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Lans

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Everything posted by Lans

  1. I definitely agree you don't need Juice Tank for any map but I also think there is no doubt it reduces the difficulty of a lot of maps where you can defend/accumulate power a little longer and win by power advantage. Maybe people (especially players like myself who been playing game for a while now but is by no means an "expert", actually I consider myself a noob on many aspects of the game) should "up our game" and learn to play game without Juice Tank! 🙂 Although on other hand, I think is "viable" on a lot of maps because even all time top 10 rankings aren't that much faster than 20min mark. Another thing is if I look at Bad Harvest with sub 2min times, while I think that is cool and amazing achievement (that I probably can't replicate myself personally), I also just want to play a "decent/fun game" and that is not my cup of tea. So ultimately, while no map "requires" Juice Tank, most maps in fact are long enough for it to have some positive impact for the average players. Scanning through the all time rankings, these are the only maps where I found the 1st rank is above the 20m mark (and most of them aren't even that much above 20min): Blight (4p map solo) - 24m 55.9s (starts with 3 wells at 600) Siege of Hope - 21m 56.2s (starts with 2 wells at 600) Nightmare's End (2p map solo) - 20m 48.1s (starts with 3 wells at 1200) PS: I think is totally pointless for this map with power wells near ritualist being 900 and you got plenty of other power wells on map. Defending Hope - 20m 35.5s (starts with 4 wells at 600) 1.) For Blight you are racing against the waves AND you got plenty of extra wells on map that it probably doesn't make sense to use Juice Tank. 2.) For Siege of Hope, you got plenty of power wells on map and you probably want to rush to them due map objectives anyway. 3.) For Nightmare's End, you definitely don't need Juice Tank but from my sub-optimal attempts solo-ing, it helps (I recall reading this is one of the longer map on average); you might to Juice Tank later power wells instead. 4.) For Defending Hope, you got plenty of power wells so you also don't need Juice Tank. For me personally, I am not crazy for rankings/having the absolute best run times and think a couple mins slower for safety margins is what is "fun" for me. I can always destroy my Juice Tank(s) after a couple mins (after 2mins, 600 power wells will deplete in 21mins instead of 20 so by 21min mark, I got extra 25 power to work with accounting for void power lost of destroying Juice Tank, 55 extra power if I covered 2 wells, etc). I definitely used Juice Tank way more often in the old BF days (speaking of which, I think the SR team has increase starting power wells on a number of maps). I guess a short way of putting it is Juice Tank is like training wheels of sorts.
  2. Congrats and looking forward to future events! 🙂
  3. Certainly a number of KserSke's video I found on youtube has helped me do a number of maps so thanks! Totally worth it just to see face of the one doing all those videos! 🙂 I think Frontier Keep B + Ice Breaker is nicer for solo (since it lasts 15s, I pretty activate it as I am engaging) but definitely can see Frontier Keep R + Ice Barrier better for multiplayer due to frozen enemies taking full damage (and the 50% can be replaced by Home Soil which is better for bosses/enemies that can not be frozen any how). I also use Juice Tanks often as a "fail safe" and I'll cop to having tried Juice Tanks for rPvE but have learned that is counterproductive since. I guess one well placed Juice Tank is all you should need though (covering 3+ power wells) and that only sets you back less than 2 mins in term of power. Yeah maybe E tier.
