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shaulani

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  1. What's the point of the finished map timer, if you rate acording to reaching t4 as fast as possible? I'm confused now. I've finished with more than 10 minutes on the clock last time (but I couldn't find the last chest). So do I have to focus on rushing t4 or on clearing the map? t4 15 minutes finish 20 minutes t4 10 minutes finish 25 minutes Who would win?
  2. I was able to reproduce it. Make a deck with 4 cards and put them on slot 1-4. Make card 3 icon card. Pick a fifth card and drop it between slot 2 and slot 3. This will move card number 3 and 4 to slot 4 and 5 and it will break the icon.
  3. Build a nice deck. Choose a nice card as icon for the deck (except for the very first card). There are certain actions that will cause the icon to reset and choose the first card as icon instead. I don't know exactly what actions are causing it. It might be: Upgrading a card of your current deck or moving a new card between 2 cards in your deck which cause the cards move all too the sides to make space for that brand new card. Maybe even both actions.
  4. Yes, it seems to be fixed. What was the issue?
  5. Build 1 healing garden near the top. Build 1 Viridia, 2 Ashbone, 2 Mutating frenzy Use Mutating frenzy special twice. Spawn 1 Twilight colossus. charge with your units into it. Attack him with everyone. He will roar near the healing garden. Also cast Revenge. -> game crashes. Edit. It also works with Viridia + 2 Mutating Frenzy + Revenge. The other cards are not needed. Edit2: aparently, viridia is the cause of the crash. Revenge is not needed. Just 2 Mutating Frenzy + Ability + Viridya.
  6. Looks hard. May I suggest adding a melee-units-only challenge too? (ofc spells and buildings are allowed - except for those summoning ranged units)
  7. When playing at normal strategy zoom on a 4k screen, it's impossible to click or attack anything that is too far top of the screen. E. G. instead of attacking, the unit will only move. The units are still quite big at that distance, so it's hard to missclick them -> thus, its a bug.
  8. Suggestion: Add a neutral statue (t4 150-mana), which removes the slow attribute of all friendly units. Benefit: More units become useful in rpve.
  9. Suggestion make text-size, chat-size and cursorsize adjustable. It's hard to find the cursor sometimes (and I usually use the last 10 cards with the mouse).
  10. Thanks for the linked article. However, I don't really see how that change makes any sense at all. Did you play titans map? The deep one sits under a mark of the keeper. And he teleports units close to him making it impossible to swap him out without clearing the mark of the keeper in the first place. Furthermore, to my opinion, the deep one is not that useful, as it's hard to keep him alive given shadows only support spell at t1 is the one reducing damage by 50%. You charge in one base and probably lose the deep one afterwards. Rageflame is a good card, but once i realized that i can't swap the unit to anything useful, I was discouraged to check the ability at all, as I considered rageflame clearly t3. It's completely unexpected that you can change it to it. Furthermore, this change made parasite swarm one of the most useless cards in pve if you don't have all 3 upgrades (I've found out about it the hard way). For me, it looks like the goal was to make nightguard reasonable weaker and I do agree that the card was quite powerful in the first place. However, aren't there always powerful t1 cards? Nature: Mana Wing / MoK There is no real replacement for these 2 cards in any other faction. In terms of pve-survivability at t1, nature got cc and heal, fire got suppression and damage spells, frost got cc and wintertide while shadow got nothing? Unless you count soulspicer as a viable option.
  11. Aren't they too weak right now? I've seen replays (e.g. titans solo) involving strategies where nightguard captures swamp drakes, fathom lords and other high value targets. But right now, the only time I've seen someone using this ability is vs the large lost souls bug (frankly, it appears only sometimes in rpve9 vs lost souls, thus you can't even rely on finding a valid target there). I mean, you can still use that unit as an expensive swift large counter unit and it might be as useful as it used to be in pvp too, but I don't really understand why such changes were implemented. Feel free and correct me and name some high value targets that are worth changing into in pve.
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