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**EDIT 08/19/19:**
> *Originally posted by **[BeardedOrange](/forums/727068/topics/659768?page=11#13214125)**:*
> [Server Push 08/19/19](https://animationthrowdown.zendesk.com/hc/en-us/articles/360032290872)
>
> - The new character Joe Swanson is now available!
> - The Mythic version of Fry is now available!
> - The new skills Burn, Bunker, and Enlarge are now live!
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Hello everyone!
We are happy to bring you details about the new Skills we teased recently in our [Throwdown Roadmap - July 2019](http://www.kongregate.com/forums/727066-general/topics/1844696-official-throwdown-roadmap-july-2019) post. The new Skills which are named **Enlarge**, **Burn**, and **Bunker** are planned to be released soon. They will be introduced into the game with a brand new Legendary Character Card: everyone’s favorite neighbor, Joe Swanson!
Over time, we will be adding these new skills to new combos for existing characters as well.
### How will these new skills work? Take a look:
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**ENLARGE** - When played or comboed, permanently gains {x} maximum health for each enemy card.

Just like Recover, the health increase increases current health as well, and the increase carries over when the card is comboed. This happens only once, when the card is played or, if it is a combo card, when the combo is formed. A non-comboed card with Enlarge will not Enlarge a second time if a combo is played onto it.
***For example:***
*I play a card with 30 Health and Enlarge 5.
My opponent currently has three cards: a combo, a power card, and a character on the board.
My card Enlarges for 15 Health (3 x 5) and goes to 45 Health.
The opponent’s turn, they play a fourth card and my card takes 10 damage.
Back on my turn, I play a combo with 50 Health onto the card.
This combo gains the Enlarge 15 and starts at 55 Health (50 + 15 - 10).
Its maximum Health would be 65 so it could be Healed.*
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**BURN** - Deals {x} damage to an enemy with the most health, then permanently increases damage dealt to them by Burn by {x}. Does not stack.

Burn always targets the enemy card with the highest current health. Once a card has been Burned once, further Burns deal extra damage to it. Being Burned does not increase damage taken from attacks or other skills. Like Gas, the extra damage does not stack, but is replaced by higher value Burns.
***For example:***
*A card is hit by Burn 4. It takes 4 damage. Future Burns are increased by 4.
It is then hit by Burn 2. It takes 6 damage (2 + 4). Future Burns are still only increased by 4.
It is then hit by Burn 6. It takes 10 damage (6 + 4). Future Burns are now increased by 6.
If it was finally hit by Burn 2 again, it would take 8 damage (2 + 6).*
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**BUNKER** - Prevents {x} damage each turn.

Bunker blocks damage from both attacks and skills like Punch and Bomb. It works right away as soon as the card is placed, just like Sturdy. It does not block damage from Gas once Gas has been applied. Jab reduces the effect of Bunker for the rest of the turn. ***EDIT: Bunker values refresh at the start of each turn.***
***For example:***
*A card with Bunker 10 is hit by Punch 2. It takes no damage, and there are 8 points of Bunker remaining.
Then it is hit by an attack for 5 by a card with Jab 4. It takes 1 damage and has no Bunker left.
Then it is hit by a Punch 4 and takes the full 4 damage.*
___
Feel free to share any feedback or questions you may have about Enlarge, Burn, or Bunker in this thread below.
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So your bunker will eventually run out?
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> *Originally posted by **[BeardedOrange](/forums/727066/topics/1852433?page=1#13207944)**:*
>
> **BURN** - Deals {x} damage to an enemy with the most health, then permanently increases damage dealt to them by Burn by {x}. Does not stack.
>
> 
>
> Burn always targets the enemy card with the highest current health. Once a card has been Burned once, further Burns deal extra damage to it. Being Burned does not increase damage taken from attacks or other skills. Like Gas, the extra damage does not stack, but is replaced by higher value Burns.
>
> *For example:
>
> *A card is hit by Burn 4. It takes 4 damage. Future Burns are increased by 4.
> It is then hit by Burn 2. It takes 6 damage (2 + 4). Future Burns are still only increased by 4.
