kpania

23 posts

kpania

kpania

@kpania019

collecting thoughts

Katılım Nisan 2025
6 Takip Edilen1 Takipçiler
kpania
kpania@kpania019·
Deleted this thread because I realised I was being needlessly argumentative and kind of difficult. Sorry if you read it. I hope to better convey where I'm coming from in a future communication with clearer goodwill. Thank you
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kpania
kpania@kpania019·
Suggestion for a 4-elixir Vines Rework that removes the stun/freeze effect in place for a 100% moveslow @Julesy237 @donaldwsjr (idk who else to mention) Preamble and intent 1/2
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kpania
kpania@kpania019·
@donaldwsjr Thank you for the reply. Sorry if I came across a bit harsh wrt my read of the vines nerfs. This leads me to ask, (1) what lead the team to decide to create a card with this goal in the first place, and (2) how come the 100% slow didn't work with vines?
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Donald Smith Jr.
Donald Smith Jr.@donaldwsjr·
@kpania019 Vines' primary goal is to be another 3 Elixir spell alongside Arrows that counters Archers & Firecracker. The initial design was a 100% move speed slow, but it didn't accomplish it's goals and a 100% slow is actually not that useful. It was also Evo Hunter's original design
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kpania
kpania@kpania019·
spirit empress is one of my favourite cards in the game design-wise. a one-cycle evo with a simple but nuanced ability makes the most sense to me
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kpania
kpania@kpania019·
Miscalleanous benchmarks, interactions with other spells, and theory. extra/2
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kpania
kpania@kpania019·
Changes to base card and the rooting mechanic 2/2
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kpania
kpania@kpania019·
This deck kinda sucks against drill and goblin hut, Try: Lavahound, NW, Evo IDrag, Evo Zap, Void, Golden Knight, Bomber, Phoenix For a better version of this flavour of deck It ends up looking like a weird cross between egiant and aggressive golem, but with neither of those cards
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kpania
kpania@kpania019·
Lava void I'd used to nw middle then lava bridge, so I could void defences on zero in 1x elixir With void rework you can probably chill more and go over with a more powerful void Hero phoenix with an AoE damage amp +damage ability would be cool
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kpania
kpania@kpania019·
Thought I might as well chip in since I think about this stuff a lot and I am similarly lamenting the current design state of Ronin. There's probably stuff I missed, so let me know if anything is unclear or doesn't make sense.
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kpania
kpania@kpania019·
Rough stat changes with benchmarks and reasoning 4/4
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kpania
kpania@kpania019·
@Julesy237 @donaldwsjr Long rework idea for a 4-elixir ronin with a greatly reworked parry mechanic that should address the problem of ronin feeling one-dimensional/gimmicky, while finding his niche in the game. 1/4
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jules@Julesy237

@CloneLovesMusky We felt that Ronin was too 1-dimensional with lower damage. If you look at other 5-elixir cards, they have many situations where they are useful: -Prince in 1v1s, as a tank killer, and building pushes. Not to mention the double damage and river jumping

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kpania
kpania@kpania019·
Hero giant double barbs Tried running arrows but need the fireball for enough aggro One of the few barbhut decks where you go for tower trades up-tempo, though bhut is probably the best pocket defence in the game anyway Identity clean in jeskai Hero giant is so fun
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kpania
kpania@kpania019·
Lava bowler double barbs Really weird deck, but it rocks You have multiple layers of defence, so once you're up elixir or have banked a defensive barbhut You can just slow roll an undefendable push or counterpush off of a good cycle interaction
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kpania
kpania@kpania019·
you mainly want to pair it with cards with flexible redundancy (i.e. does a similar thing with slightly different [defensive] perks) and that stay on the map for a long time main problem when someone tries to use barbhut is not building in redundancy to counter win cons like hog
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kpania
kpania@kpania019·
my favourite thing to do in clash is make decks and try them out in challenges so here's the first barbhut deck made that made me feel like i understand the card
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kpania
kpania@kpania019·
@Julesy237 @TheBomb71285057 ronin being more front/tanky support in bridgespam that helps the push survive, while mini pekka has it's role being "i beat the crap out of stuff if i'm tanked for +/ the way is clear" so mini p more in (primarily golem) beatdown and some cycle (leveraging aggro white, no hero)
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kpania
kpania@kpania019·
@Julesy237 @TheBomb71285057 i suppose the other problem with that is then ronin and mini pekka might face redundancy issues (both gw), but i think focusing ronin parry on having effects that help 'teammates' fight (but ideally not hitspeed buffs to reduce aggro implications) differentiates them well,
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