1. #1

    Fix the damn Memberberries!!!

    Even if they just do what they are supposed to do, the Memberberries are totally OP. And let nobody tell me you can counter them. Sometimes you can by letting a character run over them, but often this is perfectly blockable. And then I have very often seen them spawn 20 energy and more on characters. It's just game over at that point.

    But to make matters worse, I have seen Memberberries spawn more Memberries even making it so my opponent has 2 of them on the field at the same time.

    Please fix them.
    - At least give them a health bar so they can be countered with a lightning bolt, Incan Craig, ranged units, Unholy Combustion, ... .
    - Put a cap on the cummulative ammount of energy from the spawned units.
    - Make it so that if they spanw a Pope or Call Girl no additional characters are spawned.
    - And obviously fix the bug where they spawn copies of themselves
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  2. #2
    Just had it again. I was winning, already took a bar and still had some guys on the field with energy to spare. He drops a Memberberry. I, desperately and unsuccesfully off course, try to run over it with an assassin. The Memberberry splits into 2 Memberberries and a few seconds later I'm facing an army worth 20 energy. Game over obviously!

    FIX THIS!!!
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  3. #3
    TAMISH2-ZN's Avatar Member
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    well its also strategic play... if you see him drop a member berry, don't play any cards; he would have wasted the card entirely.

    I never use the berries, just try to counter... I totally agree that they should be destroyed by lightning or UC or some spell at least.

    However; if you want to apply that scaling down nerf to berries; there's another card that has been OP since the game started and NOONE will ever complain because everyone uses him...

    hint... he's literally on your screen right now... and no it's not Stan.
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  4. #4
    Originally Posted by TAMISH2-ZN Go to original post
    well its also strategic play... if you see him drop a member berry, don't play any cards; he would have wasted the card entirely.
    I'm not an idiot. Offcourse I don't try to feed it by playing extra cards. But they are always played when I already have characters on the field. I'm making a push with 3-4 characters, they play MB about halfway between the middle line and the NK, but not in front of the NK, so my characters walk past it on their way to his NK. And when I play a new character to try to activate the MB so he only gets 1 character instead of 3, he just has to block that one for a couple of secconds (or kill it). Fighters and tanks are too slow to reach the MB in time, assassins are too weak and ranged units won't even walk that far towards the NK.
    Oh yeah, and thit I mention the bug where the MB duplicates
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  5. #5
    Originally Posted by Hanmann Go to original post
    Oh yeah, and thit I mention the bug where the MB duplicates
    You do understand that this is not a bug, but the way that the card is designed, yes? "In 15 seconds, spreads to 3 closest enemies in range." This means that if you have several of your characters going through the MB zone/ring, but the MB hasn't been tripped, it will make up to 3 copies that jump to your characters in the zone (essentially relocating the initial MB), causing all of them to trip like a mine and summon the opponent's allies.

    I have also seen opponents plop a MB *behind* their NK, so that there's no way my push can get to it, the timer counts down, my characters are in the yellow zone, and then the MB replicates to 3 of them effectively stopping my push.
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  6. #6
    Originally Posted by profhall Go to original post
    You do understand that this is not a bug, but the way that the card is designed, yes? "In 15 seconds, spreads to 3 closest enemies in range." This means that if you have several of your characters going through the MB zone/ring, but the MB hasn't been tripped, it will make up to 3 copies that jump to your characters in the zone (essentially relocating the initial MB), causing all of them to trip like a mine and summon the opponent's allies.
    Hmm, I must admit that I did not see it this way, but I think you are correct. The problem/bug I still see is that when it spreads to an enemy in range, the copy doesn't get squashed right away and can split again.
    In any case, it's a sick card that can totally suck the fun out of any match, more than any other card can. It also doen't have to be levelled, because nobody plays it for the damage it does, but for the spawn effect.
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  7. #7
    I usually just close out and restart when I get an unfortunate memberberries spawn from someone. It's a tricky card, and I definitely feel it's broken, but I'm not entirely sure how to go about fixing it. One thing I'd love to see changed is the range from which your cards can trigger it. Specifically the initial trigger radius bigger. I've definitely quit more than a couple times because even though the animation of my unit looked like it walked right on top of the memberberry, it didn't trigger, and then spread. Perhaps they could give it a little aggro pull like Mary Jane Randy's plants? Or just make it to where a unit will engage it/walk over it instead of walking right past it? Either of those small tweaks would make it much easier to deal with, in my opinion, and at least make it feel slightly less overpowered while still offering a huge reward when used and defended correctly.
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  8. #8
    And another thing. Is it designed to always spawn the most expensive character or something? Last 3 Memberberries, all of them spawned a Manbearpig! And this happens all the time.

    FIX IT, FIX IT, FIX IT !!!
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  9. #9
    Another suggestion: Have the level of the Memberry determine the level of the spawned cards

    For example:
    Lv1 MB: Commons are spawned at lvl3, rares lv2, epics lv1 and no legendaries
    Lv2 MB: Commons lv4, rare lv3, epic lv2, legendary lv1
    Lv3 MB: Commons lv5, rare lv4, epic lv3, legendary lv2
    Lv4 MB: Commons lv6, rare lv5, epic lv4, legendary lv3
    Lv5 MB: Commons lv7, rare lv6, epic lv5, legendary lv4
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  10. #10
    Well, RedLynx went on vacation and left this and many other issues unaddressed, so perhaps in 2022 some things will get fixed. Given all of the problems that Ubisoft is experiencing internally, I suspect their ability to oversee their developers is detrimentally impacted and RL is operating with reduced oversight.
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