
Daedalus
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While I agree we can keep Thunder Wagon a 3 orb I think development on T4 should and can go a bit more crazy since it doesnt impact PvP at all. I also like your idea of just making ramoage permanent but then we need to think about the large unit knockback which could then be a bit overtuned I personally feel like utility buffs regarding movement would elevate the skill ceiling for fire. Having further incentive to micromanage a bit more and use the attack button instead/alongside of spell spam. How do you feel about the idea of integrating auras more into Fire?
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Change thunder wagon to 2 fire orbs, and: [RAMPAGE]: Activation cost increased to 60 energy Get access to [Sweet Rims] While under the effect of any aura (aura of pain, life link, unholy hero, any target spell that aoes) [Thunder Wagon] grants units using fire orbs in an area of 30m +25% MOVEMENT SPEED also granting to ignore unit collision as well as 10% bonus damage for each aura active on thunder wagon. Re-Activating [RAMPAGE] immediately ends the effects of [Sweet Rims]. Also just give Thunder Wagon a self-destruct just because and we finally got ourselves banter-powered orkish drop-pods Finally Thunder Wagon has the
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Game just froze for everyone on the server seemingly
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Oh and give units around a mid speed buff? Zooming Hellhounds
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Daedalus started following New Twilight card idea and Thunder Wagon as a Support card
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Thunder Wagon is underwhelming but might become OP quick if done wrong. My suggestion is to use Thunder Wagon to stress the scaling of T3 in this game. Have it Buff und thus scale T3 of size L and below, when in RAMPAGE, like a reverse Skydancer. I see it used alongside Giant Slayers (give that way more charges pls btw, Magma Hurlers or the upcoming Hell Hound. Imagine Jumping enemy camp with buffed giants slayers that run in with thunder wagons that go into tank mode immediately and buying time for a fire sphere to go off. I see it buffing HP by 500, Dmg by 15% and casting a weaker and shorter version of Unity each time Thunder Wagon kills within Rampage or simply granting stalwart to all units taking away the biggest weakness of non-XL units. This Buff would make playing Fire Bandits more appealing, than relying on frenetic assault/Infect each game. Also we would see more of Bandit Hut and Aura of Pain. Mentioning Giant Slayers, How can we buff that card without breaking PvP? My idea would be to give it more charges and adding either Gang-Up or Bloodthirst that strikers received.
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Maybe you can give a few cards the ability for a empowered transformation as a kill streak? for example Archers can transform into a slayer with doubleshot and fast (doesnt matter if in your deck or not) if you have t3 unlocked and the unit killed 3 others. This would be easier to implement prolly giving Twilight the flexibility it seeks. I feel like Twilight is the worst faction to play for me. I really want to do it, but I don't know what to do with it.
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why doesnt the post show up?
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Daedalus liked a post in a topic: Patch #400050 - 22 December 2024
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Possibly breaks the game maybe we can set a limit on transformed units. Maybe double population count Possibly a bitch to implement too. Would make twilight the strongest faction? [Worst Case]: [Transform] is replaced by [Rapid Evolution] For a additional 60 power Cost to [Transform] Target Creature metamorphs into a stronger version of the selected Twilight Unit. Cooldown of 30 seconds Im thinking each boosted unit getting an additional passive/active abilty. For example: Twilight Slayers Purple / Fast Red affinity gains double shot at the cost of 25% reduction on XL bonus damage Treefiends green affinity counts as 2 units in the root network Purple affinity distributes a weaker version of its poison aura to all members of the root network Skycatcher applies silence Abomination hulk smashes the ground for 70 power in a 25m radius. Every unit hit moves at walk speed unable to melee, hits grounded enemies only Twilight thugs go berserk receiving lifesteal, movement speed, damage increase, stalwart, double health Twilight minions now knocks back up to L size Slaver red affinity have charge and leaves an additional weak mine that knocks back small units and damages friendlies Purple affinity has charge too and releases two 2x2 smol creepers with 200 health that are fast and deal aura damage Nightshade plant for 20 unleashes a 10 seconf cd razorleaf attack with adequate range while counting as a member of the root network as well Deathglider for 20 creates creates a short nether warp Evil Eye: rage rate doubled, gettin lazy Twilight archers creating a 5m spanninh slowing field within 10m range Twilight Creeper Absorbs corpses to spawn mini-crawlers Twilight Hag damage reduction and active for 25 that makes her fast and small mark of the keeper aura effect Tell me your opinion or how to finetune/make this remotebly feasable.
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4esan4o95 liked a post in a topic: Get players to engage with community maps more
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I really enjoyed the experience of grinding christmas fleet (which took me like 30 attempts) and gave me a nice reward and then having the experience of clearing treasure fleet easy. It was a nice full circle moment that really elevated my PvE experience since im more of a casual player that doesnt go for speedruns or any of the sort
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jus throwing it out there, Would it be cool to have a depletable pool of BFP and Gold you can get as a reward for failing. As a more casual player I sometimes feel anxiety in regards to completing expert maps solo without watching a guide and essentially coming up with my own strategies. I'd rather grind 3 games of rPvE 6 where I do the same shit over and over again except trying off-meta decks.
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Dran liked a post in a topic: Christmas Fleet - Help!
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Hey guys, can you give me some clues, cues and tips for completing this map on expert? Im getting overwhelmed by the cultists on the lower part of the map. I've tried Forst, Bandit and root Nature and I just cant get a good base going.
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I got 6 Gladiatrix in 101 Boosters 6 Gladiatrix 82 Boosters, if I substract boosters she cant appear in. Grats on the promo swamp drake btw!
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Hey community, I experience when opening boosters, that I pull a more-than-expected amount of gladiatrix ... Wish that would be stop. Am I wrong to suspect, that the Booster RNG is tied to numbers fixed to the account? If so, is there a way to fix that? reset it once a month or something?