Without sustain, it's easy to get chipped down and need to heal with mana/crystals, which snowballs into a losing run pretty fast. Not enough sources of sustain (small amounts of healing every fight). I think green should be a flat bonus instead. You can run non-upgraded units up to like floor 10 and still have 300+ hp. Green is also overpowered with mass symbols. It should have a power curve (either strong at start and falls off, or starts weak and ramps up) instead of being so strong the entire game. I think you should have everything unlocked by the time you start climbing.įreeze is overpowered and makes all normal enemies do zero damage even up to floor 13. The end-game should be climbing ascensions, not slowly unlocking stuff. Could convert excess mana into gold (1 to 1) at end of each floor. Players should be rewarded for good mana management instead of only punished for bad mana management. Right now there are a few incentives to save gold (10% gold gem, hole event) but otherwise it's pretty one dimensional. Seems a bit odd, and I'd like to see the Witch get that symbol buff.Ĭurrently at ascension 3 (Witch's Maze 3). Which is a bit funny since Amelie has access to Sunlight to boost her spell-damage but the Witch doesn't have an equivalent symbol for Sunlight buff. I do wish that a true spell-nuker build was available with Amelie, but I suppose that's what the other character is for anyway, so *shrug*. It just happens to be that the defense requirement is a lot higher than the offense requirement in this game, so it's easier to leave offense scaling to your symbols and use gems to help scale defense. If you do have some good sources of gem CD reduction (like high Pink symbol synergy or a few Arcane Cores), you can sometimes cut 1-2 shield gems. This usually leaves you 2-3 gem slots remaining to play around with and what you put there are often still very important (Forest Medicine to prevent enemies scaling off you getting Shocked or disabling you with Paralyze, nuke gems, Shock/Freeze gems if your symbols aren't providing you those bonuses, that Trueblade gem I don't remember the name of for setting up quickly in certain Trueblade spamming comps, etc.).Īlso, the 4x shield gem setup is merely standard given that you have no sources of gem CD reduction. Having 4x shield gems is usually because enemies are unpredictable (as you don't know how many Danger attacks you will be facing in a row), so it's for emergencies or covering CDs. In that case, the effect of "Icarus Attack" is negated and neither of the two targeted monsters are destroyed.Originally posted by some (momi):Why do other gems exist, if late-game is just spamming as many shield gems as possible? Bujingi Turtle: If a face-up " Bujin Yamato" and " Vivid Knight" on the player's field are targeted by an opponent's " Icarus Attack", the player can chain the effect of " Bujingi Turtle" to "Icarus Attack".The effect of "Vivid Knight" can be activated when a face-up monster on the player's field is targeted for an attack by an opponent's monster or targeted by an opponent's card effect. If a face-down Defense Position LIGHT Beast-Warrior-Type monster in the player's Monster Zone is targeted for an attack by an opponent's monster or targeted by an opponent's card effect, the effect of " Vivid Knight" cannot be activated.(It does not have to return to the same Monster Zone it was in when it was banished.) Also, when that monster returns, it will return in the same battle position it was in when it was banished. The monster banished by the effect of " Vivid Knight" can be returned to any unoccupied Monster Zone.For either effect of "Vivid Knight", applying " Banish that monster you control until your next Standby Phase" and applying " Special Summon this card from your hand" are treated as being performed at the same time.Also, it cannot be activated during the Damage Step.) The effect " Banish that monster you control until your next Standby Phase, and if you do, Special Summon this card from your hand" is a Quick Effect that is activated when 1 LIGHT Beast-Warrior-Type monster on your field is targeted by an opponent's monster for an attack.Also, it cannot be activated during the Damage Step.) Vivid Knight is a roguelike adventure game in which you save your friends from being turned into jewels and combine their abilities to form the ultimate party Explore an ever-changing Vivid. The effect " Banish that monster you control until your next Standby Phase, and if you do, Special Summon this card from your hand" is a Quick Effect that is activated when 1 LIGHT Beast-Warrior-Type monster on your field is targeted by an opponent's card effect.
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