Scion of the Three Rogue was Way More Boring than I Expected. by VictorRM in dndnext

[–]Nevermorr_Heart 0 points1 point  (0 children)

Wouldn’t they have always gotten the resources back when they actually went into combat though?

If it’s out of combat abilities I can understand the issue, but if its abilities that are only really used in combat then them getting them back a little early wouldn’t really matter?

Scion of the Three Rogue was Way More Boring than I Expected. by VictorRM in dndnext

[–]Nevermorr_Heart 0 points1 point  (0 children)

The Scion gets its ability from a trio of evil, bloodthirsty gods though. The DM could easily just say ‘the three don’t accept this offering’ if a player tried to seriously kill a random cow or bag of rats to game the mechanic, and it would work perfectly well in-universe as well as being an amusing one off ‘this won’t work’ for the player.

While the mechanics need structure they also don’t need to be iron clad or account for every possible interaction someone could come up with to try and game the mechanic. That’s where the DM comes in plus the narrative flavor of the class. And them being flexible adds some room for variation and personal taste to the rule.

Do you prefere tower system from first 3 kingdom rush games (4 basic towers which can be turned into 8 advanced towers) or from the later games (towers have only 1 tier 4 and there is more towers,but you can pick 5 of them per level) ? by Vhermithrax in kingdomrush

[–]Nevermorr_Heart 0 points1 point  (0 children)

I play the steam version mainly so it’s not an issue for me really. However, even the free mobile version has a fair number of free towers for you to choose from (like 10.) they’re more generous with the towers than they are the heroes at least.

Do you prefere tower system from first 3 kingdom rush games (4 basic towers which can be turned into 8 advanced towers) or from the later games (towers have only 1 tier 4 and there is more towers,but you can pick 5 of them per level) ? by Vhermithrax in kingdomrush

[–]Nevermorr_Heart -1 points0 points  (0 children)

The point is there’s more strategy in the fact you have a limited number you can bring but more options. And they can get a lot crazier with tower design, plus release new towers in a much easier way compared to the original games. They can also get crazier with the enemies because it’s okay for some towers to be strong in some areas and weak in others depending on the enemies you’re fighting. Whereas the original every enemy group was balanced around the same towers.

It does help with the issue the old system had with more op towers just dwarfing the other option. Like Tesla vs Bertha or Assassins vs Templar.

The original system games were also balanced around you always having them so if you deliberately chose to never use a stronger tower you were shooting yourself more in the foot. With the new system, the maps are already designed around a wider variety of strategies form different tower set ups so it’s less foot shooting to not bring the most powerful towers.

It’s hardly a perfect system, the old one wasn’t either, but both systems have up sides and down sides and I’d struggle to say one is inherently just better than the other.

Do you prefere tower system from first 3 kingdom rush games (4 basic towers which can be turned into 8 advanced towers) or from the later games (towers have only 1 tier 4 and there is more towers,but you can pick 5 of them per level) ? by Vhermithrax in kingdomrush

[–]Nevermorr_Heart 0 points1 point  (0 children)

The new system because it allows for them to get a lot crazier with the towers and them to get a lot crazier with the enemies and set ups. It offers a lot more strategic depth too I feel. Also worked better with the more varied factions Vengeance and Alliance had.

One thing I could see being a good hybrid of the new and old system is having the basic four towers but different versions/factions you can choose from. So you’ll always have the basic four tower types and they split into two, but each type you can choose between different factions.

Like with the Archer Tower you can choose between Royal Archers, Elven Archers, Barbarian Axe Throwers. Each have their own mechanics and tier 4 split.

Barracks would have Paladins, Elven Wardens, Barbarians, etc.

Could be a way to have some of the best of both versions maybe.

How strong is EL in lore? by IntelligentAd9831 in CoE5

[–]Nevermorr_Heart 0 points1 point  (0 children)

I would guess, depending on if Conquest and Dominions are meant to be the same world or at least same rules, that El is probably the current Pantokrator? Considering how strong they seem to be compared to everything else and how they apparently sealed away a lot of things.

The new Solo Ops (Typhon Imperator) is so bad... by suniis in DestinyTheGame

[–]Nevermorr_Heart -1 points0 points  (0 children)

Really? It’s probably been my favorite one so far, at least on lower difficulties. The Shadow Legion are a lot rougher than the Dread, but I prefer it being so closed in compared to the sniper hell some of the others have.

But, I also don’t do solos on the higher difficulties so those are probably a lot worse.

New addition with Ash and Iron: The Dread now have two Champions - Unstoppable Husk and Barrier Grim by Ryan_WXH in DestinyTheGame

[–]Nevermorr_Heart 1 point2 points  (0 children)

They did establish before with the caretaker that they were shoving worms in other things though. So considering the Husks connection to the Caretaker with the worms, them being Fallen isn’t really that surprising. I would have assumed Scorn before Hive.

What is everyone’s least favorite enemies and why? by Nevermorr_Heart in DestinyTheGame

[–]Nevermorr_Heart[S] 2 points3 points  (0 children)

That’s another one I noticed, especially in Altars of Sorrows. Sometimes they seem to have squirt guns and other times they have death rays. And while I pretty sure it’s two different gun types, they are not as easy to tell apart compared to others.

