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Lans

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Everything posted by Lans

  1. Umm... I don't think I am one offering for the additional challenge? 🙂 Maybe down the road and I have hosted an event in the old days but at this point, I don't feel ready for it yet. I wonder if @Bozzah would be willing to entertain one card challenge and the person with the lowest point wins (or number of Banzai Lord [G] won is inversely proportional to number of points, up to 4 to be awarded in total)? 🙂
  2. Seems impossible but also like to see it! 🙂 I think 1 point means a single common T1 unit OR building card (at least I tried T1 spell and it doesn't give you control of Mo, got control of wells and monument). Hard to imagine winning with just Mo and an mono army of common T1 units/buildings but all for incentivizing some really good players to prove me wrong!
  3. Lans

    Video: Mo

    "The White Juggernaut! Never thought of him!" 😉 Nicely done! Maybe one of these days I'll find the courage/nerve to try doing it with Mo after T3 (I have always done it the "safer" route of building a T3/T4 army rather than using Mo).
  4. Surprising no one else replied. I do think the new indefinite setup will make it more appealing / differentiate it from alternatives. It does seem like a rather niche card competing against cards like Northern Keep (won't work on Stone Tempest / Aggressor / Mountaineer), Wintertide, and Home Soil (Infused Backup) but the change shouldn't hurt.
  5. Yeah, that is interesting. As it stands Rageflame R actually synergizes poorly with Core Dredge R (frozen buildings is no exception to the half damage rule). Yeah, I also feel Rageflame sorely needs anti air. I think one of the "selling point" of Stonekin would be access to paralysis (e.g. Ensnaring Roots) and Curse of Oink like Nature does and freeze (e.g. Coldsnap / Frost Shard) for "best of both world". But playing Defending Hope again today, definitely reminds me why I am using Coldsnap instead of Rageflame (nothing new but why wait for T3/Rageflame when it can't freeze the Twilight Creep/Death Gilders and has 5s delay when I can just toss a Coldsnap then Shatter Lance).
  6. I think is wise to take slow and measured approach here and make more changes down the line as needed. Most definitely the lack of anti air very likely what will prevent me from using Rageflame more in future as it is today. I mean if I want to use Stone Warrior B's Blessed Shatter Lance or make most use of Core Dredge B against flyers then I'll be forced to have another freezing source and if something has to go then first is most likely Rageflame. Bringing up Lost Horror, G's triple shot is an "easy" 5610 dp20 (as long as there is 3 targets) and no need to worry about freeze duration and 10s of freeze immunity affecting damage so it seem to synergize better with new Rageflame B (definitely had it in mind when I previously said or even T3). I found it difficult to pay power cost of Stone Warrior's Shatter Lance because of having all power bound in units. In forge, without considering power cost, I can see Stone Warrior B can easily 1 shot a frozen Giant Wyrm and nearly 1 shot frozen Abomination thanks to its XL modifier and Blessed Shatter Lance ability ignoring freeze penalty and high single target damage, 2600 vs 1040 for Gifted Shatter Lance both at U3. Nice thing about Rageflame change is it'll make the two Stonekin units work better together (normal damage will not suffer freeze penalty) but neither could hit flyers so probably won't see too much of that. I feel like for rPvE (only tried a bit of 9), you want a streamlined T3 (or bypass it entirely with Amii Monument or Enlightenment at least is awfully close/easy with ) so I think that is going to be even harder to encourage players to use Rageflame if you need more than 2 T3 units. For me, both Core Dredge and Rageflame is more about nostalgia as well (don't think I managed to get my hands on them before). I feel like the power and sustain can hold up to T4 but you so rarely need that combination or for long (PS: probably not the most power efficient way though since of the times I played them, it wasn't very fast clear time) and for defense, now you also got Frontier Keep also. Maybe not as strong as Ashbone Pyro but a lot more forgiving (although I only dabble a little with Ashbone Pyro and is more from watching others). 🙂
  7. I guess I misread Tainted Takeover (same as now, no orb or power limit but it'll be permanent at cost of constant life lost instead of 20s). That I got no problem with (I would trade the 20s for constant life lost). 🙂 Also I'm all for reasonable limits on stealing structures (Gifted Takeover) or units. I agree with what is said so far about Rageflame but that is NOW because the way I am reading the change, units besides Rageflame B (even without special ability) can deal full damage: And that would be a pretty big thing to me since none of the other freezing sources allow for other damage sources to cause full damage (aside from Core Dredge B and/or with aide of Northstar or other sources with "piercing damage"). I have been working towards a at T3 deck because of Core Dredge B/Northstar but with this, I could possibility go or even / . Yeah, problem is still figuring out how to slot Rageflame B in to deck and maybe is still not enough to make Rageflame B "worth it" but I still think the change will make Rageflame B better. Also, yeah I know Core Dredge doesn't seem to be highly regarded but Core Dredge B is like 5800+ dp20 against frozen units at U3 and that is way high for T3 unit (before +50% from Home Soil/Northstar). I don't mind Stonekin being faction that is heavily unit based and unit based strategies will always be a lot slower than spell based. I think is a good thing people (maybe less advanced players, like myself) have that option.
  8. Sounds like if you did it at difficulty 6 and 22 mins (max time) it'll still be considered better than any time you can achieve at difficulty 5 (even at some outrageously low time). I tried soloing a few times on 2nd position and aggro'ing camp right next to T3 while trying to take T3 is really hard (feels impossible) with T1/T2 units only. 1st position is better/easier and so far I have managed with barely much time left. I think this means there will be some team work to be had even if it is different from the typical team work (with spells). I guess I'll try to look for someone to work with to do a proper run at it this time but game is not very responsive for me today so far...
  9. Lans