  4. So there is a tool to count actions for us! I was totally dreading this event until I read that so I wanted to highlight that. 🙂
  5. I definitely think timing of when to use Wheel of Gift is important (as OP and probably repeated already but an oversimplified way of putting it is 0*20% = 0, if you have no no army all the gifts are useless). I think (external) defense buffs stacked? At least it seems to stack with Wintertide for me in forge? Another thing to consider is it sets a floor of 20% attack and defense buff which is quite nice when used properly (probably not as a big deal since people should be generally keeping the active buffs and the down window isn't all that big if any). There is generally a lot of free floating power by end of rPvE maps and I think for 2P/4P, if people worked/communicated a little, is quite possible to fit these extra stuff in. I haven't been able to fit in a Healing Garden with my solo deck but guessing constant ~6% (3%*2.1) over 4 seconds (or ~1.5% regen/sec) seems like it would be pretty decent. Sorry, I have been trying exactly that recently and it is lackluster but my reason for that is I am trying to stick to T3 spells (so I do have Equilibrium as well) due to orb switching with Amii Monument and Offering (to recharge Enlightenment and other T3 spells, I don't have max charge on Enlightenment yet). Definitely slow and only reason why I have been playing Wheel of Gift relatively early is wanting to orb switch to 2 Shadow orbs... not the most optimal deck but somethings you just need to experience it to learn... 😛 I did abuse Wheel of Gift bug back in BF days and it was "fun" for a bit but wore off quickly for me (way too slooooow and boring for how I did it).
  6. I don't think it make sense to compare an Enlightenment deck to other decks because that is simply too broken for everything but be at the power level. It takes a while but Offering + Enlightenment + other T3 spells (for example Frenetic Assault etc) is viable. All in all, talking about Enlightenment is a distraction and has nothing really to do with pure Nature (except it being a Nature card/spell). Back to pure Nature discussion, the only reason why I went with Nature for 3rd and 4th orb was simply for achievement and I didn't really use anything that really needed more than 2 Nature orbs. I definitely don't feel like Abyssal Warder/Promise of Life or Colossus/Mind Control/Forest Elder (stuff that requires more than 2 Nature orbs that I can remember considering) provides enough additional benefit over going splash (even without having to bring up Enlightenment -- for example just my limited knowledge of other options for dealing with Willzapper: Suppression/Comet/Frenetic Assault/World Breaker Gun/Matter Mastery/Stampede with Juggernaut/Bloodhorn etc and yeah with pure Nature Willzapper was painful and I could mainly just spam units and worst was having to deal with Willzapper on T2 but I suppose I might been able to use Mana Wing in some of those instances looking back).
  7. @Sopwith So I played pure Nature because of Force of Nature / Promo Mana Wing achievement and I am totally confused by what you are saying about Enlightenment. I had avoided Enlightenment for the Convoy cPvE event that we had (I had enough BFP saved up for it for a while already) but that was pretty much the only instance where I felt I "had" to use Enlightenment (it probably could had been done it with a proper 2 player full Nature with one using the charges for heal and other for freeze). The paper "advantage" of having T4 access at T3 appear to be powerful but really you pretty much need the same power as if you had built 4th orb (ok maybe 40 power less). You actually need more power in long run due to 10% void power lost each time. All you said is exactly why I think Enlightenment is like 99% of the time not meant for pure Nature but a mixed color deck.
  8. Not really sure if it is doable in 20 numbers (byte/characters) but easily doable in 40 to 80 (a brute force way is just to have 20 slots of card ids, you can take a few extra bits for upgrade/charges or not). I sometimes use hashes to generate a set (e.g. some decks are really the same just different order).
  9. Thanks! Took me way longer to do it because I tried to get a "self sustaining" defense at the center/temple to not require so much checking (I'm terrible with that) and messed up a few times. The beginning until stable T3 was super helpful and (timing) critical (one failed try I focused too much on defense of temple and was late in going for T3 and a Twilight Dragon came).
  10. Thanks! I always seem to have good luck opening boosters from your events!
  11. Nice event and some pretty neat tricks and plays! 🙂 I'm feel like such a newbie for taking well at 4th orb (at 1 power per 2 second, it would take 3min 33sec to break even...). Anyway, looking forward to next event!
