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Makaveli2989

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Posts posted by Makaveli2989

  1. I'm thinking about making a mod/script to the game that will cycle between own buildings and automatically activate their abilities, like SoW and healing gardens.

    but before I do that I want to know if it's legal at all?

  2. I just finished a game where someone used speedhack program like cheat engine, at the last 4 camps, he froze all 3 of us and finished the remaining camps alone, what made me 100% sure about him messing with the game with a program like cheat engine speedhack is this. suddenly all 3 of us had very very heavy lag, the game almost stopped completely, I thought it was a crash or something but after a while the units looked like they were moving like one inch every 10 seconds we stayed like this for more than 2 minutes, and suddenly the game speed were like a flying machine, like when you watch the replay on x32. after the game went to normal again everyone said "lag lag" but then he said "not for me" so I watched the replay after we finished and funny enough, he was the only one of us who moved his units around and gave them orders, the rest of us couldn't even write a single latter in the chat at that moment, even more proof the replay itself shows how the game froze and we couldn't move, but what's weird is in the replay we were froze for like 1 minute, but in reality were were froze for much longer than that.

  3. 9 hours ago, SunWu said:

    If you go without ground unit, revenge is really nice. Besides motivate and shadow buffs it is the only way to deal extra damage if i dont forget anything else.

    There is Lost Evocation red affinity, it gives 50% damage buff to all LS units. but it requires 1 extra orb which for me isn't a problem, the problem is it's a spell not arcane, so I need to have a ground unit or a friendly ground unit nearby to use it. but once used it's really really nice, the revenant last for 25 seconds and the buff last for extra 20 seconds on the unit after the revenant leave. that is 45 seconds, and if I use revenant blessing to stop the revenant timer, I can have it for really long time :)

  4. 47 minutes ago, Treim said:

    This is purely theoretical - not sure what you hope to gain from it but here is my thoughts:
    As you started discounting bosses i will do the same in my following arguments

    LSS will almost always be faster against Lost Souls (especially true for a whole map - singular camps bloodhorn might be favored) - main reasons:

    • Often a significant amount of a camps strengths is bound in air units which bloodhorn spell deck has a hard time dealing with (neither 2x fire 2x shadow nor 2 shadow 1 nature 1 fire have  a good answer here)
    • Shields hard fuck spelldecks because they counter the higher burst damage of spelldecks compared to the consistant damage of LSS
    • Lost Souls camps often are rather widespread (the camp has a lot of free room inbetween units and buildings, which is bad for cluster explosion

    LSS will be mostly (slightly) be better against Bandits (~70%)

    • Lost Souls camps often are rather widespread and have very few units --> LSS pretty much can just keep flying without even stopping, especially in early camps)

    Bloodhorn will always be faster against Twilight

    • Twilight camps are (in the mean) usually neither widespread nor super cramped resulting in neither an advantage nur disadvantage for Bloodhorn
    • Bloodhorn ground presence is king, pure LSS spam is unplayable in lvl 10 , you just get perma cc'ed by Evil Eyey and Wrathgazer
    • Twilight can have a lot of buildings that Stampede will help against a lot, especially the big spawn buildings. LSS can have trouble focusing down the big spawn building on these maps.

    Bloodhorn is about even with LSS against Stonekin

    • Camps are usually packed and a lot of its strength is packed into ground units (Cluster explosion)
    • Stonekin has a lot of high HP huge buildings that Stampede will help against a lot, especially the spawn. LSS can have trouble focusing down the big spawn building on these maps.
    • Stonekin units take less damage counteracting the burst damage of bloodhorn spelldeck.
       

    From a practical standpoint there is a bunch of problems here. Just mentioning a few:
    Even discounting the fact that bosses were ignored and obviously bloodhorn spell deck gets online way faster compared to LSS.
    Bloodhorn Spelldeck at its max damage output is considerably more difficult to play as you have no reliable way of healing unless you dont sacrifice damage for a nature orb + you have to manage low charge cards and long cooldown cards like Cluster Explosion and frenetic assault meticulously.
    Also LSS decks will suffer way more from incomes to orbs, especially in late game scenarios where you have to bind at least 2 LSS at your base. Also you would need to sacrifice another ship for void manipulation (Cultist Master), this will actually boost your damage as you now have access to cards like Motivate for your ships which gives you a damage boost overall but will make some camps borderline suicide from an HP perspective.