    uploading

    Not sure which direction you are asking and this info is in all the event pages I seen (PS although is not very detailed). Main thing is you need to locate "replays" folder and that is typically under (replace with your local <username>): C:\Users\<username>\Documents\BattleForge\replays Usually you can go from "Quick Access" -> "Documents" -> "BattleForge" -> "replays" also (at least that is how it looks like on my PC). To save and send replays you usually want to rename autosave.pmv (the last automatically saved replay, unless you did as @Dallarian said above and saved it manually) as required by event then upload that via direct message to event host or as otherwise instructed. You can do reverse for viewing replay files: download replay and move them to replays folder. Not sure if this is right place to ask this kind of questions but I'll let the forum mods handle that. 🙂 Welcome and have fun!
  10. Yeah, in trying to get some screenshots of when I considered using Matter Mastery P, either/both affinity made it so much easier to take and maintain T4 for this month's 1p rPvE9. I don't think this is true... Tower of Flames and Volcano couldn't be taken over by Matter Mastery G but could with P... Actually since I have been running Gemeye G & P, I haven't used Matter Mastery of either affinity much because I really had to force my Gemeyes to be closer than their attack range to be close enough for the ground presence but I did remember correctly there are things Matter Mastery G can't take over that P could. Still not sure if that includes bosses or not but even if it doesn't, it seems like it should help alot.
  11. The only change I find questionable is Matter Mastery P... I haven't used it much but of the occasional times I used Matter Mastery G, I feel like the permanent take over isn't as useful as it would seem because I always end up not caring what happens to the taken over building. More and more I feel like, for at least PvE, being able to take over things that Matter Mastery G can't -- even for only 20s is a lot more useful (even if "all" it achieved is to let AI destroy the problematic building for me). I don't PvP and I can only guess that being able to at least interrupt Church of Negation (if not more than that) is still pretty big impact (maybe you don't want to allow that for PvP and that is what change would accomplish). Main reason I don't use Deepfang is the problem with Stonekin Critters so glad that will be gone. The other is I been working to build a deck around Northstar... Interesting what Rageflame B change will bring... For Grinder P, would all enemies within 10m of casting deal 75% less damage except bosses? Especially since I see for Grinder R, he would "taunt the empty air versus bosses"... I definitely agree that as-is, there is really little reason to play (for me is nothing but laziness since with just , I already have access to Frontier Keep, Worldbreaker Gun, etc and only thing Deepgorge offers is auto freeze and despite it being able to damage air units, it isn't that useful for that). Grinder's Harmony can still be used but is it really worth it over over damage reduction and a Regrowth (or other healing spells)?
  12. I happened to try this map on expert the other day due to daily quest wanting at least advanced (and I done advanced before that already also due to daily). Double-checking ranks, apparently I managed in ~93mins (~1.5hrs) which feels awfully long but the more amazing thing (to me) is that is in all time top 200 ranks (well, soloing at least); for every other map that shouldn't have been the case. Anyhow, giving the nodes some benefit feels interesting as whenever I did map or of the video/replays I seen, people try to stop short of destroying the shrines (don't talk about defending the nodes). Not sure if it is too much (or too little) but feels like going in direction.
  13. Yeah, couldn't building anything in the beginning and I did a quick check of other areas. Just felt odd to find a small patch but don't think it matters all that much except for consistency.
  14. Makes sense and this shouldn't matter too much but I found a spot where I was still able to build something (screenshot might be for advanced but same thing applies to expert as well, if matters). Is near the last turn before the shrine.
  15. Thought I had a little more time to try to team up with someone but at least I managed to do all 4 colors on advanced. Looking forward to how others did it! I assume this event might be shorter than usual due to Easter and I hope we'll see some Easter Eggs in game! Happy Easter to everyone!
  16. I think mind control mechanics is really powerful but Mind Control the card is not. Going back to why mind control is really powerful: 1. You can get something much powerful than you could otherwise (definitely true for Nightguard and mostly true for Parasite Swarm... I rarely pay attention for Mind Control so I could have missed it but as far as I know, my own T4 units are better in terms of raw stats and definitely synergies). It definitely make sense you can't win by using Mind Control on boss and mostly agree with the limit on "mini boss" targets so that really caps but unfortunately haven't seen any attractive targets outside of those (again would be well due to my lack of trying). 2. Having "free units" (no bound power). With some rough math, comparing when you have like 500 total power, you might normally have that bound in form of around 5 to 6 units but instead of that, you could say steal around 5 better than you could summon units AND have free power to either steal/summon more units OR support them with spells (that is like 200% or greater power effective power). Early T4, you might still have a bit of that dynamics but problem is #1 (no attractive targets) and that transition is fairly short such that it isn't a problem most of the time. Then towards the finish of a map, I typically have so much free power that does it matter if I have 1000+ or 2000+ or "infinite" free power? NO! I think all the proposed changes will make Mind Control a little more useable but totally agree Mind Control isn't all that powerful right now and I don't think that'll change even with the "buffs".
