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Post by NDjeneralBN on Jan 8, 2019 6:50:09 GMT -8
oh boy kaiba why is screen upside down or like you know..................................................also we had same similar strategy...i just used golem insted of wolf since i hate using him sorry im just a noob at making video lol.xD
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Post by v4lkyri3m4ni4c on Jan 8, 2019 15:03:33 GMT -8
sorry im just a noob at making video lol.xD I think toyknight buffed ice without mentioning it in the update notes.
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Post by W on Feb 2, 2019 20:12:03 GMT -8
Balance Updates
Aqua Elemental
- defence 10 -> 15
Dragon
- attack 70 -> 75
Supporter - Supported units exp no longer halved. - Now cannot support units with higher level than self
- Support exp 20 -> 10
Healer - Heal exp 20 -> 30
Attack Arua - Attack bonus 10 -> 5
Weakening Arua - Defence decrease 10 -> 5
Poisoner - Now gain 5 attack bonus against units with positive status
Blinding Attack - Now gain 5 attack bonus against units with positive status
Grim Reaper - Now only works against units with negative status
Campaign updates
Blitzkrieg - Enemy occupancy cap 15 -> 20
Dilemma - Now you need to wipe all enemy units to win
AI Enhancement
- Improved recruiting/moving logic a little
Note: Like always, major balance update will remove all the replays and online rooms, hope this is the last balance update within a few months. RIP Druid
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Post by v4lkyri3m4ni4c on Feb 2, 2019 23:01:23 GMT -8
Balance Updates
Aqua Elemental
- defence 10 -> 15
Dragon
- attack 70 -> 75
Supporter - Supported units exp no longer halved. - Now cannot support units with higher level than self
- Support exp 20 -> 10
Healer - Heal exp 20 -> 30
Attack Arua - Attack bonus 10 -> 5
Weakening Arua - Defence decrease 10 -> 5
Poisoner - Now gain 5 attack bonus against units with positive status
Blinding Attack - Now gain 5 attack bonus against units with positive status
Grim Reaper - Now only works against units with negative status
Campaign updates
Blitzkrieg - Enemy occupancy cap 15 -> 20
Dilemma - Now you need to wipe all enemy units to win
AI Enhancement
- Improved recruiting/moving logic a little
Note: Like always, major balance update will remove all the replays and online rooms, hope this is the last balance update within a few months. RIP Druid Make him lv4 and he rocks.
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Post by kaibaman on Mar 27, 2019 23:06:59 GMT -8
1. Regarding Druid, they can attack enemies to level up, which is likely not gonna happen in PVP, and is desired. 2. I will take a look at multiplayer campaigns to see if there's any error.
1. Exactly, that's what I mean, using a druid against AI in the front line is possible if you know a bit how the AI moves, but PvP is something else, if someone tries that maneuver, surely the druid will no longer participate in the next turns, that is why the idea of increasing your attack range, because climbing one level is easy for most units (it can even be done in a single turn if you have the right circumstances), but now the druid will be delayed 10 shifts in being able to help a unit that went up to the first level, so it is necessary to attack from time to time to shorten this immense number of turns, I think it minimally affects the balance if this change is made, increase its attack range to 1-2-3. 2. You can see the repetition of janomasterone [01-01-2019], in the Rock Valley campaign the text with the error is shown in some turns, it may be helpful to identify the error, also, I forgot to mention that the text at the beginning of this campaign does not correspond. i agree with increasing the druid range of attack but not its range of inspired status. also we can consider to increase its range and decrease its attak to 35
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Post by aditya22082002 on Mar 28, 2019 6:32:15 GMT -8
His atk
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Post by v4lkyri3m4ni4c on Mar 29, 2019 2:08:45 GMT -8
1. Exactly, that's what I mean, using a druid against AI in the front line is possible if you know a bit how the AI moves, but PvP is something else, if someone tries that maneuver, surely the druid will no longer participate in the next turns, that is why the idea of increasing your attack range, because climbing one level is easy for most units (it can even be done in a single turn if you have the right circumstances), but now the druid will be delayed 10 shifts in being able to help a unit that went up to the first level, so it is necessary to attack from time to time to shorten this immense number of turns, I think it minimally affects the balance if this change is made, increase its attack range to 1-2-3. 2. You can see the repetition of janomasterone [01-01-2019], in the Rock Valley campaign the text with the error is shown in some turns, it may be helpful to identify the error, also, I forgot to mention that the text at the beginning of this campaign does not correspond. i agree with increasing the druid range of attack but not its range of inspired status. also we can consider to increase its range and decrease its attak to 35 Indeed. And toyknight still has no plans for new units/terrains.
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Post by aditya22082002 on Mar 29, 2019 2:39:15 GMT -8
I was thinking what if druid can be supported only to move and attack
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