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callsignhusker

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  1. I think that it would be cool if achievement rewards were added for participating in community maps and for listing on the AH. Every 50 listing with limit of once per day recurring for instance could be a small BFP reward. A recurring reward for playing community maps with simply a certain amount of time spent in game seems nice too. More listing on the AH would be nice as a consequence. And more people having another incentive to try community maps would be nice too.
  2. My main issue with the main menu forge area is aesthetics. I have always thought that the sandy ground made the screen look too bland and visually bleh.. I noticed the other day that you can actually change the menu to a wintery look, still rather muted color pallete wise. Why not add a bunch of other environments to the main menu, they could even cost gold? I think that this would be a great way to give the menu a face-lift. I would love a lush grassy biome. Also, I have always though that the main menu itself lacks features, such as additional settings to play with. There are many things that are difficult to test in the menu without adding features...
  3. Every rpve map last night desynced for us.
  4. Ahh so frost crystal doesn't stack with wheel?
  5. You're correct, it's not the most efficient strategy in some ways. That said, you can actually combine the deck with a Batariel deck pretty well. And I've seen that done and be quite fast.. I'm not certain if it stacks, I had heard that MO Shrine stacks with wheel. Maybe I'm mistaken. If another player could confirm this that would be cool. They seem tough with frost crystal, but I suppose it could be my imagination haha.
  6. One other thing -- there is an obscure, but very cool deck that uses frost affinity infested tower to spawn frost affinity pests using cultist masters and then portals them in massive hordes as your army, and ice crystal can give the whole army -- 20% damage reduction, using this with wheel of gifts and mo shrine is crazy.
  7. I actually use the green crystal: please don't nerf it for me or make it unusable in my deck! I use the green crystal in a super fast bandit deck for rpve 10 using green affinity nomads, bandit lancers, and corsairs. Please don't make it heal per second for the green crystal, the instant heal of 400 could be buffed and still not be broken, so by all means do so, but for me changing it to a slow heal would be a nerf. I use breeding ground to cheapen the corsairs, I don't get a fourth orb, instead I stick to 3 and spam green corsairs using offering on green bandit lancers to refresh charges beside a furnace of flesh + breeding ground. I also use shrine of war and incredible Mo. By using offering on bandit lancers I can refresh my spells as well which are all 3 orb. The deck actually works suprisingly well unupgraded. I used green nomads as well which can benefit from the crystal sometimes. And twilight warfare is key to the deck, helps the corsairs survive better since they do great damage, when you add lifesteal they are tough. I do RPVE 10 super fast all the time with this setup. The advantages of the deck are that you have 300 less power bound mid-game because you don't get a fourth monument -- I usually hit 12 XL squads before anyone else in-game; all of the corsairs get a damage buff because they all count as bandits to their ability, corsairs are cheap at 220, so you can build a large army fast and they move fast so you can keep spawning from a forward positioned breeding grounds. The green crystal helps to provide additional healing on top of twilight warfare and equilibrium -- it's nice because the healing is instant and can save a corsair from dying if an equilibrium is on cooldown -- I run 2 equilibriums. Also, I actually like that the crystals impact affinities not colors, that's unique and cool, they just need some buffing I think. My suggestion is to have them buff affinities still but give the crystals two modes each, and you can switch the mode the building is in as a structure ability, then have the two modes give different buffs that could work for different strategies. This would give more flexibility and perhaps even open up some new deck types. The first mode for the green crystal could be what it is now but buffed to 600 life instant or something. The second mode could be area effect, the crystal gives green affinity cards spawned near it a cost reduction, similar to breeding grounds, but on green affinity only. Another idea is that the second mode on each crystal could effect structures while the first effects units, just some idea -- mainly I like the idea of two modes to each crystal (active and passive maybe) because that would be more likely to make it useful in some more instances.
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