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Johnjan

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Everything posted by Johnjan

  1. I have proposal to add the announcement for time till restart for update. It could be shown right after you log in. For example: I log in and it says Server Restart in 13 min 21 sec. Now it works in a way that allows such thing: It just ticked 15 min before restart, I log in, start game and after 14 min 30 sec server gets restarted and game is lost. I can quit it, but why should I start a game that im forced to quit? So why such thing should be bothersome with one simple solution?
  2. So i made new deck (to be honest found it in deck list and tweaked a little), which seems more beginner friendly. I did 6 lvl rpve maps even when tier 2 - tier 3 camps were so close i had to push with tier 1 units to tier 3 camp (at tier 4 there were camps merged too). Here's replay: 2024-11-02_20-59-38_RPvEOnePlayer_diff6_s29459_JohnJan_time_0_27_25.0_v268.pmv . It took me considerably longer than your gameplay, RadicalX, but i consider myself novice and it was, to me, solid all around, I think. All units survived. Also Id like to point out that it made much easier for me to use heals, Inferno and cc overally after I studied your replay 🙂. Here's my current deck: Sorry for cluttering forums with such amator gameplays, but it's quite important to me :).
  3. That's really interesting game you uploaded. It was exactly the seed that would give me trouble. It's also quite the sight to see that you didn't use Inferno more often at tier 4, i would use it in fear of running out of charges on other cards. I see that you used Cluster to clear Willzappers and Earthshaker would be plenty helpful there. I wonder, did you count the number of camp till end to use Cluster Explosion efficiently or was it just a feel through thing? Regarding Halloween answer, I use Werebeasts often to trap wave from Tier 3 easily, I'm still not expert at that and need to do that quite attentively. Morkley Trap is great, at least for me, to advance to Tier 3 fast and it doesn't eat too many card slots. Going from Tier 1 is not that difficult, so i don't seem to need more buffs from things like Dryad. Also I have problem with Abominations with Bloodthirst, what they should exactly be attacking? It's clear to target XL units, but do I need to target lesser units when they're gone? Or what to do when there's so little space to move around? Skycatchers get their health easily but my Abominations tend to die out over time. I have noticed that you use Curse of Oinks more often that me, my sin, is it useful throughout whole match? Like it's good idea to use all its charges till the end? Or the damage in last camps just make it redundant? I'm gonna watch the replay some more times, to see what i would do differently and how you solve some of the map problems. Cheers both.
  4. So my current deck is like that, it's still kinda work in progress, because i keep changing deck and trying new things: So only things i don't have in this deck from recommended stuff are Earthshaker and Greenpeace. I remember doing rpve 6 with twilight, lost souls or nature opponents and get whipped, because one line of camps were left and i were out of playable cards. So maybe my question is now: how to deal with lesser camps that still require lots of support and save better cards for later? I can do lesser difficulty maps with this deck, that's why I ask how to do things harder than 4, 5 because it's the same concept just harder difficulty. Also I'll ask, is it recommended to charge camp, attack spawn building, leave, recover and attack again, does it really make such big difference?
  5. I wonder how do you handle following scenario: - single player rpve 6 with army on tier 4 - assaulting some camp that is in secret connected to other (sometimes bigger) camp and you pull both of them - you lose at least half of the army or burn through all support spells - you don't have shadow orb to offer (for example) rifle cultists to rebuild army quickly The thing is that in such situation i either lose at least half army or lose all charges on support spells with 5 or more camps left to go. I made twilight deck with Abomination and Skycatcher + Twilight Pestilence, and clearly it doesnt house shadow orb. I was playing lvl 6 rpve single player and i didnt have charges to continue. And if i didnt use charges on spells i lose army. I use more decks with shadow orbs, but some concepts dont include them. I have void return buldings so power is not an issue especially when i lose units. Also I can pull back army if see 2 camps together, but what next if its clearly my next object to assault this camp (these camps). How do you play such maps with such decks?
  6. Johnjan

    WHY?!

    Just trap wave from tier 3 and build 2nd. Just couple of times it's impossible to build T2 without pulling.
  7. HI, there is very clear option to search for decks in deck list: "show decks that have cards of certain color". I wonder if you can type in search window, for example, show all decks that have Windweavers, but don't have Giant Wyrms. There are options to search for cards with many prefixes in card list or auctions. Please, let me know if such feature exist.
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