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GM - Death_and_Decay combo

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  • DarkKnight 13
    replied
    Stop crying about instant kill combs. It is not a bug. Just because you dont have it and now you crying. Go cry me a river.

    Leave a comment:


  • Cristoteama
    replied
    From what I remember, a GM stated in an earlier thread that the repeated instant kills is intentional and not a bug.

    Leave a comment:


  • missdemeanor1
    replied
    People need d&d to stay. The combos I am faced against are the fallen vambreal combo, broom/vortigern combo and spirits of slaughter with ice overlord. The only 3 players I ever get to fight in the arena have these 3 combos.

    Leave a comment:


  • Nakula1984
    replied
    Originally posted by _Gambit_ View Post
    Fatality is right, and those combos you say that can be active for 2 or 3 times are well described in the combo description, but there are a couple of combos that don't have any information about how many times they work for. Such as:
    Death and Decay -> Chance to Instantly kill the enemy team
    The Pure Knights -> Chance to prevent 100% Damage
    Snow & Ice/Snow Partners -> Freeze enemy team
    As you can see, all of the combos mentioned above can activate multiple times without being specified in the description (and there are more of them, mainly new combos; there are some old combos with similar format, but it wasn't needed before since they only activated ONCE, as Fatality said), as a point of reference I'll show below a combo which can activate multiple times but is specified in the description since it's a new combo.
    Vinebound -> 15% Chance to Stun enemy team. Limit: Twice per battle
    So, It might be a visual glitch (description not showing it activates multiple times but It should) or a combo glitch (combo effect not working as intended, working less, more or different than described), either way it need to be fixed. I don't know why is it that hard for the developers to display the combos' description propperly, maybe they're just plain lazy, since it would not take much of their time to do so.
    he's right about what? that active combo should one time use only? his assumption about active combo is wrong in the first place. that is not the meaning of active combo. active combo is combo which activated in certain condition or need a proc to be active. just because every active combo he used to know were active one time only, doesnt mean all of them should be like that.

    my point is, this combo need an answer, is it bugged or not? then if its bug, they must fix it, but if it isnt bug, I dont think its OP combo who need get nerf.

    and, I do agree about kabam must give clear description about the combo. so there is no such thread like this anymore.

    Leave a comment:


  • missdemeanor1
    replied
    Ummm no. If it becomes limited then the cards need to be redone overall stats are week. It is the procs alone that make it a good combo. HP/ATT are to low for 6* cards.

    Leave a comment:


  • mozote420
    replied
    in my opinion it shold be limited to once per battle. its just too strong. two mediocre tanks and d&d can make the best team loose. it is indeed op. there are strategies and ways around it sure but it lessens the value of the best teams

    a gm response would be nice. when leader card proced every time people developed strategies. later gms changed the rules. so it would be nice to know if this will be changed or not. his are the kinds of threads that need a gm response not where to get the background pictures lol

    Leave a comment:


  • DarkKnight 13
    replied
    I use this combo to kamikaze the arena.

    Leave a comment:


  • Mix Thorngall
    replied
    Instakills are still great for "defending" (cutting off opponentĀ“s streaks) but fighting in arena with them is like rolling a dice. Specially with tier-1 cards. And I prefer not to mess with D&D back team guys in arena, even with the 4-rez team if I could set it (missing Death/Scarecrow).

    They can give you some wins against stronger opponents, but also some losses against equal or beatable ones.

    Leave a comment:


  • _Gambit_
    replied
    Originally posted by Nakula1984 View Post
    youre telling YOUR assumption about passive and active combo mean. your assumption could be wrong, since there are alot of active combo now which not one time use, but can be 2, or 3 limit, why it cant be unlimited?

    and its not OP, since there is a 4 time revive combo for counter.
    Fatality is right, and those combos you say that can be active for 2 or 3 times are well described in the combo description, but there are a couple of combos that don't have any information about how many times they work for. Such as:
    Death and Decay -> Chance to Instantly kill the enemy team
    The Pure Knights -> Chance to prevent 100% Damage
    Snow & Ice/Snow Partners -> Freeze enemy team
    As you can see, all of the combos mentioned above can activate multiple times without being specified in the description (and there are more of them, mainly new combos; there are some old combos with similar format, but it wasn't needed before since they only activated ONCE, as Fatality said), as a point of reference I'll show below a combo which can activate multiple times but is specified in the description since it's a new combo.
    Vinebound -> 15% Chance to Stun enemy team. Limit: Twice per battle
    So, It might be a visual glitch (description not showing it activates multiple times but It should) or a combo glitch (combo effect not working as intended, working less, more or different than described), either way it need to be fixed. I don't know why is it that hard for the developers to display the combos' description propperly, maybe they're just plain lazy, since it would not take much of their time to do so.

    Leave a comment:


  • Ipath
    replied
    ITs funny to see that some have figured out this combo to counter other op combos and those to ignorant to strategize against it cry to nerf it. For a brief time this combo got me a lot of wins against stronger opponents but guess what? They were intelligent enough to play around with combos that could counter it. I forced a lot of top players to recalculate their strats.

    Leave a comment:


  • missdemeanor1
    replied
    I use that combo as well but with 3 revives and 1 instant kill.

    Leave a comment:


  • Nakula1984
    replied
    Originally posted by Fatality1994 View Post
    I am just telling you what active and passive means, to the best of my knowledge I have seen Pure Knights active only once in battle, but if what you say is true then yes it is bugged as well. Let me tell you something, you can't justify one crime because another crime is not punished. Hope you see my point
    youre telling YOUR assumption about passive and active combo mean. your assumption could be wrong, since there are alot of active combo now which not one time use, but can be 2, or 3 limit, why it cant be unlimited?

    and its not OP, since there is a 4 time revive combo for counter.

    Leave a comment:


  • missdemeanor1
    replied
    Pure Knights has saved my butt in event bosses when I didn't have reflect. It activates a lot.

    Leave a comment:


  • Fatality1994
    replied
    Originally posted by missdemeanor1 View Post
    In that case the "Pure Knights" is bugged as well since it can prevent 100% damage more than once. Kabam has change a lot with the cards over the past few months to give people variety.
    I am just telling you what active and passive means, to the best of my knowledge I have seen Pure Knights active only once in battle, but if what you say is true then yes it is bugged as well. Let me tell you something, you can't justify one crime because another crime is not punished. Hope you see my point

    Leave a comment:


  • Golan 01
    replied
    omg ... not again new complaining ...

    We can here it in new and new posts:
    "I dont haaaave this comboooo ... please neeeeerf it !!! "

    From my point of view everything is ok. Its the combo made from three 6stars ... it should be strong ...

    Leave a comment:

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