> It is then hit by Burn 6. It takes 10 damage (6 + 4). Future Burns are now increased by 6.
> If it was finally hit by Burn 2 again, it would take 8 damage (2 + 6).*
To clarify, since Burn targets current HP, Burn can target every single card on the field?
There are two cards, Card A with 51 HP & Card B with 50 HP. You play a card with 5 Burn and it targets Card A and burns it for 5 damage so it only has 46 HP. On the next turn, does the Burn then target Card B and burn it for 5 HP damage?
Also, does anything prevent Burn damage? Like how Bodyguard prevents Gas damage?
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> *Originally posted by **[nikkiandshawn](/forums/727066/topics/1852433?page=1#13207951)**:*
> So your bunker will eventually run out?
Yes, it will. The value refreshes at the start of your next turn.
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> *Originally posted by **[mfruity](/forums/727066/topics/1852433?page=1#13207956)**:*
>
> To clarify, since Burn targets current HP, Burn can target every single card on the field?
>
> There are two cards, Card A with 51 HP & Card B with 50 HP. You play a card with 5 Burn and it targets Card A and burns it for 5 damage so it only has 46 HP. On the next turn, does the Burn then target Card B and burn it for 5 HP damage?
Yes, it can target any card on the field and your example is accurate.
>
> Also, does anything prevent Burn damage? Like how Bodyguard prevents Gas damage?
>
Burn can be blocked by Shield and Bodyguard.
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> *Originally posted by **[BeardedOrange](/forums/727066/topics/1852433?page=1#13207975)**:*
> >
> > Also, does anything prevent Burn damage? Like how Bodyguard prevents Gas damage?
> >
>
> Burn can be blocked by Shield and Bodyguard.
Is that initial damage only or on-going per-turn damage? Or both?
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Bunker seems helpful for swole
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BGE effects are applied to base health. Does enlarge add to base health for this calculation just like recover/boost?
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I like that we are getting new characters, and like that they added Joe, but BB is the show most in need of new characters, being down 1 due to Mort and his entire 5 combos
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These skills sound overly complicated ugh
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> *Originally posted by **[mfruity](/forums/727066/topics/1852433?page=1#13207976)**:*
> > *Originally posted by **[BeardedOrange](/forums/727066/topics/1852433?page=1#13207975)**:*
> > >
> > > Also, does anything prevent Burn damage? Like how Bodyguard prevents Gas damage?
> > >
> >
> > Burn can be blocked by Shield and Bodyguard.
>
> Is that initial damage only or on-going per-turn damage? Or both?
Sorry for not clarifying more. Burn will still be applied to the card even if all Burn damage is blocked. Burn does not do "per-turn" damage and only makes future Burns on that card do more damage.
Along with Bodyguard and Shield, Burn damage can also be blocked by Bunker.
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> *Originally posted by **[KenG205](/forums/727066/topics/1852433?page=1#13207991)**:*
> For burn, what happens if the opponent has 2 cards with the same amount of health?
If 2 or more cards have the same amount of health then Burn would be applied randomly to one of those cards.
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i'm all in with new character cards or item cards... but these new skills are overly complicated, i play this game to enjoy and have a fun time not to feel like im doing math homework! In my opinion, the current skills should have been fixed instead of making new skills that will probably glitch just as well.
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> *Originally posted by **[mkesaber](/forums/727066/topics/1852433?page=1#13208063)**:*
> These skills sound overly complicated ugh
I agree:
> *Originally posted by **[BeardedOrange](/forums/727066/topics/1852433?page=1#13207944)**:*
> **ENLARGE** - When played or comboed, permanently gains {x} maximum health for each enemy card.
> *My card Enlarges for 15 Health (3 x 5) and goes to 45 Health.
> The opponent’s turn, they play a fourth card and my card takes 10 damage.
> Back on my turn, I play a combo with 50 Health onto the card.
> This combo gains the Enlarge 15 and starts at 55 Health (50 + 15 - 10).
