#Daily Level Modifiers

35 messages · Page 1 of 1 (latest)

midnight jay
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First: Difficulty Changes.

  • Normal mode is deleted.
  • Current Hard mode is renamed to Normal.
  • Current Insane mode is renamed to Hard.
  • New insane mode is identical to current insane mode, but has modifiers. The modifier is randomized every day.

Modifier List

Elemental Armour

  • All enemy units take 50% less damage from your DoT effects. (Burn, Voltaic, Poison)
  • All enemy units are immune to slowness.

Massive Wave

  • When the enemy statue hits 20% health, the enemy gets 3 giants and 2 enslaved giants instantly for free.

Magical Wave

  • When the enemy statue hits 20% health, the enemy gets 7 magikill and 5 merica instantly for free.

Magic Statue Shield

  • The enemy's statue takes 90% less damage from the tower zap.
  • The enemy's statue heals 5 health per second.
  • This modifier cannot appear on ambush daily levels.

Power Boost

  • The enemy's general does 50% more damage and has 25% more health.
  • This modifier cannot appear on levels that do not have an enemy general.

Harsh Start

  • You start with only 1 miner and 300 gold.

Bounty Hunters

  • The enemy starts with 8 Shadowrath.
  • This modifier cannot appear on levels where the player does not start with a general.

Death Calling

  • Poison cannot be cured even by garrison (does not affect the enemy) but deals damage 75% slower.
  • All enemy units deal 1 poison damage if they didn't do any before. (Yes, even order units)

Statue Miners

  • Enemy miner health increases by 750%.
  • Enemy miner damage increases by 300%.
  • This modifier cannot appear on ambush daily levels.

Eternal Rage

  • All enemy light units raged for 5 seconds every 13 seconds.

Hellfire

  • A free enemy Scorch is automatically cast on your furthest unit (if not in their base) every 15 seconds.

Pre-Prepared

  • Enemy starts with Barracks 1, Armoury 1, Forge 1, Temple 1, and Bastion 1 for free instantly as the game starts.
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If the daily level is an ambush daily level, the Massive Wave and Magical Wave actives at the 1:30 mark.

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@vestal galleon @bleak rampart

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Daily levels too easy + repetitive

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Yes, this affects co-op

trim venture
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Also i love it

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Lmao

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750% hp increase Is insane lmao

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Cool tho!!

midnight jay
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For statue miners, the new miner stats are:

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  • 675 health, 15 damage for order miner
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  • 600 health, 15 damage for enslaved miner
trim venture
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Like Just gets 8 miners

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Or 6

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Then procede to Attack lmao

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That would be fun

bleak rampart
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I think it needs some tweaking, especially on the AI if they will have these bonuses.

bleak rampart
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Elemental Armour - shouldn’t be complete slow immunity, plus how about dot only does 1 dmg? like VA.

Massive wave - seems faulty, 20% statue would be depleted before the giants does anything meaningful, depending on the deck its literally just a matter of push through or retreat. I suggest trade the 3rd giant for increased statue hp threshold before it triggers

Magical wave - same thing, but trade 1 magikill for 1 meric(this one seems weaker than Massive wave mostly because they are fragile, maybe seperate threshold for merics and magikills then either one of them having higher treshold than the other. or anything that makes the magic units more useful in other ways as they can’t defend the statue by brute force unlike Giants

Magic Statue shield - does nothing but forces you to destroy the enemy in one go(sounds stupid)

Power boost - im afraid it just makes the enemy abuse it and destroy you from the start, for example against sicklebear, once he attacks he only retreats at half health or your army being stronger. its just an AI issue, also even then, enemy AI won’t be able to make use of this outside of early rush since they kinda don’t care about their general, and once its down it won’t respawn.

Harsh Start - same thing, AI always abuses early advantage with no mercy, forcing decks to be a specific counter to its early environment especially with insane modifiers. but if you can get behind that this is merely an inconvenience than a challenge.

Statue Miners - needs buffs imo, its either you don’t get the chance to disrupt their economy at all since enemy has buffs to be aggressive(otherwise they either just retreat or let their miners die because stupidity) or once you’re able to you can just outright destroy the statue, making this modifier pretty much meaningless for the AI.

Bounty Hunters - same thing, unfair early game advantage the AI will abuse. you could make them focus your general instead of being just extra units at disposal.

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damn discord text limit

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Death Calling - id say another pretty weak modifier, mostly because of the 75% slower dmg when garrisoned, issue is it will affect the 1 poison of every enemy unit, making this enchantment kinda self-sabotaging, limiting its own versatility just because Tdeads and Acid rain exists

Eternal rage - seems too random since it just triggers based on time, ofc it will be annoying to those who can use it. idk seems like just another shenanigan you’d normally see when against enemy AI.

Pre-Prepared - Mid.

midnight jay
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For death Calling, poison is incurable

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But damage tick is 75% slower

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So every 3.5 seconds deals damage

steel orchid
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I like the dificult changes

midnight jay
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Every enemy unit also deals damage

steel orchid
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Massive wqve seems arbirary

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Not fitting with the level

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Same with magical wave

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Poison os insaneee

zenith ivy
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ele armor: rip glacial, glacial level maybe has a challenge
massive wave: rip enemy when they poison their own giants to death in 28 days
magic wave:^
bounty hunters:^
harsh start: rip all the levels we start with tons of gold, TT gonna carry
death calling: ignored by chaos due to natural cure (though making poison incureable to cure just means 28deads is impossible outside magispam.
eternal rage: 28 deads becomes impossible
hellfire: rip beating with crawler spam.
preprepared: I think hard should already have this with insane starting with maxed out

I'd love these modifiers also affecting campaign even though it would mess with the themes