power to 300 permanently and you sink another 100 at minimum even if you use free starter orb. Not even close to balanced for 25 on this, and you still have access to +1 orbs requirement. Like, what deck would this card be bad, cheap 25 for t2-t3 orb requirement into resource boosters, infect, Enlightenment for everyone then! Which means, as suggested, makes this card you thought up even more powerful than enlightenment and current Amii Monu.
  9. That is even more overpowered than the current amii monu and Enlightenment combined. Look closer at what you just proposed.
  10. If you warp a medium sized unit that gets hit by something causing knock back, they spin. Silver winds are particularly funny to watch. Apparently some guy in Global did this by accident, I replicated it in forge, trying moon 1st, then using NetherWarp. Have fun spinning guys.
  11. The current Emberstrike 120 power Eruption 900 dmg per target- Cap of 2700 dmg on Summon. Has s/m knockback (This is Lavafield, Wildfire lvl dmg, except instantaneous.) Ability Cone hit air ground 1,300 dmg per target cap 3200dmg for 20 power, has s/m knockback (This is a T3 spell dmg lvl, for 20 power, yes.) Unit: Large, 3k attack, 2.6k hp..... no summoning Sickness. (With no additional cost) So basically a walking spell card. A t2 spell dmg spell instantly at summon, a walking 20 power t3 hit all spell in a no Summoning sickness monster that can use said 20 power t3 spell immediately. -------------------------------------------------- Even if we buffed other units like Boom brothers Void maw etc, the dmg, dmg cap and ability costs need tuning, this is way too much value. Look at how much potenial S/M knockback there is, and the dmg, woof. To give perspective, fire sphere has a dmg cap of 8,000 for 150 power, no knockback. Emberstrike has 20* 3=60 power. For 9,600 dmg cap, with knockback. 1 emberstrike has 2700 dmg spread cap, then 20 power ability with 3,200 dmg cap spread. That's 5,900 dmg spread instantly, and you just summoned a T4 large creature. It would not take much for this to cause issues as this is 120 (summon) 20 (ability) = 140 power only. Wiping t1 t2 units this way approaches Batariel levels in effectiveness. And no summoning sickness, so this can happen at Spell level speeds instantly. You can now kill 4 Overlords with 6 Emberstrikes with no dmg taken using the 20 power ability and I would now like to point out all this dmg applies to blasting buildings too.
  12. The thug change to unity ability is much much better than the building looter only ability from back then. Idk, why this popped up 1 year after I wrote it, but dang I was salty wasn't I? Edit blurb 7/3/ 22 ------------------------------------------ This is a balance change observation. I'm going to break down why I think the Thug Balance changes did not work. I am writing this down knowing nothing will revert, but as an exercise to explore why no one has been thrilled and it would have been better to do nothing in this case. PVE Broken-------------------------------------------------------- 1st off, pve Fire is dominated by Mine and Eruption already, Most of the time, hp matters less when the enemy is that weakened or disrupted, you don't tank in pve t1 fire, you kill or unit spam it dead. HP Regen, range and utilty tools like No summoning sickness, swift and L size are more important in pve t1 fire. Looting pve units was the thug's only previous niche. Remember this. 2nd, in PVE, Thugs are in a tough spot compared to North guard, Spearmen, Insert shadow t1 melee, because Scavengers are almost the exact same 60 power unit Thugs are, except better. Giving thugs 720 s dmg, same as scavs does nothing in PVE. Because Scavs have chad slowing and swift, Thugs have +100 hp and loot +power from cpu buildings. That's a fat zero power gained because cpu pve buildings have no power costs, useless. Also, see above about why more hp in pve mostly useless. The result is obvious, now pve players mostly have converted to Scav, Nomad and Sunstriders when they have chance because the thug's new advantages are mostly useless in Fire t1 pve. Essentially, thugs losing unit looting means Scavs are now better in every way that matters. *edit: would also like to add and remind people, even if Scav equivalence issue is removed, Wreckers are 10 power cheaper (50) , have spearmen range behavior and are overall better even without factoring their game breaking ability, So it's actually even worse for thugs. You guys also broke a niche classic Lost Souls Era deck where you grab a bunch of thugs next to healing and then trigger chaos warrior ability to fight each other to gain power. The new thugs are next to worthless for this as they only get power from buildings. This was THE only way to get free power in the entire game since lost souls and u guys broke it cause pvp. Cool coool coool cool cool. Wow. See my frustration below. PVP more of the same-------------------------------- Giving thugs with the attack statline of Scavs while looting buildings has pleased no one. They're still doing the exact same thing except now buffed to kill defenders instead of trading card charges evenly with them. And they still give free power. Like what changed? The niche thug strategy, if anything is stronger as they're now even more cost efficient backdooring as always. Overall worth.----------------------------- This is I believe an example of where old thugs should have been kept. Because the new thug balance is basically the same annoying ass in pvp except buffed in their intended pvp role so it feels even shittier to face when working properly, while completely broke useless for pve usage now. So we broke thugs for pve, and the same unpopular thug play in pvp is just as strong now in a different way. I would not call that a win, we're back to the beginning with a now completely PVE useless card.
  13. Why not just increase the dmg to frozen units to a very high % and give it a small chance to freeze? It's niche is killing frozen units, triple down on that design instead of making it meta.
