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Lans

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Posts posted by Lans

  1. Hey, welcome to forums! 🙂

     

    Here is something to cover Nature T1 but could also serve as an alternative: 

     

     

    Yeah, out of the box that got Shadow in it but I feel core of deck is :natureorb::frostorb::neutralorb::neutralorb: (Lost Horror G is quite nice but if you absolutely don't want Shadow then Swamp Drakes by itself, unit wise, with support of Stone Shell G + Equilibrium G does the job too). Personally, I found Offering to be super helpful when I was starting out and for rPvE 9, I would recommend working in a Furnace of Flesh for the rare occasions where no one else has Shrine of War (replacing Nercoblaster is my 1st choice if it is for rPvE).

    I have done :natureorb::frostorb::fireorb::fireorb: variant for "fun" (Shrine of War at T3 and Bloodthirst and Cluster Explosion at T4) so I think that can easily progress towards what Volin said above but you have a lot of choices really.

     

    and1d likes this
  2. Great work and I surely am pleased with the Stonekin love!

     

    On 2/2/2023 at 2:27 AM, Hrdina_Imperia said:

    The Stonekin plans are really interesting, and I love the idea to build their identity around buildings. Stonekin WBG when? 🤑

     

    I wouldn't mind it but hard to imagine a Stonekin WBG fitting in. What do you mean by it? Then again I was suggesting a T4 flying unit...

  3. Hi, welcome to forums! 🙂

    5 hours ago, narsegan said:

    I played this map for the first time, and on expert as well as solo, and personally I would say a big problem with this map is the instant fail in the form of the final objective, it's essentially a cheap death, which would happen on all difficulties.

    In many ways I agree with what you said and would not mind more hint of the massive wave that comes after but I do want to provide this counter point:

    Map starts with Moon stating that you need power of the 4 nodes to begin ritual to destroy the shard and based on other maps, I think is reason players should expect map won't end for at least another couple minutes after taking the 4 nodes for the said ritual.

     

    I do feel the quests for activating and holding nodes aren't the best are hinting how massive the end waves are.

     

    I do also feel that if you were doing the map with 2 players as intended then it shouldn't be as much a shell shock.

     

    Finally, while I am at it, I usually do this map solo with lots of buildings at choke points so it takes me a very long time. One problem I seen with this approach is when the massive waves at the end comes (or dies trying to get close to shard), the game grinds to a halt for a few minutes probably because large waves at many spawn point are being killed simultaneously and triggers loops of respawn?

     

  4. On 1/24/2023 at 6:16 PM, WindHunter said:

    What do you think of the new achievements? Which ones are fun and exciting? Which ones are frustrating and boring? Do you like the shift to cosmetic rewards instead of gameplay rewards like boosters and gold?

    I like the mix/range of options/rewards achievements gives now. I replayed Siege of Hope way more times than I would had to get Shield Texture with "No Human Left Behind" because doing maps with extra conditions (beside time) is up my alley and achievement/events would be the motivation.

    WindHunter and Xamos like this
  5. Finally gave this a few tries and I'm like taking 2x time of #1 rank... Of course I am like doing it with barely a few second when 2nd wagon safely makes it. I knew I would have to be faster but fastest time right now is getting close to when first wagon made it. No way I am getting any where close to that but I'll try to do better!

     

    Not too hard but interesting twist! Thanks! 🙂

    Ultralord and Majora like this
  6. On 11/9/2022 at 3:36 PM, Kapo said:

    Even if you are able to play out a spell mentioned on Tier 2/Tier 3 earlier, you are only allowed to cast it once your orb has been built.

    So if one was to go all Shadow/Frost/Fire/Nature for the 3 different card choices/tiers, one would be able to play Tier 2 spell at T1? Does the above mean that we are only allowed to play Tier 2 spell after we cleared the respective camp and build 2nd orb and likewise build 3rd orb for Tier 3 spell?

     

    I think that seems to be the intent but confusing to me since you have your starting orb.

  7. I would consider myself as one of the "nostalgia players". Now, while I saw early news of SR, I wasn't keeping tabs on it so I only joined earlier this year (I guess I am now getting closer to almost 1 year mark of joining). So at least of the balance changes that I have seen, I thought SR team was very mindful of PvE impact even as they made changes for PvP. I don't think it makes sense to do it any other way and feels to me, some just don't want any change.