    From a practical point of view:

    LSS >> Bloodhorn vs Lost Souls
    LSS == Bloodhorn vs Bandits (very map dependant, should even out in mean but LSS is easier to play)
    LSS << Bloodhorn vs Twilight
    LSS >> Bloodhorn vs Stonekin (Playing a 2fire 2shadow spelldeck with few bloodhorns here is almost impossible, so you will be pretty much forced to play 1 nature orb which significantly hurts your cleartime)

    this is very enlightening. ty for your opinion :)

    usually the way I play LSS is I go shadow, shadow, frost shadow. I spawn 4 LSS, then I destroy them after the use of second chance. then cultist with furnace ofc if there is no SoW, then I spawn the rest. in a normal game I would have 12 LSS before there is 10:00 minutes left. I orb switch my amii to nature, the use of it saves me 122 power overall compared to taking the t4 normal orb and switch it later. afterward I never get short on power, even if there is no SoW I always end the game between 1-2k in my powerpool even without losing a single ship. but ofc i only use Arcanes like stone shell and regrowth :)

    motivation isn't really worth it for me as it only effects units with same affinity plus the fact that I have no ground units to respawn. and i don't like to run over the maps with 10 ships only ^^. however since i have alot of power, i sometimes build the fifth orb as frost, and i use Lost evocation red to get 50% damage buff when there is another player with a ground unit close to me, and i try to keep it alive as much as i can with the help of Rev Blessing, sometimes i can manage to take it with me for a long time. but its hard and need attention all the time :)

  5. Thank you for sharing your opinion :)

    as you said a lot of things can have an impact on how fast someone can clear a camp, like what map, what boss, how many orbs, orbs combination, what spells, cards. void, power pool, if we are to count all of those things, I don't think anyone can prove to anyone anything, because the possibilities are almost unlimited, and that is why this game is so enjoyable :)

    I totally agree with you about the problem of spirit ships against tanky bosses and single target. but the same can also be said about bloodhorn when dealing with a boss like nyxia, or when negators blocking the use of spells.

    therefor the idea is more about how fast can 12 spirit ships finish a camp in general compared to a typical bloodhorn tactic deck with spells like frenetic, infect, buffs...

    I think we can safely say how fast can 12 spirit ships kill units compared to bloodhorn tactic in general if my teammate agree with this statement :)

    because there is only 1 boss in a camp but dozen of units and buildings.

     

    now about what my teammate were allowed to do. the answer is everything he wanted really. I think he played just like he normally would in a level 9 rpve. no limits or rules to what he wanted to do or how many bloodhorns.

  6. Hey guys.

    Earlier today I had a discussion with my teammate about who can clear camps faster. 12 spirit ships or bloodhorn with spells. at the end we decided to test it out in random pve.

    However after we finished the test we still couldn't agree about who is the fastest. 12 LSS or bloodhorn with spells, because in his side he had to fight 2 big bosses, and in my side I had to travel a lot because my camps were not in one straight line like his. that's why we decided to only focus on the first 2 camps each of us had to clear and ignore the rest, as both two camps we each had to clear were very very similar to each other and with the same distance. so we decided to count from the second we get the agro and start to fight until the camps are clear.

    but he still didn't agree because in his opinion he had to deal with 2 Twillight negators in his second camp which blocked his spells and delayed him, where in my opinion I don't think this matter at all, in fact i think this is another reason why I think that 12 LSS are faster to clear camps than bloodhorn with spells.

     

    At the end we decided to share the videos here with you guys and hear your opinions about who is the faster unit to clear camps.

    and remember please, this is not about the fastest tactic to clear the whole map because we both agree that until the moment someone would have 12 LSS, bloodhorn would already have cleared half the map :). this is about who can clear camps faster from the moment the fight start until the camp is all clear.

     

    here are both videos. enjoy :)

     

     

    Timer and Metagross31 like this
  7. I guarantee you this is a bug that is not intended. simply because this problem is very old, and I remember very clearly that EA did fix it somewhere in 2010 after the release of lost souls. afterward the problem kept showing up again and again with each patch, and EA did fix it over and over again. and I'm sure there are other players who can remember this.

    also if you disenchant a unit who is buffed by lets say forest elder (Flower Power). after the disenchant effect wears off the buff from forest elder or any other unit for that matter will reapply again. for some of these buffs you will have to go out of the unit rang and in again for it to reapply (which is also something that need to be fixed) but still it reapply. the same should be for buffs from buildings like wheels and Mo. these buffs are meant to be effective until the building is destroyed. disenchant is meant to remove the buff from the unit for a time duration and not permanently. this is why it is a T2 spell that require 1 fire orb only, cost 80 power, last for 15 seconds and is reusable every 20 seconds.

    the problem here isn't really disenchant, but the buildings themselves. they should act like other units and reapply the buff once disenchant effect wears off.

  8. When own unit have the benevolent mo buff, if being debuffed by abilities like Disenchant, then after the effect wear off the benevolent mo buff won't ever apply again on that unit. and this is creating a huge problem for rang units in places like random pve lost souls or even twillight. this need to be fixed. i have taken few screen shots.

    1.thumb.jpg.faf6c4953f9a6059b3ed5c05789dcd71.jpg

     

    2.thumb.jpg.2b4e5dc422c01db76c18d2a373f91f46.jpg

    3.thumb.jpg.56e06621c55048e9a4a41281e2ad6d83.jpg

    4.thumb.jpg.96346d882ab5453d654adf3149c51e6a.jpg

    Wheel of Gifts have the exact same problem as well.

     

    5.thumb.jpg.47d9192053b5e5e6d6ac410f9f2cc9a4.jpg

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