Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"simply as that". Well cept for the fact that every single range unit dies from a single fireball and moves in a predictable pattern. That is simple.
I know of all those, but they are not viable - lets say I spawn blue golem 7 mana, then send a dragon for 3 mana behind him. For 8 mana he can ghost and fireball and it is done and I won't be able to respond. The true problem is that fireball is the "solution" to everyhing:
1. Blast + Banner
2. Ghost
3. Flying pack
4. Druid
Ect. if someone in their deck have ghost, druid and blast + banner I am in a big problem since if I kill 1, I leave 2 spots open.
There needs to either be a hp nerf and/or increased steal time with ghost or an other fireball card in the game that can handle these things.
Oh btw recommending ghost against ghost is not something everyone can do - this means you need a legendary to counter something which is against the philosphy the devs want - still at level 44 I don't even think I've seen ghost on the spin ever :-) But that is an whole other problem.
1) make GHOST 60hp to:
- make <Crossbow Dudes> vaible to kill him, so they deal exactly 60dmg in 3s
- make <Plasma Marines> vaible to kill him just in time, too
2) buff <Shock Rock> to 60dmg (with that low radius it anyway useless right now)
Your thoughts?
again no matter the range units, the problem is that you can just fireball and ghost and the enemy have to fireball. I think as i mentioned before that ghost should be a ground unit and then function like a sniper, because then it ifts place poorly it can still die to the unit its trying to take over and you need to think alot more about when and how you use it. Though i realize it would change it design entirely.
My only problem against ghost is that he takes over a unit a tiny bit too fast. You really need to be ready to fireball him. If you are half a second too slow your fireball is too late. I also have had some hit and miss with crossbow dudes protecting my big minions. Sometimes they just don't kill the ghost quick enough.
So i think Ghost could use a small hp (80?) and conversion time nerf. But if we would nerf him too much it would never be played again.
To counter big units i think druids are much better. They are cheaper at 3 mana, so more mana efficient if the enemy uses a fireball. They have range so they can work from behind the lines. And they are usefull against many other units too.
Ghost is often a very limiting dead card in your deck/hand against good players. Even more so vs Ratbo and other spammers.
Spot on.
Shock rock likely won't save your slow minions, but the stun is now long enough for a lot more of the minions to get away if nothing else distracts them. Forcing ghost to go find a new target. The delay reduction of black hole is having much the same effect. It's now much easier to get a black hole out after ghost has started its possession. Suck up your minion (and not the ghost) and the ghost will fly off. Incidentally, you could probably do it the other way around too depending on positioning (suck up the ghost and let your minion run off), but I'm having more success with the first way.