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Everything posted by Metagross31

  1. In general, I'm in favor of this decision. Also, not because I want to have a place to speak German in, but because I think games should not be dominated by a non-english language if we want to make it accessable to everyone, not only speakers of that language. I've seen this happen in many other games (*cough* CS:GO and Dota 2 *cough*) and it tends to lead to more toxicity in the community. Even though I am a German native speaker as well, I do not want this to happen. One thing we have to be careful about though, is to not make this split the playerbase into several sub-communities, whi
  2. Guess why? It's because the mayority of people want that change. To quote Blizzard's devs: "You think you do, but you don't." Without the decks pvp will suck. And people wont play it. Include top lvl people. An this will make it suck even more. See something?
  3. No. Just no. I want to have at least the feeling that I have a chance to compete and not get bashed by people with 120 decks that grinded for weeks. I dont have a lot of time to play and want to play fair pvp before the year of 2025. If this is implemented I will not play ranked anymore and lose the interest in this game within the next few weeks. Also this will make the ranked ladder a joke. It will no longer show you, who is the best player, but who has the most time and patience to grind. This will also turn off many pro players as well I'd guess. The game will thus die again fa
  4. I think that defies the point of achievments. They are ment to be goals you work towards. Making them repeatable just makes them into a new version of daylies. I think there will be more achievements in the future (I'm not a dev, it's just a guess), but "refreshing" old ones seems kinda off to me.
  5. Correct me if I'm wrong, but I think the charges of all unupgraded non-XL units (And spells/buildings with more than one base charge) have been doubled. The charge upgrades have been modified, such that the U3 charges match the original values. Imo one of the best decisions done by the devs, since previously U0 cards were almost useless.
  6. Agreed. Also, many people say "they take away a part of the game, i.e. grinding for a PvP deck", but imo it's the opposite, they open a new part of the game for me. The thing is, that I do not have that much time to play because of family and work. But with the free PvP decks I can still play some PvP when I have the time and, at least in theory, compete with everyone. If I had to build a PvP deck from scratch, I would already have a disadvantage, because I wasn't able to play over the weekend. This would make it, that even with perfect gameplay I would start with a disadvantage from havi
  7. Today I played some games after the official release and noticed something that bothers me. It is the fact, that there is no keyboard shortcut for grouping units, i.e. the +/- symbols in the top left, and no shortcuts for "select all groups" and "select all units", i.e. single/double click on the bell. Would it be able to add those shortcuts?
  8. Congrats to TopS3cret for winning and all the other participants as well. I sadly couldn't make it todsy, but can't wait to watch the commentary!
  9. I get your point with the unlocking part. But that would make for a very hilariius calculator though Tbh, Smash Bros. Is the only fighting game I really played more than just occasionally. That's a nice map, thanks for providing it! The point is however, that you would have to explicitly go to the map and therefore no longer be in the "main menu" and thus unable to go to the market or join other games. This also makes it impossible to test cards, which you don't own in this map. My idea was to add it to the forge, because I like how easily accessible it is.
  10. Hello everyone, one thing I love about this game is, that you don't wait on some boring main menu screen between your matches, but indeed you are in the forge - a huge playground to play around with your cards and test out interactions. There are a few things, that bother me about it though, which is why I want to give some suggestions on improving this cool part of the game. They might hard, if not even impossible, to implement - especially with the release just around the corner - but maybe they can be kept in mind as some long-term goals to implement in the future. 1. The selectio
  11. It is open for everyone to play. See this thread for a setup instruction:
  12. Wow, this looks awesome! Give this man a job!
  13. Today I baked a pizza too! This thread kinda inspired me to do this a few days ago tbh...
  14. Wow, really cool runs and really creative strategies used! I am glad, that I dor once found a strat, at least for T1 that was viable, eventhough the rest was done very inefficient. It's always cool to see, how far some players can push these times down.
  15. This month's motm (November) is a bandits map, a very easy one on top of that. Therefore quite a number of people were farming it for gold in order to avoid hard maps. For random maps I can neither confirm nor disprove you, as I am not a dev and do not know the code that generates the maps, but my exerience with random maps in the recent past has also shown quite a few hard LS maps too.
  16. Here's something that came to my mind recently: When the new balance changes are applied at the official release, will the decklists of the free PvP decks maybe change in the future to account for shifts in the meta? E.g. adding wearbeasts to Nature T1, removing thugs/mortar from fire T1 etc., if it turns out that these cards become (un-)viable to play.
  17. 2950 Can we reach 3k before the release?
  18. Name: Inconsistency in active ability void return Description: While playing around with infected towers I found out, that some active abilities return 90% of their power cost back to the void, while others give back 100%. Reproducibility: Always, but depends on the card used. Video: Log: See attached file. Additional Information: As I already stated in the video, I don't know whether this even is a bug or if it maybe even is intended. And even if it is a bug, I do not know for sure, which mechanic is correct, returning 100% or returning 90%. _log_p
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