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The_Polyglot
Promising
Supreme Hero
channeling capybara energy
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posted July 04, 2014 01:50 PM |
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I don't like how Mizu-Kami is constantly nerfed while Blackskull Crusher gets ever stronger.
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Friend-shaped
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted July 04, 2014 09:48 PM |
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While stacks of creatures is a nice HoMM homage, I find calling down huge ****ing creatures of absolute doom through amazing combos much more satisfying in a TCG.
Stacks just don't have have that feeling of "ooooooh ****...!!!!!"
Maybe yugioh damaged me with its 20 star infinite damage chaos dragons and stuff I dunno. Anyway moar epic **** plz I guess.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 04, 2014 11:19 PM |
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I agree, epic creatures are all the fun. So you might appreciate this one:
Also this.
Soulreaver? Puppet? Bring it!
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RMZ1989
Supreme Hero
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posted July 05, 2014 01:00 AM |
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I have a feeling that a ton of games will end with Collateral Damage card. In current system, where Stacks just come out of nowhere and grow up to 10-10-20 size in 2-3 turns, you just won't have enough removals for all of them and you will be blocking them with your own tokens/stacks or other weaker creatures and if you took some damage earlier, this might as well finish you in one turn.
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Give a man a mask, and he'll
become his true self.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 06, 2014 05:12 PM |
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But one card (eg. broken bridge) can still remove 10-10-20 size stacks...it goes for the original stack...if it disappears so do the stacks on top of it...it's spell damage that is difficult to get through all the stacks....right?
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 06, 2014 06:56 PM |
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Stackable / Token Summary
I decided to make a summary of all cards that deal with Stackable or Tokens. Interesting thing, Academy, Sanctuary and Stronghold are factions not involved with this.
Haven:
Token -> Consists of 1/1/1 Human Soldier melee-shooter
Building -> Barracks (Deploy 1/1/1 token when entering field or deploying Human creature)
Building -> Garrison (When stackable creature deployed at Garrison increase its stack size by 1)
Creature -> Griffin Legionnaire (1/2/4) (able to put card with same name from library in hand)
Creature -> Griffin Crossbowman (1/0/3) (able to put card with same name from library in hand)
Fortune -> Reserves: Increase each friendly stack size by 1
Inferno:
Token -> Consists of 1/0/1 Breeder melee-shooter
Building -> Recycling chamber (when Breeder dies at chamber, deploy 2 x 1/0/1 tokens at chamber)
Building -> Spawning chamber (If Stackable creature/token at chamber at end of turn increase stack size by 3)
Creature -> Spellhungry Breeder (1/1/3) (when opponent plays spell, increase its stack size by 1 and deal 1 damage to your hero)
Ability of creature -> Channeling Breeder: +4 attack for all stack sizes of 4 or more
Ability of creature -> Osmotic Breeder: Deploy 1/0/1 token the first time spell is played in a turn
Ability of creature -> Hatching Breeder: Deploy 1/0/1 token when Hatching breeder dies
Necro:
Token -> Consists of 1/0/1 Skeleton melee-shooter
Creature -> Venom Soldier (1/0/2) (with Infect 1)
Ability of creature -> Lich Tactician: when entering field increase friendly adjacent stack sizes by 1
Ability of creature -> Bone Setter: when entering field deploy 1/0/1 token on all adjacent positions (up to 3)
Fortune -> Undead Reinforcements: Increase each friendly stack size by 1
Fortune -> Reanimation: Deploy 2 separate 1/0/1 tokens
Fortune -> Dance of the dead: Destroy target friendly creature and deploy 5 x 1/0/1 tokens on one position (5/0/5)
Fortune -> Bone to Bone: Deploy 3 separate 1/0/1 tokens on position where a friendly creature died during your opponent’s last turn
Fortune (unique) -> Army of the Dead: At start of your turn, deploy 2 separate 1/0/1 tokens
Event:
Fiery Sunrise: all stacks gain +1 attack for turn
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watcher83
Supreme Hero
Child of Malassa
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posted July 08, 2014 07:41 AM |
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Why would they make more heroes with no abilities?
I have to say I think heart of nightmares was a better expansion than this is going to be, and haven will still suck in standrd imo.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 08, 2014 07:47 AM |
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It's not that those heroes don't have abilities, it's that they have 3 spell schools and some for the first time (water for inferno).
Griffin Bane Expansion - Patchnotes
Card Nerfs
Swelling Breeder now only gives Magic Resist to adjacent Breeders
Djinn Cloudshaper now requires 5 Might
Enthrall now costs 6 Resources
Puppet Master now costs 7 Resources
New Achievements
Refer a friend (Reward: 15,000 gold)
Have 3 refered Pupil who reach level 10 (Reward: 500 Seals) WOW! Quite a good one!