  17. Yeah, half orbs are probably the "proper" way to allow for mixed faction T1 but seems awfully a lot of work and not sure if that is even possible with amount of access SR team has... This could apply to any card and is fairly common in other (card) games but maybe have certain effects/abilities that need certain number of orbs/orb colors (like a T1 having ability that needs )? Even then seems hard to balance (how to make unit not too subpar for T1 and not too OP for T2 etc)...
  18. I totally get that and that is why I said "ideally" (actually should had been there day 1 pre-SR days) and "nice to have".
  19. That's too bad... Ideally all final numbers (not just root network) would be visible somewhere but it definitely would be more of a nice to have. I guess I'm more used games displaying stats with buff/debuffs/etc in effect.
  20. I think it help a lot if there was some indication of what the root support is providing. The linked fire on Treespirit says faster fire rate (which I personally find it harder to measure what is the effect of each additional root support). Others like Spikeroot says more powerful and that isn't too bad to measure in forge. Still would be nice if we could see all that info somewhere instead of players having to measure/calculate it or maybe look it up on web somewhere. Also it would be super nice if say I could click on unit and as it is firing, it says how much root support it was able to draw for that shot (like how we can see the active effects of other things); might be tough to see for super fast fire rates... One thing I used to do (I haven't because I got other upgrade prioritizes nowadays) was take Razorleaf, Root Nexus, and Sylvan Gate and use it for tunnel, heal, and support (this is definitely not a very good way to use power as you got spend like ~1.6x power of Living Tower/wait for T3 but it was just for fun and fitting tons of things into a deck as a noob/toying around with all the power Juice Tank allows you to have). I agree with that part. Do we really need it to be a tunnel? Not really but just look at the card/in game model... I do think overall the new/proposed Sylvan Gate will be more useful than the current.
  21. I don't know if going down the path of loosening leader immunity is correct way to make promo / Grinder more useful as a tank in boss fights... I would much more rather gave it an active ability to buff itself or something and that can work regardless of lead immunity or not. Not sure if this is too much to ask but my idea to solve this is to give promo / Grinder something along those lines cover/damage reduction ability of Lifestream ( + Rare also but support building) and Dreadnought ( but Ultra Rare and also immobilized). Maybe something weaker so Grinder can still move/attack like now but it would serve same purpose of provoke (although it does cover more than 1 source of damage then). Only problem is I am not too sure what to do Grinder (maybe give him cover ability to take some damage for other units but with no damage reduction and stick to some sort of +% damage buff?).
  22. In term of cool factor, I think this is over the top and would play Spore Launcher a lot more just because of it even if it isn't the best way to beat a map. Is so awesome that it is even tested to be possible (seems like a small perk for being part of dev team and thanks for all the hard work). However, I seen in a few place on this forum that spawn count is/might be causing trouble so not sure if I would ever get chance to try it in game. I would be pleasantly surprised if it does happen! 🙂
  23. That would be so cool but I thought Banzai Lord's birds already cause a lot of lag. Nice editing there to snitch is so well together! 🙂
  24. I've done a bit of stealing with Nightguard myself but I am also totally convinced that the whole mind control thing is broken. I mean I can get something that is clearly stronger than your average T3 unit for about 10 or so lost power and rest in void power/unbound power... wow, seriously?! And all this is with text clearly saying T2 and 150 max power... Then I look at Mind Control and say, umm... are these even stuff I would want to trade if not just for the fun of it / it might be slightly interesting / "just because I can" (you would think from text of T4 and 300 max power you could steal them but turns out you can't). I am also concerned that the nerfing goes too far and makes Nightguard totally uninteresting/unusable but so far, overall it is in the right direction and I am cautiously optimistic that devs are committed to monitoring the situation and revisiting maps. I gone back to do Behind Enemy Lines without Nightguard (took me a little over 60min 😱) and I do hate having to juggle stopping north and south Twilight disciple at about same time for like 15 to 20mins or get flattened for being too late by a few seconds. While I don't like having the much quicker way "taken away", I also recognize this is something broken, not only for one map, but pretty much all of PvE and it is just especially bad for this particular map. I don't know what or if anything is in the works but I do think that without the broken mechanic being addressed, I don't think anything new will throw us, the players, anything else interesting to steal. I think everything sounds reasonable enough and without any change, we'll have no progress on this so let's try?!
  25. At least I doubled check it in Forge before I said I'll miss it's root support... Yes, I did place Sylvan Gate outside the 40m heal range via Root Nexus and they did not heal up Spikeroot. I did see each shot of my U0 Spikeroot dealing a lot of damage. Is it best use? Nope! Is it better to not have it pull away support? Yes! Would I take Root Nexus and Sylvan Gate at same time after update? Most likely not?
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