     

    So how many unique players for PvE vs PvP and how many players actually play both? Just wondering if there is only a handful of PvE players playing a lot of games as opposed to many PvP players playing a few games. Probably not but I do think the presented data is a bit lacking.

     

    I assume to play some original version of game, it'll require both separate older game client as well as a separate server. If it is mostly just a minimum one time human cost (dev resource)  to set it all up then I think it would be nice also (assuming server resource is small enough to manage). Actually, I am wondering if a added bonus would be being able to view old replays (if anyone has them around and/or can dig it up in the interwebs somehow). 

  8. 6 hours ago, wanky said:

    i do not think power costs matters on this card ^^

     

    Power cost is just one factor but it totally matters... I don't know if it is possible but if hypothetically Enlightenment costed 0 power? Even if I don't PvP, I can see how completely broken it would be in PvP and PvE... Because you essentially you have access to any (T4 but could be lower tier) card at T3 and pretty much almost any orb beyond 3rd orb is just "throwing away power" (the only disadvantage in this scenario would be the few sec of delay from casting Enlightenment first then the card you really want to play as opposed to meeting the orb requirements and casting what you really want directly).

    I do think it causes nightmares for people trying to do balancing but as a player, I would think I am not alone in fantasizing about having the absolute best deck and/or mixing cards that would otherwise can not be mixed. For my casual usage and probably below average skills, I think the increased power is about right to make players have to accumulate about the amount of power to play first T4 card and in most cases, a single T4 card with T3 cards is better than just T3 but don't pose a huge advantage. Your 2nd and additional uses will result in lost power and with 4 charges, that is still about 2 min setup (30s cooldown then it becomes >= 125s once your are out-of-charge). Is a tough act (to allow longer time players to mix it up etc) and balancing but overall, I think SR team is doing a pretty good job and revisiting things if needed.

     

    Majora likes this
  9. I gave this a shot and I must agree it is easier and more forgiving than original (although I still took my time not know what exactly to expect).

     

    So I accidentally let Rogan get drawn out and went attacking camp at 3rd orb all by himself before when I was planning to. I think I might had been in deep trouble or at least would had suffered lot heavier lost on original version but things went a lot better than I expected. Like original, the only "tricky" part is keeping Rogan from attacking one thing to next until he is completely surrounded (I think it just means don't engage too early/make sure you have decent amount of "fire power" and since this event is not time based, there isn't any pressure to rush)... After that you can take as long as you like (or at least until power wells run dry which at that point is not productive to wait much longer).

     

    Majora and Kapo like this
  10. On 10/25/2022 at 5:22 AM, Chakratos said:

    But before deciding if i want to Stay at Nature, Frost, Void, Void i wanted to ask if 4k BFP would be enough for a more significant upgrade or maybe something else thats even easier to play on rPVE9? (Especially T1-T2)

    Depending on what you want... 4k BFP can mean a whole lot or not very much but if you aren't even sure where you are going, you probably shouldn't spend too much of it (for example: what if spend a decent chunk/all of it then you decide you want to play something else and you can no longer even play those card(s) out?).

     

    T1 Nature is slower than other starts and I think issue is Windweavers just costs more power and they aren't good 1:1 (they shine in big fights with their multi-shot ability) but still T1 Nature has no problem completing rPvE 9 at least. I think T1 Nature is pretty "easy" for rPvE 9... (probably the "easiest and surest" at slightly slower start).  I have been trying T1 Fire lately and it definitely can be faster but for me at least, it isn't "easier" because I can sometimes accidentally get overrun by T3/T4 camps being too near T2/T3 orb (where as with T1 Nature or T1 Frost with more units, I have a lot easier time dealing with it). Maybe is just I lack the skill/knowledge for T1 Fire for all situations. At the end of the day, I think you want to stick to a start/deck that fits you and get good enough at it first.

     

    I think just massing Swamp Drakes with Stone Shell G and Equilibrium G works well enough for T3 (this is where a little rPvE knowledge would help: destroy spawn building first and then run if needed -- there might be 2 per camp but only 1 of the building actually causes respawn). Massing Lost Horror G is probably stronger and has ground presence for other spells but less mobility. I ran Lost Horror G for a while because for a long time when I just start playing, I ran Offering G + Offering B + Furnace of Flesh to compensate for lack of charges plus it was decent enough void return.

