Jump to content

shaulani

Member
  • Posts

    50
  • Joined

  • Last visited

Everything posted by shaulani

  1. shaulani

    Bandit Hut

    Its amazing. Try it out. I encourage you. Amok+infect+blood healing + earthquake + hero of power (more dmg). They are invincible, cheap and easy to play. And obviously don't play them on occasions where you absolutely need card xy to get something done. Or put in a backup for that occasion.
  2. Tranquility isn't bad. The teleporting spell is bad though, as you can't teleport to allies. It's not like the other colors have plenty t4 or t2 spells. You aren't supposed to play no more nature cards beginning with t2.
  3. Why not? Do they use some non-open-source models and you don't have the editor? Or is it a x86 problem? Or something different? I'm just curious.
  4. Just calculate (total time in seconds) / (500 + chosen points). Lowest result wins. It's not rocket science. To make it more interesting, you could even add an additional factor for difficulty.
  5. Wouldn't it be more interesting to actually choose the debuffs? Right now, if you want to win, you have to pick everything, which is quite tedious in the first minute. I'm not saying change the rules during a competition. But now, we do know already what debuffs will be chosen for the winning run, as even someone completing the map within 2 minutes and 990 points wouldn't be first place.
  6. Thanks, I'll have a look. That moment when you suidiced 4 archers into the tower.. quite funny=). Are you playing on advanced or standard? I don't see any of the cannon guys by minute 11. Sadly, I didn't keep my replay, so I can't check when the first ones attacked me. It felt way earlier. .. watching a little bit further, I don't think you are actually playing on expert.
  7. Yeah, I've read that. But unfortunately, I don't have time at 7pm. I've lost 2-3 Windweavers while backing them up with 3-5 shamans just by fighting 2 towers. CC doesn't work due to yellow mo. Though I haven't tried hurricane. These cannon guys kill 1-2 windweavers with their special too. (though you might avoid fighting them with windweavers if you are really this fast.)
  8. When do you consider the amii faction as playable? What vital cards are missing? (beside being too few) I've seen it quite often. Though I haven't seen amii phantom yet. (maybe that one is a pvp thing) Spirit gate seems weird to use too. Why can't we teleport to allies?
  9. In 15 minutes? With all upgrades? I'm not sure if I can clear the first camp within that time when starting with nature. Well, shadow worm probably didn't kill the camps and cheesed it in some way. Will the winning replay be on youtube after the competition? After seeing the time and points, my guess it that he started with fire. Still impressive.
  10. So what is the plan? planting motk over the entire map and picking everything except for the yellow mo? Trying to get to t3 and then cheating energy and planting even more using enlightenment? I made the mistake of killing one camp too early in my last attempt. And therefore calling in the flyers. I guess it's possible. But I won't try it again, as it's not that much fun to watch archers shooting forever vs t3 units. You can also try to trap some units to prevent future spawns. But please do tell me if someone can beat this map using all modifiers. And please tell, if someone can beat it without motk while still having > 900 points.
  11. A "feature" that is not explained at all and makes no sense when you compare it to the other units? Was it always the case or did you add it to make rvpe and ls maps in general easier for people who know about this bug? Sounds for me like selling a car having a hidden second reverse gear without telling customers about it.
  12. But why would you field them if you have access to thornbarks? But interesting to know.
  13. Spawn 1 im forge and attack with 1 master archer. As soon, as your unit is getting knocked away, hit "f". The unit will deal 0 damage from now on. it might need to hit at least 2 units to deal damage? I've tested it with mountainer vs master archer and it worked as expected. Firedancer works as expected too (though it's extremely weak compared to mountainer once that trick is used). I think I've spotted that but on a fire dragon a few times too. Suddenly starting to deal 0 damage vs 1t units.
  14. Are players actually getting banned? How much reports do they need? It's really tiring to have people that destroy ones orbs multiple times and trying to end their game for no reason other than bullying people. Is it sufficient to press the report player button? Do we have to submit replays somewhere? Fortunately, most players are nice and helpful. But those, who aren't, really ruin the game. Are we supposed to put in cards into the deck to always be ready to fight back? I mean, it's quite difficult to fight back if they drop you from t4 to t2 within a second, while you aren't even watching your orbs and your deck isn't made for such fights.
  15. Regeneration doesn't trigger. Tested in forge.
  16. shaulani