Win a match against the Academy faction (Reward: Base Academy Deck)
Win a match against the Haven faction (Reward: Base Haven Deck)
Win a match agaisnt the Inferno faction (Reward: Base Inferno Deck)
Win a match against the Necropolis faction (Reward: Base Necropolis Deck)
Win a match against the Sanctuary faction (Reward: Base Sanctuary Deck)
Win a match against the Stronghold faction (Reward: Base Stronghold Deck)
New format: Road to Paris
Added a new 'Road to Paris' format to the 'Challenge a Friend' game mode. This format will be used during competitive Road to Paris matches.
Ability Icon in zoom
Added the Ability Icon to a zoomed card descriptive screen.
Regroup same cards of different series
Added a 'Hide Duplicate' filter in the deckbuilder to regroup same cards of different series.
Changes in Shop
Gold will no longer be sold in the Shop.
Starter Decks are also removed from the Shop. These decks are now obtainable through achievements in game.
Changes in Altar of Wishes
The cost of Heart of Nightmares cards drops to 2 / 6 / 10 / 16 (Common / Uncommon / Rare / Epic)
Griffin Bane cards enter the Altar at 3 / 9 / 15 / 24 (Common / Uncommon / Rare / Epic)
The cost of Legacy Series cards drops to 3 / 9 / 15 / 24 (Common / Uncommon / Rare / Epic)
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RMZ1989
Supreme Hero
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posted July 08, 2014 11:08 AM |
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That 500 seals reward would be good if there are other reliable ways of getting seals except for real money, but like this it is completely useless and waste of time.
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Give a man a mask, and he'll
become his true self.
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RedEmperor30
Famous Hero
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posted July 08, 2014 06:31 PM |
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Not to snow!!!! but Arkath's Wrath...
Deal 5 damage to ALL creatures. This damage cannot be prevented or reduced.
so why the snow doesnt it work against blackskull crusher!!!!!!!!!!!!!!!!!!!!
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted July 08, 2014 06:40 PM |
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Mwahahah I love it.
Orc crushes puny card rules.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted July 08, 2014 08:31 PM |
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It's already out?
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted July 08, 2014 08:40 PM |
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted July 08, 2014 08:47 PM |
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Good to know, I'll put the date on next news then
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 09, 2014 07:59 AM |
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RedEmperor30 said: Not to snow!!!! but Arkath's Wrath...
Deal 5 damage to ALL creatures. This damage cannot be prevented or reduced.
so why the snow doesnt it work against blackskull crusher!!!!!!!!!!!!!!!!!!!!
Arkath's Wrath can overcome all spell reducing effects but has no influence on Spell Ward ability.
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RedEmperor30
Famous Hero
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posted July 09, 2014 08:54 AM |
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DoubleDeck said:
RedEmperor30 said: Not to snow!!!! but Arkath's Wrath...
Deal 5 damage to ALL creatures. This damage cannot be prevented or reduced.
so why the snow doesnt it work against blackskull crusher!!!!!!!!!!!!!!!!!!!!
Arkath's Wrath can overcome all spell reducing effects but has no influence on Spell Ward ability.
This damage cannot be prevented or reduced.
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RMZ1989
Supreme Hero
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posted July 09, 2014 10:46 AM |
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RedEmperor30 said:
DoubleDeck said:
RedEmperor30 said: Not to snow!!!! but Arkath's Wrath...
Deal 5 damage to ALL creatures. This damage cannot be prevented or reduced.
so why the snow doesnt it work against blackskull crusher!!!!!!!!!!!!!!!!!!!!
Arkath's Wrath can overcome all spell reducing effects but has no influence on Spell Ward ability.
This damage cannot be prevented or reduced.
I think that BS Crusher isn't preventing damage, he is just immune to it. Something that prevents damage would be Ice Shell.
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Give a man a mask, and he'll
become his true self.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted July 09, 2014 10:50 AM |
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The wording is weird, but I think it's still logical.
- Crusher does not prevent the card itself from activating, thus the card can still deal damage to creatures other than crusher on the field. The effect of Arkath's Wrath is still being dealt, it is not prevented from ever happening.
- Crusher does not reduce damage, he is immune to both damage and effect.
Assuming DoC makes sense.
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RedEmperor30
Famous Hero
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posted July 09, 2014 10:50 AM |
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so then... would we consider soul reaver, death seal damaging spells??
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted July 09, 2014 10:52 AM |
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Edited by Adrius at 11:05, 09 Jul 2014.
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Well no, but Crusher can't be specifically targeted by spells either Also Death Seal and Soul Reaver still have effects even though they don't deal damage, which Crusher also doesn't care about.
He's screw magic incarnate.
EDIT:
Seriously he's magic proof as **** with his rules.
You would have to have a spell that looks like this to get to him I imagine:
- This card's activation, targeting and effect cannot be prevented by the effect of Enemy Spell Ward, destroy target creature. This card has superiority because Ubi says so.
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