     

    Now depending on the cards you are thinking about, 4k BFP could be barely enough for 2 copies (at least I think the most expensive non-promo card is 3k BFP or less) but even if they are less expensive cards, if they are units you want to move away from Shadow/Offering then you might need to get extra copies for charges. In most cases 4k BFP will get you pretty far if you spend it wisely but is probably better to figure what you want to do first and improving yourself (skill and/or knowledge) helps with everything so don't be in too much a rush to spend your BFP (I mean you get free BFP everyday so if you play enough, eventually you'll have enough BFP to hit the wall of "better cards" solving the problem).

     

     

  11. 12 hours ago, Chakratos said:

    Newby here, I really like this deck!
    Got lucky and draw an Fallen Skyelf Promo and now are sitting on 3k BFP

    Any recommendations if im willing to spend that much? Just go by the recommendet alternatives or would there be some more significant changes?
    Most of my problems are in T1, once i get some razorbacks going its more or less smooth sailings if the map is not too hard. But im only feeling really safe at T3 with Lost Horror

    I already added Shamans to T1, to help survive and that helped a bit. (Also added LSS for more T4 AOE)

    Would be glad for any recommendations!

    I agree with the reply from more experienced players than myself on that void return is important and it was covered. You may be able to get by without it for cPvE (campaign PvE) but for higher difficulty rPvE which has a hard time limit, you probably want something (unless you are going to depend on luck that other players will bring a Shrine of War, which does often happen to me but not always).

     

    First of all, I'll say I no idea if you plan on sticking to :natureorb::frostorb::shadoworb::neutralorb: order or what you plan for 4th orb.

     

    At this point of the game, I went with Furnace of Flesh without Cultist Master. And now you have option of Sunken Temple so you are still free to decide your 4th orb however you like (is probably not best option but I think is ok/better than nothing).  The downside of Cultist Master is it requires 2 Shadow orbs so it'll lock you to :natureorb::frostorb::shadoworb::shadoworb: but on plus side it should cost a tad less than Shrine of War in terms of :bf: and there is a lot of good spells for double Shadow orbs and is pretty common to run Resource Booster for rPvE.

     

    Alot of it depends on your preference/play style. I finally gotten a little used to running with out Shaman and having Windweavers + Surge of Light + Ensnaring Roots which allows me to go for hit and run with Skyfire Drake with :natureorb::fireorb: (just example of how quickly Shaman/T1 units can get become useless where as Surge of Light/spells in general can keep going -- especially since Surge of Light is Arcane spell which require no ground presence) or just keeping Surge of Light as "emergency heal" (Razorshard G does a good job at healing but if I get overrun/tried to take on a little too much, Surge of Light for a burst of healing is nicer) or just to be able to help team mate(s).

     

    Shrine of Memory itself seems pretty decent now but I feel problem for double Nature orbs doesn't seem to offer much short of Enlightenment.

    Volin and Metagross31 like this
  12. 1 hour ago, Octochicken said:

    Battle of Tactics 2:

    9 minutes of a tightly choreographed dance followed by 2 minutes of utter chaos.

    Is taking me way longer than that (as usual, that is why I am stick to my in game avatar of Construct). Looking forward to seeing how others manage it to do it crazy fast and flawless (or a lot better) execution (than me). Sounds like you might be in contention for that. Good luck!

     

    Hmm... I might want to get my entry before I forget because there isn't much time left.

    Metagross31 and Octochicken like this
  13. Nice deck!

     

    I have been toying with Shadow T1 and I know for sure the problem is in the player (me).  That aside, I stopped using Green Peace for a while partly to experiment with other decks and partly due to not working well with team mates. Maybe is because my double Gemeyes (with Ice Barrier and Home Soil) doesn't have the same damage output or could well be I am not placing/timing them correctly? Got any tips on Green Peace usage for 2p or 4p rPvE?

     

     

  14. Yeah, glad is just new card/driver not knowing is pushing pixels/frames way faster than is needed. As far as I know, actual HW for older features do end up on chopping block but the idea is to emulate it (by driver translation or what not) because newer HW is that much faster and that gives flexibility to change/hopefully improve HW architecture (best case is emulation is X% slower but newer HW is Y% faster and X <= Y). However if a feature does end up on CPU... depending on resolution that could easily tax CPU (e.g. ~124 million pixels/sec at 1080p 60fps).

    Although as said, I don't think there is much we could do if things do accidentally (best case) break in a driver release or two...

     

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