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chickennoodler

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Everything posted by chickennoodler

  1. 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.
  2. That is even more overpowered than the current amii monu and Enlightenment combined. Look closer at what you just proposed.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Wait, so i could use offering to kill my allies creatures? Why?
  11. 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
  12. How about lvl 120 pvp decks stay and you guys stop telling us what's good for us. Seriously wtf.
  13. Cat's outta the bag now. I saw it too. It's for the testing and bug fixing.
  14. 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.
  15. Ah, I see. That sounds really annoying. For such a niche thing. Now it makes sense Thank you guys!
  16. 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.
  17. If you go in game, make a lobby with yourself, and any number of players, no matter how many. You click start, lobby still there instead of load screen and forge, then eventually you get disconnected when in multiple people lobby, or you're stuck in forge in Singleplayer lobby forever. I don't know if you need logs, the discord should be full of messages from players all saying the same thing. *edit: ty for fixing it.
  18. Okay, there's a guy I pvped with who runs Imperials with Ice shields and it very obviously stacks when you see it. The guys were like cockroach hard to kill which is hilarious, but.... My question is why does it work? I remember Radical X commenting and saying it doesn't, but having tested Stonekin Shell on a group of ice shielded guys, the dmg reduc seems to work? I'm confused. Does dmg reduc work with Ice shields or not? Minor issue since ice shield so rare and finnicky, but I'm curious. *edit: Okay, dmg reduc seems to work with ice shields in general after testing. I mean, the dmg is so high t4 it doesn't matter much but yeah, it stacks. Don't get it. Was this changed?
  19. Yea, happens all the time. It doesn't really affect anything and it's random, but once in a while the repair symbol appears and now Kobold engineer is trying to repair a full hp tunnel or tower.
  20. I've gotten 3 Expert campaign quests already.... 2 single Player and one for 4 player Blight Expert, hardest map in the game. . . . Oh, and card grind quests, very funny guys. 1st, pve or campaign required. T4 cards have very low charges, i need 100-50 card charges to finish these. I can smash the average advance difficulty campaign pve map with 30 cards in 1 color. . . . Tedious. Take a good guess about how I actually clear this quest efficiently and you will probably see the flaw in card charge quests. That's right, think of all those poor dead sun striders I got the banzai lord to kill and apologize!!
  21. This card's trigger ability gas is terrible. The green version has an awesome aoe twi transform debuff that also prevents all ranged attacks. Red version is some sort of anti buff debuff for pvp. So what I do is run him in, press twi transform, transform into the exact same mutating maniac green again, then use the mutating maniac as usual. To be fair, I almost never use t3 anyways, but it is hilarious on Extreme maps when I get to do this.
  22. So it's not complete then? The Gold Overhaul. That makes more sense. Okay. inconvenient but shrug I guess.
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