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Sep 18th, 2019
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  1. ===Poolofknives===
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  3. ~~Noble Gasses~~ Chamber of Gas series
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  5. I appreciate some of the members of this series as boosting elf utility as a whole, even if I don't totally like the rares as leaders for what you've posted so far. Also for now Acetylene seems kinda terrible? Depends on what Oxygen is. I think this was addressed before but Helium's active is confusing, its if you only ever spin runes sideways or up that you get that effect right? Still very cool over all. And it works with Neon which is important.
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  7. Ammonia is a nice Boycianna-esq member and has a neat poison effect. I'd prefer it to be elf attack rather than team attack but x1.8 is pretty low in this meta so its not a huge issue balance-wise.
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  9. Nitrous Oxide has a really nice effect and would be a cool addition to elf teams as a whole. Though probably remove the ignore masked trail bit, being able to see original runes is plenty strong on its own alongside having a low CD CC active.
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  11. Neon is an interesting leader, quite a strong competitive multiplier and has a unique gimmick. Being able to ignore most board hazards after a turn is very useful, which is why I think you should definitely remove the "ignore electrified runes" bit. The teambuilding is the other half of this that is both interesting and weird. There's not a huge amount of synergy with the other members of this series to Neon beyond Helium being what you take when there's going to be frozen runes. Hydrogen fits ok but Hydrogen seems to be a stronger leader than Neon. Its neat that Hydrogen is like Ultraman Orb and can slot into other teams in the series which is something I like seeing and playing.
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  13. Oxygen and Hydrogen are where its really at it seems. I like the Water fusion but it seems waaaay strong. There's a lot of stuff happening here that I kinda don't really agree with. Its thematic to ignore sticky and fire trail but I think there's a bit too much this team can do. At least for just a simple combine effect.
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  15. Hydrogen also is a little crazy strong for a no frills ~+8 combo each turn with very simple spinning required. Its probably a lot of fun to play but I think it could be just a tad too much.
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  17. Also it seems as though Sarin and VX are associated with this series as well (?) They seem to be relatively self contained but there's a team skill in one of the chamber of gas units that mentions them so I'm going to give my thoughts on them here. I like Sarin's active and I think the way the two utilize the Dragonic Compulsion charge is really unique. VX seems to have a lot of powerful effects and I'm ok with most of it. Dark+Water Elf is a cool archetype so this is neat to me.
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  19. Jekyll and Hyde are a really neat duo, swapping between the two as you need, at the cost of increasing the "difficulty to swap back." A very nice thematic touch. As far as gameplay it seems very vanilla, it can slot literally anything so it has a lot to work with. That's not a downside, though it may be lacking in consistent damage and its most valuable member is without a doubt going to be Lancelot. Doubling your Lancelot passive damage is strong, and probably stronger than the alternative. I would adjust it to be a utility purpose over a damage numbers choice to include demon members. You will already have demons sometimes when your ally Jekyll is Hyde on occasion, so it should be worth the effort to want to use without being necessary as you can't control when you have Jekyll or Hyde 100%.
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  21. The daring Lupin the Third is a nice little common. I like the active quite a bit, and its decent in strength with its leader skill without being really overloaded, but also not going to actually be useful. Having 2 actives and both of them being amazing is what he's here for. However a CD 8 dodge or Zeus active is a little gross. Probably up that to 10 and have its CD reduced if HP is more than the enemy's. Also a question about it, what happens if HP is equal? This situation would happen a lot, entering a new wave at full HP. Choosing to dodge a full HP enemy or get a team attack bonus to burst it down are equally sought after effects. Because its "Greater than" the enemy and not "Greater than or Equaled to" the enemy it would choose the dodge, which may make it slightly more balanced. You can't choose to burst full HP enemies, and can only dodge. I'd have to play around with it but it seems too strong.
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  23. ===Infernus===
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  25. Roa is pretty neat, seems like you wanted a :LUL: Defensive Dragons team leader. Don't know which demons slot well into this but seems really neat over all. There aren't a lot of cards that mess with actives CDs (for good reason) but this could be not gamebreaking and just fun to play. Also his active seems really meh. The attacks it launches could be useful for utility but they're very weak, and as a damage boost its very minimal, basically rounding to a self attack x1.1 with some flair. Mostly its for the CD reduction, I'm sure. Of which, it is absolutely amazing. Starting off battles with all members CDS at -4 essentially is an amazing thing.
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  27. Aula Redux (not gonna look at old Aula) SEEMS interesting on paper. But the reality of playing it may be frustrating. Also it seems the active is a bit at odds with its own team skill. If Aula will change the board when you start to move runestones, whats the use of it recording the position of all runes if it just makes a new board for you as you start spinning anyway? I guess its useful outside of its own team then, particularly since it just ignores burning and sticky. I like the use of fuel, gives it something of a drawback. Although it would be pretty hard to activate the "adjacent member x2" part, unless you have some other units that dabble in using member's fuel.
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  29. Bastille is very neat. I LOVE the passive board shenanigans and player-selective runesharing. The only issue is that one could take the "easy way out" and just start from the ally Bastille's column every turn and make a group of 8 Heart dissolved every turn. I would probably remove this part of the effect, it already generates a hefty amount of hearts every turn basically for free and with the bonus to recovery you will heal a substantial amount every turn. The active is what ties the whole team together for me, it solidifies it as a stall-and-burst team, limiting your passive damage and giving it a no-frills tumbler makes this very evident. Also a +1 for making it anti Novalis.
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  31. ===Hammerlord===
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  33. Onion seems like Shyplant on steriods but for dark. Saruman is very happy to see this lol. Also the ridiculous nature of this leader skill makes me think someone would Onionsuke for the dodge chance to be an unkillable monster. :LUL:
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  35. Saal is what I thought Onion could be but is less funny to say. Yusaal. Saalske? Anyway its neat to have more defensive actives. The game has shifted away from you being able to stall through powerful enemies. It tacks on uncontrollable and phantom to a lot of dangerous enemies so you have to burst your way through rather than strategically be able to stall if needed. This series gives me hope that we could see more flexibility in future stage design just so cards like these could become viable to use again. That said because there's so much phantom running around this ends up not really doing a huge amount for most situations you'd want to use it. If it _added_ the hp to the team directly we'd be cookin. It would also likely be unbelievably strong, so this is a better approach.
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  37. Udrog is a very weird card in this series. The best thing I can say for it is it can prevent you from dying to monsters that double attack you for precisely <79% of your HP. That is the situation where Udrog shines. That is a VERY specific scenario and otherwise would be rather useless. It could be used to prevent dying when you _must_ be under 80% HP normally due to the stage's waveskill or something. Also it can be used to just stop you from taking damage in general, and less for the "preventing death" bit.
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  39. Verdun is back to the succubi series? Or is this another series entirely, as it calls itself a "Night City Resident" and refers to others of the same series. Anyway, this goes back to the old problem of seduction marks. Its a strong effect with a weird method of activating, one you usually wouldn't want to do otherwise. So its kinda a win-more strat to utilize your seduction marks. You in general want to blast your way through enemies and have ways to survive damage until you can blast some more. This series has the desire to stall and gives you boons for doing so, but at the downside of not really enabling it outside of the standout OP undead succubi you made which I discount because I think you may revamp parts of it. That said, as a multi turn, Machina Septem its very neat. Also the added effect of it being able to "backfire" if you use it on a turn without launching attacks or having your attacks = 0 from an enemy shield is a nice touch.
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  41. ===Kaerf===
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  43. I already read your milk series so just waiting on the many other series you're cooking :eyes:
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