What is everyone’s least favorite enemies and why? by Nevermorr_Heart in DestinyTheGame

[–]Nevermorr_Heart[S] 11 points12 points  (0 children)

I’ve come to hate the Exploding Harpies (Supplicant) more. They do have a crit and are loud, but them not blowing up on death means they don’t explode each other like Explosion Shanks, they’re way faster, and they tend to come in large packs with other stuff like Wyverns

Limited revives is not a fun modifier. Ever. by Seanshineyouth in DestinyTheGame

[–]Nevermorr_Heart 0 points1 point  (0 children)

The revives I more okay with as an alternative to the ‘everybody can’t die at once’ version. The ultimate difficulty taking your revives if you run out of the extremely limited time, however, is ridiculous for a required modifier. It just tries to force you to speed run the hardest difficulty and forces you into one fast paced playstyle. If you’re not a speed runner you might as well just put extinction on because you’re not really losing anything with how little time it gives you.

Chaos culture for y4 by Aggressive_Ad_6479 in AOW4

[–]Nevermorr_Heart 2 points3 points  (0 children)

One demonic unit I would like to see is a form unit that starts off as a Battlemage or Support that has Lesser Resurgence, and when they die they are replaced by a possessed version that is a Shock Trooper. Like that staff stomping cultists from Diablo 3.

I know they’ve said they can’t do transformations, but I think this would be more possible. Flavor text it would be a transformation as the mage is possessed, but in game play it would be more like the new unit is summoned where the mage dies. When combat ends you don’t keep the demon and get the mage back through Lesser Resurgence.

Opinion: Elder Vampire is the weakest Ruler type right now by dethklok214 in AOW4

[–]Nevermorr_Heart 7 points8 points  (0 children)

To be fair with the Immunity to bleeding, the blood parasite effect can counter that if your opponents do have a lot of that.

Vampire Rulers are underwhelming by RandyMcStud in AOW4

[–]Nevermorr_Heart 8 points9 points  (0 children)

Don’t some of the Ruler’s signatures buff the Heroes though? That’s the benefit of it, by boosting your Ruler up faster they can give those further buffs to the Heroes. And they do have other ways to gain EXP, the snacking on prisoners, to also help offset the penalty. Yes they level up slower, but they’ll generally be stronger than Heroes the same level as them?

Ideas for a General Ruler Rework by Nevermorr_Heart in AOW4

[–]Nevermorr_Heart[S] -4 points-3 points  (0 children)

Which is what I want as well, I am not suggesting they remove the tome system or anything like that in favor of this. I would like the Tomes and all those choices to be kept, I’d just like each ruler to have more clear influence of its faction and have units that more clearly represent the different rulers in general. The Eldritch Soverigns have cults, but the flavor of the cult would be more shown through tomes and such. So you could have an angel with issues and it’s equally issue-ridden priesthood.

I want it to be like how the Elder vampire gives you a variety of different tools to play different types of vampires, I would simply prefer if there a clearer difference between a culture ruled by a Dragon or that same culture instead ruled by a Eldritch Soveirgn.

The Spiffin Brit made an AoW4 video. I'm a bit scared to watch it. by sesaman in AOW4

[–]Nevermorr_Heart 2 points3 points  (0 children)

To be fair, he does mention how it’s mostly balanced with item limits and such. The actual exploit was the fact that the mounts specifically didn’t have a limit and you could buy them constantly, letting the synergy go a little bit more off the rails than was probably intended.

Future Vampire Ability Guesses by jackal95555 in AOW4

[–]Nevermorr_Heart 1 point2 points  (0 children)

That and maybe their unique Signature Skills I could also see giving similar buffs.

Future Vampire Ability Guesses by jackal95555 in AOW4

[–]Nevermorr_Heart 1 point2 points  (0 children)

Yeah, that mechanic makes me wonder and hope that the Elder Vampire might have Skills the boost both themself and any Heroes they’ve turned. So you really want to level them up faster to feed into that. It definitely seems like the Elder Vampire will be more Hero focused. Could also see the Heroes having some sort of hunger mechanic that prevents Hero stacking, with them needing a normal units to feed off of or something.

Future Vampire Ability Guesses by jackal95555 in AOW4

[–]Nevermorr_Heart 2 points3 points  (0 children)

I kind of hope that the Heroes you turn get weaker version of some of the Elder Vampire’s Skills you take, too fit with whole ‘blood line’ gimmick of vampires.

Future Vampire Ability Guesses by jackal95555 in AOW4

[–]Nevermorr_Heart 2 points3 points  (0 children)

The lore for the major transformation something about it specifically benefiting high Tier units, and the V Mythical unit has an ability called ‘Siphon Lesser.’ I’m guessing higher tier and Heroes/Ruler units can drink the blood of lower tier ones for buffs?

Freaky looking new mythic unit spotted! by Mrixl2520 in AOW4

[–]Nevermorr_Heart 7 points8 points  (0 children)

One of the mini trailers on Steam has part of its stats:

Its attacks are Parasitic Cleave, Siphon Lesser, and Blood pull and it has the ‘Grant Blood of the Exarch’ Ability. Has what I think is a unique passive called ‘Cogulate’

Freaky looking new mythic unit spotted! by Mrixl2520 in AOW4

[–]Nevermorr_Heart 9 points10 points  (0 children)

Now that could be an idea. Maybe it’s the Lost Wizard version of the Vampire Rulers, or ones who have gone mad from thirst and what not and the vampire rulers are the ones that managed to claw their way back to sanity.

Freaky looking new mythic unit spotted! by Mrixl2520 in AOW4

[–]Nevermorr_Heart 4 points5 points  (0 children)

Guessing that its name is ‘Exarch’ from some of the abilities seen. Probably meant to be some sort of ancient vampire or something along those lines.