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Eazay

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About Eazay

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  1. The new card looks very interesting, and the artwork is beautiful. For the Tyranny debuff, how would it sound if instead of making enemies benefit 50% less from healing, instead are harmed 50% more from damage over time effects. This would synergies well with plague and noxious gas while providing the novelty of acting as the polar opposite of the effect of your units benefitting more from healing.
  2. Ok lets crunch some numbers. In theory it takes 5625 damage to fully destroy this building, while potentially dealing 738 single target damage every 4 seconds to 2 targets and 492 to a third target. While 1500 HP make it seem like it only reaches its' maximum damage capability while on the verge of collapse, the damage reduction buff it receives during this time makes it so that it will deal max damage during the last 40% of the damage needed to take it down (Assuming constant DPS), which makes it the longest lasting phase out of all 3 phases. This seems kinda insane to me for 200 po
  3. The size of the tower was a big one. Best change to be honest. On a side not will this also fix spitfire's missile attacks? They behave the same as this tower from my understanding.
  4. I like this idea, gives the tower use in PVP and gives bandit T2 a fun offensive option on PVE.
  5. This is a neat idea, but hammerfall kinda does the same thing with its' shielding. Since this is an "Armored" tower why not give it a provoke ability so it can tank for your other defensive cards (archers or other towers) and take reduced damage during that mode. That way it can make use of it's large HP pool.
  6. Oracle mask used its' ability to make iteself invisible to buffs. In all seriousness what do you think of the idea of removing the AOE power of Tower of Flames to make it a more DPS focused tower, while shifting that AOE power to oracle mask so it becomes a viable defense?
  7. Will the first camp spawn buildings cast enlightenment?
  8. I don't think so either, but other mechanics already exist like revenge and life weaving, or wrath gazer's pain link. So this could utilize that system but instead of mimicking damage it would just refund void power.
  9. Instead of making it refund power when freezing enemies, they could make it refund void power every time your own units get attacked. This would allow frost to regain void power by defending whenever their walls or buildings are attacked. During attacks, they would regain void just by tanking or using dreadnought, and also grinder. Refund is when "getting attacked" and not based on damage sustained so that frost can use their damage mitigation and not be penalized. And for the love of God please make it 1 frost orb 2 neutrals, I don't know anyone who would build another frost orb just for mart
  10. Haha I judged solely based on amii paladins and phantom
  11. With Amii phantom and Amii paladins being the only 2 shadow nature cards yet, it seems like there is a dark religious theme going on with the faction, so I thought of a cool idea for a T3 spell that would serve that purpose but with a unique mechanic. Below are the 4 different horsemen and their abilities in the order they are summoned. (sorry for recoloring, it would take so long to redraw each horseman T.T) The strategy here is that all 4 horsemen act as the replacement for an XL counter unit that the Amii faction would have at T3. All 4 horsemen take 60 secon
  12. Hello fellow Skylords, I would like to show my love and appreciation of this game by posting some of my ideas for possible reworks of bandit cards. Note, these reworks do not take into account the technical limits of what could be added to the game at the moment, they are just ideas to spark thought into how we can approach reworking some cards that do not see the light of day due to being too niche or outright underpowered. NOTE: All cards here (despite some visuals} are shown at maximum upgrades Units Bandit Lancer The change here is to increase the unit
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