    Tectonic Shift

    Do you mind doubling the range? If necessairy double the energy cost too. Or add an initial cooldown. I don't care about pvp. I've tested it a few times. Is it viable? Kinda. But it's slow. However, the main issue is that it's tedious when you need to teleport 3 times in order to prepare the attack from the next camp. The turtles are already out of range, so you need to move the master archers or whatever unit you have, then teleport the WB, then move the skyelf sage, wait, repeat etc. Yes, it can wipe out camps. But it's unfun to play. At first, I was trying to teleport the breeding grounds too. I quickly stopped that, as it's too tedious. So please change it. Or leave the skyelf connected and teleport it with the wb gun. From that point of view, I do wonder, why do don't allow teleporting comet catcher? Not sure if anyone would do it, as it's still unfun to teleport again and again + micromanage, but still - what's the point of restricting it? Is there any other powerful combo I should try?
  17. Awful advice to ignore the first camp. You'll fight the top camp vs a high damage knockback tower and way too many spells. There were like 4-5 Spells within 20 seconds in a very narrow place making it impossible to dodge. I ended up wasting time and i depended entirely on my team mate, as I couldn't recover at all. It might work if you get a fire player that supports you with suppression and if you get lucky with the spells. But you can also clear the nearest camp with that combo.
  18. yeah, but pcre3.dll is missing now. Btw, why do you update this often? Don't you have a test cluster or something like this? I'm seeing a new patch every couple days.
  19. shaulani

    Juice Tank

    Quite powerful, as it doubles your available energy. It does see play, but mostly on maps, where it's wasted 50 energy such as rpve6 or former 9. My suggestion: make it tier 1. So it's great on nightmareshard and other long maps. I mean, T3 can cheat power anyway. In order to pay for itself, you need to wait at least as long as it takes to get 650 mana from a well. How long is that? 11 minutes? Idk how long it takes on average to reach tier 2. The later you get there, the later it pays for itself. Assuming you need 10 minutes to get t2, you won't benefit before minute 21. And you will be slowed down considerably for the entire time. Thinking of it, right now, it's probably best to only use it on your starting wells once they have little energy (300) left to get the most out of it without the huge drawbacks. So what do you think? Do you use that card frequently and benefit from the extra energy? (and please don't say pvp...)
  20. Wait, you are supposed to ignore the first camp? Seriously? I didn't know that. Adding more wells just weakens juice tank anymore. It already has barely any use in game, as maps are too fast and there are other ways to cheat energy. You could extend the respawn interval of the first camp, so people can slowly grind it down. The spells are a little bit too devastating sometimes - yes.
  21. It's not completely random. Position 1 and 4 always suffer from the same issue, while 2 and 3 are safe.
  22. shaulani

    Skydancer

    Don't listen @Fimion as you proably like it the way it is and you are most likely convinced that cheesing is a viable strategy. If I read things like "you have to spawntrap them or you absolutely need to rush in and need erruption", all I can think of is bad level design. The way it's designed excludes casual players. Go in there, use >3 pure frost players and 1 pick-the-best-possible >3 pure nature players and 1 pick-the-best-possible >3 pure shadow players and 1 pick-the-best-possible >2 lost soul and 2 bandit players >2 stone kin and 2 bandit >2 stone kin and 2 lost soul Can you reliably (>80%) win without massively abusing spawn trapping? If yes, it might be somewhat balanced. If no, it's an indicator for bad level design which excludes casual players. It's ok to leave it in for hardcore fans, but don't expect it getting popular. The reward/time ratio is very bad.
  23. shaulani

    Skydancer

    Not sure what you mean by Vigils at T2. You don't build them before T4 and you are supposed to use them as support unit. 3 are enough to boost your army making it invincible. But you are free to add more ofc. I'm actually not playing r7+, because it requires too much team coordination. Chances were pretty high that you fail at least 1/3 times with a random group back in the days. Plus, I like to try out different decks. It's ok, if you always start with fire and nuke one camp down after another. For me, that's not that much fun. It's rather boring to apply the same strategy over and over. While I could try the solo r7+, I tend to avoid it, because it's more fun so see others playing. Helping them out eventually, or watching them die if they were over-confident. If a card is a must-pick, it's most likely too strong, or the alternatives are too weak. And no - you don't need it for playing solo entities. Yes - I do know that you can easily clear caps using emberstrikes +that frost spell that grants 99% damage reduction. Compare it to dragons: A few on their own easily die without babysitting and kiting. Add 3 skydancers and they become super tanky.
  24. shaulani

    Skydancer

    It's too strong. +1000hp and regeneration turn almost anyone invincible. Plus they are very cheap. It should have 1 shadow 1 nature and 2 shadow or nature orb requirement. Or the effect has to be weakened. As soon, as you have shadow + nature, it feels like a must pick. It complements with any other t4 unit and simply makes that unit 4 times stronger / viable.
  25. In this case, I suggest trying out a deck that uses only ultra-rare cards with the exception of t1, where all rare cards are allowed.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use