  12. Yeah is too bad replays get broken after some amount of updates/patches... I think you want to take a T1 tower + a T3 unit Kapo listed (e.g. I think Primal Defender + Swamp Drake should work as one of the possible ways to do it). 🙂
  13. Have fun! Last time I didn't know you were away but this time I'll stop pestering you over DM. 😎 I was going to take a break since things I been trying is giving me slightly slower times (that maybe I'm at my personal best) but then got this:
  14. Yeah nice change of pace. Glad somehow the time slot worked out for me and I was able to join event! Thanks for organizing and the sponsors too! 🙂
  15. Geez! We are really being spoiled now! TWO boosters! 🙂 Thanks for all the hard work!
  16. This is probably in many places but sounds like the reason to me? Pretty sure I have tested Northstar stacking myself since I use that in my "for fun" deck and unfortunately +50% is less than +100% so Skyelf Sage's buff wins (no stacking). Core Dredge B does stack because that is an internal buff and there are some other exceptions as well.
  17. Didn't win anything but hey is a general booster code! 🙂
  18. "Prophecy! Prophecy! Prophecy!" I felt it coming ever since last event (actually, I didn't)! "This is proof the oracle has returned!" 🙂 I haven't given event a try but already feeling a little intimidated. Still, definitely going to give it a couple shots if only for (and shot of community mini booster upgrade): This should be fun!
  19. For PvP ranking, was there any discussion/consideration to adopt something similar to PvE rankings (this month, last month, 2 months ago, all time)? And yes, new card looks pretty neat (even though I only play PvE 🙂).
  20. Great altitude there @Kapo! 🙂 I was thinking of tweaking the point system to encourage players to use lower tier cards and/or undervalued/under appreciated cards more. Maybe something like this: 1 point: T1 common 2 points: T2 common/T1 uncommon 3 points: T3 common/T2 uncommon/T1 rare 4 points: T4 common/T3 uncommon/T2 rare/T1 ultra-rare etc And tie breaker would be: lowest points based on tier count (all T1 cards worth 1 point, all T2 cards worth 2 points, etc) then time or random etc. I was also thinking about using AH prices to come up with a point system but that requires more work to publish list at start of event. I would want to follow similar scheme as I described above but maybe expand it out (the really under appreciated T1 commons have lowest point followed by rest of T1 commons, etc). Of course you can have a event/map specific point system (maybe for this event, flyers got assigned higher points or something). Maybe others can chime and refine my idea/offer better scheme! 🙂
  21. For single player events, the weekends is slightly less important for me but I think there would be a much higher chance of me giving 2 card/point try from what I ended at (3 cards/4 points). For multiplayer events, I really only have a couple of hours on weekends to try to find/work with potential partner(s). I do think time of submission is worst just using the usual time (how long a run took) for reasons already said by others. I would prefer to randomly pick if all the laid out tie breakers still end up in dead lock (meaning randomly picking order of winners from all those who had 2 points in this case rather than using time of submission). 🙂 Besides that I don't have any general ideas. Maybe there can be map/event specific restrictions/tie breakers that make sense? Not saying this as criticism as I think still think event was fun and well run but building on top of what other said and in hope of improving things in the future.
  22. No worries! It was a pretty fun event but I didn't get to spend as much time on it. Looking forward to see what others managed! Thanks!
  23. Not really... You need 1 point (a T1 unit or building) to gain control of Mo/ground presence for map. I was wondering if other better/more creative players could pull it off but it always felt pretty hard. It would be more surprising/amazing if someone managed 1 point (I still think 1 card, any rarity T1 card and not just common T1 card is still impossible). Geez, I should had tried a little harder seeing it wasn't that bad for 2 point/cards (could see it but felt it would take too long but even that wasn't true)... Anyways congrats and yeah, definitely liking the non-time change up. 🙂
  24. Yeah I am wondering and waiting for the reveal to know. Yeah I think the 1 point challenge is too harsh/impossible myself. I still don't see it with relaxation to 1 card... We only have to wait another day for event to end then probably some "processing time". to find out...
  25. The video Dutchy posted recently for this map in media section of forum definitely uses deck with over 10 points (so you'll need to do a bit of work yourself) but it finished map without T4. 🙂 I definitely recommend watching that video (or other videos focused on utilizing Mo) as it helped me a lot in doing this event.
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