My hope is that it would create enough auto-matches and extra turn opportunities to outrace the AI. Question is how exactly skull generation works. Is it entirely random, for each proc? Will it only replace gems, also replace skulls or possibly even replace skulls just created by the troop one slot above? Is there some hidden bias (like the spell of the first set of guild guardians)? Can it even create an auto-match? I’d do some testing, problem is that this would lock me into one approach.
Its pure random. Can replace other skulls, can generate auto matches. Just like anything else that summons gems - think like Venoxia or Jarl.
One potential upside to that is that it’ll replace stone blocks and open up the board somewhat, though there are already explosions that can do that.
Another pass to buy??? This game has turned into a huge cash grab. Whether or not I buy Kingdom Passes will depend on the cost and rewards included in them. And while I will continue to buy the $10 campaign passes to maintain a complete troop collection, I will NOT renew my Ring of Wonder after my current one expires.
I wouldn’t be so quick to consider buying kingdom passes. Let’s say each one contains enough books and IDs to max a kingdom - something like 30 and 30.
Are you really going to pay $10 * 34, $340, to turn all those 15s into 20s on the world map screen? Just to stay stat competitive?
I don’t want to rev up the outrage engine prematurely, so we’ll see what the details are. But I’m really worried this will be a breaking point for most people. If I’m never going to get those kingdom levels, why should I care about staying current with anything else? Why buy the campaign pass?
This troop looks absolutely bonkers. “In particular, eliminate the first enemy.” Transforming all yellow gems into uber doomskulls?! Let’s say you have even just 10 yellow gems on the board, AFTER creating 3 – that’s 100 damage alone from explosions, PLUS skull damage itself from attacking.
Not only that, but she creates an Uber Doomstorm when an enemy dies. Right now there are only 5 troops that even interact with Doomstorms. Enraged Kurandra, Kurandara, and Shade of Kurandara all conjure a doomstorm from their ability. Lord of Slaughter conjures one at the start of battle. King Bloodhammer conjures one when an enemy dies. Other than that, you can start one at battle with any class that has Chaos talents (Sudden Doom level 40).
I will undoubtedly switch to Archproxy Yvendra over King Bloodhammer in my Zuul’goth Slayer farming team.
Wait, is this in the upcoming code or satire?
There’s still more than a month for Yvendra to get beaten to a pulp by the nerf-hammer. And there have been a number of “not yet released” troops in recent months that were on the receiving end of that particular blunt instrument before their debut in Krystara.
Ignoring how Yvendra is something like the ninety-fifth troop that converts yellow to some variety of skull – count of previous troops that do so being approximate – that spell does have a massive damage potential and has a healthy shot at creating an extra turn even without the third trait. So I won’t be surprised if there are alterations to bring her back into line, such as increasing the mana cost or making it a one-shot spell.
But there are also some ways to deal with her that aren’t necessarily there for some of the other guys. Because she doesn’t (presently) have the ailment defenses that many other similar troops have – e.g., Kurandara is Impervious. That doesn’t mean she’s any less of an aggravation, especially when combined with Empowered converters to fill her early in a match. But players would have options to deal with Yvendra.
Why can’t she create 6 yellow like LoS creates 6 brown???
Keep in mind that she’s Divine and Elf, meaning you can run her with Divine Ishbaala for 40% mana start (and she converts Red to Skulls and Green to Yellow), or run her with King Avelorn for a 50% mana start. But I think Divine is better, by far.
Deal a gazillion damage to the first enemy. Also curse web and poison an enemy for minimal effect.
Re: wyrmrun troops 3rd trait
These are the first troops that create gems at the start of your turn right?
If they get you a skull match before you make a move, will this cause turn skipping similar to the mana potion bug?
Hopefully I’m wrong, but can’t say I’ll be surprised if this happens.
Salty did a faction preview on stream Monday. The Boss room was… interesting.
I’d link it but the embeds on the forums dont work now I think.
I skimmed through that and I didn’t see her use a pure team, that is what I’m worried about.
Not testing let alone previewing for pure faction runs? … yeah not shocked.
yeah, no pure faction use. she fought the boss room though, where you can see the skull traits in action…
If there is a 2nd pass to buy and I can skip it and not get behind troop wise it will be ok. I don’t need to get a book or whatever faster. If it includes troops and pets then I may decide to stop trying to stay caught up and not buy either.
Not satire, appeared in the game files this Monday
Dear gosh… I don’t remember any game I know having TWO season passes active at a time… Maybe it will be different, who knows.
Supposing this doesn’t allow for gems to be spent instead of cash (which is almost a given) and that it includes imperial deeds and such (again, almost a given), this will launch paying players far ahead of non-paying ones kingdom/stat-wise. A good thing about this game is that there isn’t really much of a gap in difficulty once you reach the end-game; that is, an end-game player who hasn’t maxed all kingdoms and factions isn’t at much of a disadvantage when competing against players who have. The extra stat points simply don’t matter that much, it’s just a carrot to chase. I hope this aspect of the game stays the same, but I’m sad to see what I imagine will be the end of p2p/f2p parity in regards to kingdom progression.
Maybe they’ll torpedo campaigns /hopeful.
No no, wait a minute. They can always do something worse.
Y’know what, perhaps it is best to just not mention it at all.