  14. Why not a protect an objective a certain amount of time, and u need to attack and clear your orb bases? If we spread the bases out ( walls,? No walls?) and set where attack spawns, then have a final big t4 base that faces giant waves that end at a set time, could be fun. Kinda like some of the more fun campaign maps.
  15. Thank you Lebovin. That is good news to me. On defensive, having an XL sized dmg air camp option is still better than none. With dmg reduc like Shell, Ward of North, that blue orb t3 50% dmg reduc tower and healing, some maps it's useful because Ai will spam ground units through and die repeatedly. It's also 1 of only 2 air units that can siege range towers, inefficiently with ability but still a thing. Yes, it's a meme unit currently, but a meme is better than having no XL flying at 2 frost orb. I'm just saying the new battleship is also a meme if 4 frost orb. Lebovin mentioned 4 blue orb requirement removed though so what I thought before is outdated because as long as it's not pure frost req, any battleship changes are good. At 2 blue orb count, new battleship might stand a chance.
  16. I have really strong doubts new Battleship will be a smash hit card with these changes. In case anyone missed it, here are my thoughts. --------------------------------- Battleship orb change is now in restrictive 4 blue orbs. Without enlightenment, this essentially means Frost has a dead XL flying cardslot now only useable in pure frost. Like Dreadnaught, new battleship will likely see almost no usage except with Enlightenment. Frost as a whole just lost it's only XL flying creature card. And, there's more. ------------------------------------ The card slot efficiency to maximize the new Battleship abilities.... is terrible. Much like the Frost Crystal tower, It takes additional slots just to get a slow unit at Flyer fast speeds on equal footing to pretty much anything else. A handicap. 2-5 slots required Minimum to make Battleship fast shield strat feasible. +1 to 3 Ice shield creating card slots +1 Ice age (Probably needed to use well, most people will still likely cut this anyways.) +1 The Zoom zoom zoom battleship itself. ------------------------------------------------- If i need 4 blue orbs to run a Battleship, 2-5 card slots for Battleship speed ability usage and I still need to power income dump for shields repeatedly per individual Battleship just to be on par with the other Flying t3, t4 units that I remind you I don't need to micro. Why would I do it? I would go Wyrm, Spirit ship, Skyelf Commander, Fallen Skyelf, Bahir, Swamp Drake or stick to ground for Pure Frost like Iron clads and Dreadnaughts on . ----------------------------------------------------------- Then there's barrage. I am completely convinced Barrage spamming Battleships like inferior worldbreaker guns will be what most people will actually try using the New Battleships versions for because that's cool. The problem being these card niches are infamously held by Worldbreaker guns and Constructs, which Frost has much better synergies and better orb requires with hands down.
  17. Wait, so i could use offering to kill my allies creatures? Why?
  18. Oh god, oh man, Oh god, oh man, Oh god, oh man! Oh god, oh man!! Oh god, oh man!!!! Oh god, oh man Oh god, oh man Oh god, oh man Oh god, oh man Oh god, oh man Oh god, oh man. Only frost flying XL unit, and balance changes proposed is make it barely better but 4 blue orb so no one uses except enlightenment. Plz nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!!!!!!! Sponsored by, we battleships, make them less slow or something with same orb requirements. Backed by 5 people who want to say "You sunk my Battleship" In game Testimony: Rogan Kayle : What's so hard? I got my battleship the Midwinter at speed of Seonic fast, why not the others. Viridiya: Treeee slaaaaayer!!! *Makes forest colored battleship. Moon: Put skulls on it, give it to me. We'll call it Church of GUN Brannoc: Make it breathe fire. Rogan Kayle: Stop it, stop it, stop it. It's mine. Go play with ur own cards. I always get nothing. Mo: I died for this. . . . Blight: When I get a new one eh? Mo: You're dead too : ) Blight: > : ( Jorne: Put giants on it. Then shoot giants out of it. Everything with Giants is better. Viridiya: TREEEESSSLLLAAAYYYEERRR Viridiya: TREEEESSSLLLAAAYYYEERRR Viridiya: TREEEESSSLLLAAAYYYEERRR Viridiya: TREEEESSSLLLAAAYYYEERRR Viridiya: TREEEESSSLLLAAAYYYEERRR Viridiya: TREEEESSSLLLAAAYYYEERRR Jorne: What is wroong with you,,, OMG stop it, stop it. **game crashes
  19. How about lvl 120 pvp decks stay and you guys stop telling us what's good for us. Seriously wtf.
  20. Cat's outta the bag now. I saw it too. It's for the testing and bug fixing.
  21. Corsair gives aura of +50% dmg to human You drop 4 banditos. For 100 or something? Bandito passive: +50% dmg per every 3 allied units nearby. 630 small dmg +315 +315 give or take (was it 630?)= 1260 per bandito easy Minimum. If the banditos weren't small squad units and thus get knocked flying per sneeze and also can't capture, dropping close to 5k+ dps worth of anti-small dmg from a flying unit would be gamebreaking.
  22. Ah, I see. That sounds really annoying. For such a niche thing. Now it makes sense Thank you guys!
  23. I put my login info, pass etc into updater and got: Game data check failed "You're using the wrong client version. Please update your client version to play the game. Your game will now be closed automatically. Is this.... supposed to happen right now? Was playing an hour ago or so, try to log in and get this.
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