> Its maximum Health would be 65 so it could be Healed.*
Why wouldn't it add 20 since there are now 4 cards at the time of combo? Or are you saying that if cards are destroyed or added in between, do we now have to track which ones were added or subtracted between placement and when it is ultimately comboed? I hope this is somehow displayed. Also, as it was never answered in the previous thread regarding how combos that are damaged should show for health, is this the official way combo damage is supposed to update including for swole, BGE, siege and clash or when any other multipliers apply?
> **BURN** - Deals {x} damage to an enemy with the most health, then permanently increases damage dealt to them by Burn by {x}. Does not stack.
> *A card is hit by Burn 4. It takes 4 damage. Future Burns are increased by 4.
> It is then hit by Burn 2. It takes 6 damage (2 + 4). Future Burns are still only increased by 4.
> It is then hit by Burn 6. It takes 10 damage (6 + 4). Future Burns are now increased by 6.*
Why is it 10 damage and not 12? We have to now track the initial or max burn value? I hope this is somehow displayed. And if burn does not do per turn damage, it seems more like a targetted version of punch. If a card does not get burned again, it will not take any damage during the turn, or will it get the burn value applied? Maybe you mean "base burn damage is set at" instead of "increased by"?
> **BUNKER** - Prevents {x} damage each turn.
I hope this is somehow displayed so totals with shield and even bodyguard are obvious without having to click on the card.
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I'd ask why are you guys doing this but the answer is always money. Not only are new skills going to be sloppy but lame. And my favorite neighbor is Kahn, Dale, Bill, Boomhaur
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> *Originally posted by **[BeardedOrange](/forums/727066/topics/1852433?page=1#13208077)**:*
> Sorry for not clarifying more. Burn will still be applied to the card even if all Burn damage is blocked. Burn does not do "per-turn" damage and only makes future Burns on that card do more damage.
>
> Along with Bodyguard and Shield, Burn damage can also be blocked by Bunker.
Thanks for clarifying! I was thinking that Burn was like Gas but it's more like a Crazed Smart-Punch?
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Feedback: Enlarge works well enough I suppose. I really feel like playing it once and getting a health boost would have been enough but whatevs if there is a second wave of health bonus that’s straightforward enough
Vault sounds simple enough, like a hybrid sturdy-bodyguard, still not sure why we needed a new skill that is overpowered compared to its two predecessors. Does it block payback too? Or just bomb + punch + direct attacks
Burn is a hot mess. It’s going to be impossible to keep track of. Does vault protect against burn?
I like and play and spend money on AT because it’s addictive and most importantly something simple enough that I can play on my phone while on the go or doing other things (eg at work, on a phone call, on the train), and progress through rumble, siege, SWOLE, etc all feel rewarding. This feels like change for the sake of change and makes me feel less inclined to play and pay money because this feels like an ongoing trend to a direction that takes away what I enjoy most about AT
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About Burn. So how do we suppose to know which Burn value is currently applied on the card in case several different Burn cards were used? For ex, those cards are dead. Do I need to remember which of the values was the highest? I hope it will be displayed. Also - there are only 3 spaces for effects to be displayed on a single card during the battle when you tap them (for ex, cripple, motivation, crazed, cheer, gas, etc). Please, make more, because often card has multiple effects applied and that's where the max burn effect should be shown. Considering Bunker - so basically it's a shield but applied on itself immediately when played ( can be called autoshield). Am I right? Because the work you described is similar to shield. So it also should prevent payback damage. And if other card gives regular shield to the card with bunker. Does it stack? If not, is it shield that goes away after damage first or is it bunker? Please, confirm
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Yeah, devs really need to clarify the order of protection calculation/reduction with regular attacks (sturdy, shield, bunker) and skills (bodyguard, shield, bunker). I suppose the infinite ones should be applied first (sturdy, bodyguard) and then reduce the shield and bunker, but in what order idk. If bunker=autoshield then no difference, else please clarify differences and actual order.
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How about addressing the useless powercard pool or giving us more ways to get XP, the legendary card pool is too big too. What about some defensive stats too, it would nice to see how decks do if we put in the effort of making such a deck. Why are ye always adding stuff to a already broken game riddled with bugs? I don’t care much for these new skills, every update brings more problems.
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I'm stuck somewhere between "we appreciate updates" and "we really don't want skills that are complicated for no reason"
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