Equal parts cur, mud, and gin.
Never shaken, but often stirred.
Serving suggestion: Usually taken with a pinch of salt.
Well the Dwarven team bonus is getting extra benefits from special tiles, so I'd assume that's why.
I have posted this on the support page as well as it is huge and I am currently not sure if this is intended or not. I think rounding 2,4 up tp 3 is a bit much and it means that the dwarf can upgrade a unit here and move to the attack tile in one move or just threaten pretty much every corner of the map with a grenadier or their super unit ( fail on spelling his name :) )
Yeah, I think the last thing the Dwarves need at this stage is a buff. It's nice that their team bonus is actually useful for once, though.
I dont see how it can be unintended. Its an entirely new mechanic, and automatic rounding of damage shouldnt hit movement rate.
It might be ill-conceived, but that is a separate issue.
wow, thats a nice information about the dwarves lol. Didnt thought about that. That makes a dwarves much more moveable. Normally the biggest problem you have, you aren't allowed to stay too far away from your paladin with your units.
Anyone noticed: taoist doesnt use the potion for healing, but the shadow uses when reviving units.
I really like how the taoist destroy the debuff + heal together. I hate it that the medic in TF2 needs 2 AP for linking again after someone destroyed the link with AOE.
I play mostly on iOS
Hero Academy : Yourtime
If you add/challenge me, please tell me. How you found me.
Captured units break combos. Need to test whether captured enemy shaolin units also break combos, but assume they do not based on the fact that the team bonus is supposed to apply to the captured unit.
wow... the engineer gets even 4 moves o____o... F*CKING FOUR MOVES.. if it wants it can run to the crystal field instantly lol.
Sandviched scout on speed boost? That would be fuuny.
Successfully scaled back my game count, resuming normal play. :)
I'll be back to helping train new players when school gets out. :)
Challenge me in Hero Academy (username: Gribbs) if you want to spar
Would make sense that an enraged unit has to attack, to use the rage.
A unit KOd by a monk, if not debuffed already, does not get debuffed.
This might be obvious, but it's worth explicitely stating that when comboing, always start off with your units of which the enemy has resistance. For example, if attacking a knight, use physical attacks first and magical attacks later. That way, you don't lose damage on higher combos through the inherent 20% resist because you're attacking magically at that point anyway.
I believe this is a correction for the mechanics guide for the new version:
I just had a tribe witch explode the corpse of my spy from 2 tiles away. Previously spy corpses could not be targeted at range, as noted in the guide. I haven't tested it yet with the necro or shadow.
I hope this is true. Not being able to range stomp the spy always seemed a little unbalanced. There seems to be quite a lot of changes Robot made and then forget about, so maybe this is another.
Not sure if this has been mentioned, but I believe an unruned monk's attack on a unit with full HP will ignore resist. I hit a knight for 200 on the first attack due to the monks debuff, then every attack after that hit for the normal 160 .
I still don't know how the 1/4 damage thing works in conjunction with resist. Also, does combo damage do untyped damage or the same damage type as the attack? Drill gem splash damage is part untyped, which drives me NUTS.
Oh. btw, love the reference, Hamlet. =D
Read Oh My Void Monks, my hero academy blog at http://omvm.blogspot.com! Last updated 8 May 2013 - Game Replay tabby_nat(DE) v KevinSpinti(DW)
Combo damage shares it's type with the attacking unit.
monks don't ignore resist, their attack simply ALWAYS reduces max health by 25% so the first attacks damage will always be at least that much
Redexoskeleton. That's my name in game. Challenge me if you like (I am slightly above average) be sure to mention if it is a friendly or league game
So changes to existing units (aside from Shaolin for when I manage to get around to them) are:
--Sandvich no longer expires when unit is moved by something.
--Spy can be hit by CE (and Phantom?)
Maybe a long shot, but did we ever find out if there was a change in Wizard chain mechanics that led to desyncs on patch day?
The Shaolin stuff shouldn't even be bad to type up, the combo system is pretty manageable. I just hope there aren't a ton of crazy interactions to work out with various possible revived enemy units.
My Hero Academy mechanics guide: http://iam.yellingontheinternet.com/2012/08/10/hero-academy-mechanics-gu...
I talk about games and many other things here: http://twitter.com/HamletEJ
I think its a general thing that a KO'd spy can be hit at range. This was probably necessary because of the Shadow -- if its a change at all, I dont recall trying to target a KO'd spy before. But I can confirm the Shadow can raise a spy at range.
I think I figured out the logic behind this (not that I understand why they chose to round up like this). The DW team bonus is 20 % extra on tiles, this is rounded up to one extra move on the speed tile. The Engineer gets double the team bonus thus ending up with 2 extra moves on the speed tile.
A fed wraith will revert to completely unfed status when converted by a shadow.
Edit: That gives me an idea! Robot Entertainment needs an online shop and sell plushie super units!
With fuzzy Chieftains as slippers (since they come in a pair) from The Tribe.
And who else here wants to cuddle with a Little Dorfin Annie, the Annhilator?
I'd put Chieftan slippers on my Xmas list.
Want to play? Send me an invite and a message! Like... "i'm new" or "league" or "practice" or whatever