I understand. I will admit prevamp I saw more hit and run. Since then, I have have seen the I teleport in smash you dead and keep moving. 1 space within doors -1 teleport range And evasive two With cooldown two on use? Te teleport would be 5 spaces for a low ap cost, grant evasive two.
Not really forgetting, but they get a rank of Evasive every turn they teleport, I doubt Evasive 2 would break them, specially considering that they should have range on teleport reduced and CD on the ability increased. IMO
Dwarven Beermaiden got Carouse Carouse = Target adjacent champion is equipped with Pale Brew. If this champion is equipped with a brew, it will give out that brew instead. Equipment generated by this ability costs 0 nora. but when u use it's give St Semmir's Brew so what is wrong here the ability on Dwarven Beermaiden? does the cost is the right?
thx so this is how this work why Imbue Luminescence cost 30 nora when he give ability that cost 2 nora?
Psychological Warfare is way overcosted to me. I want to pretend frightful blows is as well, but i know better.
Bone Circle cost 40 nora give 1 of 2 abilities 1. Spell Resistance - 3 nora 2. Improve Range - 10 nora? what do I miss? same question on Elemental Nexus that cost 35 nora, The Farm that cost 40 nora, The Resistance that cost 40 nora
Hey sok was wondering why kanen have no legendary runes and haven't really had any new runes in general?Is their any plans on them coming out soon?Thanx
Lay Traps - Duration 8 why not make lay trap a summon relic, now that we have summoned relics, with 5 hp.
Mostly because that'd mean a whole bunch of new runes and completely recoding all traps. But your idea might be a better long-term solution.
Lay trap always bugged me because you could not use bombs or AoE's to attack/detect them, when you know exactly where they are even when they are hidden. Giving the traps 5 hp would allow for the to be destroyed rather then having to tip-toe around them, even after being detected. I am not sure what the person laying the trap would prefer. To have a trap fade after a Duration. Have the possibility for the trap be destroyed or the possibility for a group of traps to be destroyed at once. In either case this is helping the person opposing the trap layer. In my mind that leaves it the trap layer. I think this effects FS, ST, SP, SL the most.
Would rather see Choking Stench hit a smaller AoE, than perform a proximity check. I think those should be kept to a minimum. Maybe AoE 3/4?
i had idea for stitch instead of nerfing them if opponent destroyed a stitch remains it do 5hp damage to shrine.Dunno if this would be acceptable or abusable have to be a trial and error thing I guess.