#2 ideas for the giant

86 messages · Page 1 of 1 (latest)

spark kelp
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If you think this is a bad idea, come and let's talk and I will explain why it is an excellent idea.

spark kelp
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For those who didn't understand, when you buy the skill and select the giant you want to upgrade, when you give the skills to the giant, the corpse the giant is dragging automatically disappears so the giant can run.

tulip glacier
spark kelp
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although I already explained to you

tulip glacier
spark kelp
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First tell me what the problem is and why it is a bad idea and then I will answer you.

tulip glacier
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Basically a 50% uptime on making giants unreasonably fast

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Also, giants are meant to be slow

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I don't have a problem with making giants faster, the problem is that it's too much speed and too much uptime

spark kelp
tulip glacier
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Every unit has weaknesses

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And the first idea already solves their biggest weakness

spark kelp
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and remember that there are also freezing spells that slow down the giant in a horrible way.

tulip glacier
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Every unit gets slowed down by freeze effects by a lot

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And actually, giants get a little less slowed down by freeze

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Proportionally, giants are the least affected by freeze effects

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Besides, that's not the giants problem, that's the freeze effects problem

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Glacial fletching has too much freeze

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And snow squall too imo, but at least snow squall requires timing and placement and could be avoided if the enemy misplaces or mistimes it

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Also, that upgrade or spell won't fix cgiants in the slightest

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If you want to fix giants speed, give them a proper buff and just buff their movement speed instead of adding a card for giving them more speed

spark kelp
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Yes, but the giant is a special case because it is slower, the freezing spell makes them practically useless. Additionally, enemy players always use the annoying strategy that when the giant arrives to attack the enemy line, they flee and leave the giant behind to return later. do the same and the giant has a hard time hitting the enemy units but with the freezing effects and because he only walks

tulip glacier
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What?

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Retreating when the giant attacks and then reattacking?

wraith bronze
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monstrosity being default is a big yes

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i think i already proposed it somewhere

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i also proposed tribal giant of elemental empire

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that would hold a tree and nothing else

spark kelp
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They can't even enter the tower to be cured, imagine paying 1500 gold and 300 and 600 more gold to improve the giant and having to leave the field and they start attacking the giant because of how slow he is when escaping and they kill him.

wraith bronze
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he would probably have like

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30 (+10L)

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dmg

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or sth like this

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maybe 25

tulip glacier
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You could also retreat the giant first or leave behind a few tank units to cover your retreat

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Also, cgiants are more of a one-time heavy push unit

spark kelp
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When the giant arrives and raises his club, the enemy team retreats to avoid the attack and that is so annoying.

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Hey, but how much attack speed should I give a giant?

tulip glacier
tulip glacier
spark kelp
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The proposal of this idea is that the giant can retreat at the same time as the other units

tulip glacier
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Not being able to is literally one of their 2 main weaknesses

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And you want to COMPLETELY remove that weakness

spark kelp
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It is not unnecessary to leave a weakness like that knowing that you will no longer be able to heal the giant after they attack you.

tulip glacier
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Cgiants are the type of unit you sacrifice in an attack

vast quest
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Tp to top
For convenience's sake

tulip glacier
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They are basically guaranteed to die, and when retreating, they're likely to be sacrificed

spark kelp
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He has too many weaknesses, understand that

vast quest
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A giant charging in like an elephant on a group of speartons would be a thing I would like to see....

tulip glacier
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The only 2 real weaknesses cgiants have are being outswarmed and being slow, both of which can be fixed while still keeping them as counters to cgiants

spark kelp
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It's okay what you say

tulip glacier
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What kind of deck do you even use that makes you think this badly of cgiants?

vast quest
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Being slow is ....
It's a giant they're supposed to be slow
Being out swarmed is also a built in weakness because their attacks are slow
They need the support of a front line to work well
They're not really solo carries
They are more like support units in a sense but more offensive

tulip glacier
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Cgiants are a heavy push unit

spark kelp
tulip glacier
spark kelp
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SWL giants could kill more than 6 sworwrath in user control

tulip glacier
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Swl is unbalanced

spark kelp
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@tulip glacier By the way, someone told me that the idea of ​​running is quite acceptable.

spark kelp
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@zealous sinew

tulip glacier
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💀

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I'm pretty sure last time, you took his opinion out of context, and said that he agreed with cgiants having like 1.8K HP when he agreed to monstrosity cgiants having 1.8K HP

spark kelp
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He told me that 35 cooldown was fine.

tulip glacier
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How does the ability even work

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I can't figure out if it's a spell or an upgrade

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Because it sounds like it's both

spark kelp
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It is a spell that works like this if you have 3 giants and you buy a skill with 600 crystals you can select 1 giant of the 3 giants and only 1 will receive the skills and you will have to buy the skill again to give them to them. the other 2 giants that remain

dusk leaf
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idea 2 shouldn’t exist

vast quest
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Maybe instead of running away
Maybe it's encouraged to be used as a gap closer?
Like maybe it knocks a few units for a few seconds

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That was a lot of maybe's by me

dusk leaf
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apparently the poinf of it is for retreating, not offense

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which is fine, but its so powerful its going to be used way more than retreating

spark kelp
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of ways people would use it

zealous sinew
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Responded to the ping too late, what was the first idea?

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Ah, it isn't a ping meant for summoning, it's for an argument

zealous sinew