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Ultrakool

Moderator (Retired)
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Posts posted by Ultrakool

  1. Well I did say it had low health and I didn't play PVP with nature so, I was trying to figure out all the archers and stuff, but then again I was also thinking of this card as a scouting type of card, not really used for combat. Then again what do I know...

    scouting? PvP doesn't have FoW

  2. I think I have seen these being used in PvP Free To Play games or similar. A pretty good card for keeping your units alive since they will share life points. Probably is very good with nature splash as you can heal the units after they all take damage. Pretty good card for beginners, but only subpar if you have better cards.

  3. You are missing the fact that you would need to have bought those two temporary elements so that you could convert discarded upgrades to tokens in normal PvE maps. The biggest reason Battlegrounds was so popular was that you wouldnt need the elements there but you always would get tokens.

    And if someone had those elements and wanted to earn tokens most efficiently, mostly King of the Giant and The Insane god were solo'ed because they would give you the best playtime/token ratio (=many rare/ultra rare upgrades in the loot list of that map).

    PtD however was popular for the gold/XP rewards.

    Well that creates a bit of confusion in the new BFR, since Tokens will be abolished. And without the elements, disenchanting upgrade cards will give you Gold, which in the new BFR will be used for upgrades. Seems like elements will also need to be reworked.

  4.  


     - unfortunately it seems like my idea backfired: i start to think that except a few of us everyone thinks of these maps as nuisance and only wanna play them for the rewards and when they get the rewards they would leave these maps forever (not talking about the pvp players, but the pve players here, who keeps getting back to a very few specific maps, i.e. Bad Harvest... And this is exactly what i'm afraid of. I wanted to find something that makes people want to play these maps more and not less because if the same amount of people left then like noone will play them...

     

    How about increase the PVE XP reward for these maps for map of the month, or increase the place numbers that gets this reward, i.e.: normally 1-3 place gets reward, then for "not so popular" maps 1-10 place gets rewards for that map for that month?  This will help increase the popularity of that map. That being said though, everyone will probably play in their own "speed run groups", still leaving the average player with difficulties finding a match.

     

    On the Topic of Speedruns, will speed run decks be automatically hidden or will you still need to purchase these "elements" to keep the deck hidden? This was obviously a ploy by EA to make money with and I think speed run decks should be automatically hidden without having to fork out BFP for it...

  5. In  this process of distributing upgrades we should also keep the NPE(new player experience) in mind. That means, as far as possible, you should be able to get upgrades for common cards( especially F2P cards) in the first few maps that you (can) play. That means in Introduction, Bad Harvest, Introduction to Twilight, Siege of Hope, etc. By doing this, the new player will less likely be frustrated in not getting any upgrades he can use, which would be the case if there was a rotation etc. In that regard, I don't think the final option should apply to commons or at the very least F2P cards.

  6. Core-Dredge_frost.thumb.jpg.4b73dd578292Core-Dredge_fire.thumb.jpg.5ec8f6ad7e196

    Right before we get to Knight of Chaos, which will be tomorrow's post, I want to talk about Core Dredge.

    I mean, I cannot see myself taking this card when there are such cards like: Avatar of Frost or even Northland Drake. I suppose it is like Deepcoil Worm for frost, but without the tunnel system thingy. Also it could be hard to get from a pack, and if you really wanted to save up for a good frost card, you would go for Avatar of Frost imo.

    This card is definitely superior to AoF in PvP, cheaper, less orb requirements and especially the fire one(siege) for base nuke  or the blue one combined with northstar for some good damage when using Freeze. Having said that, the fire aff isn't particularly great at Base Nuking, mass Tremors would do a better job by far. The utility in Core Dredge lies in its what I like to call "hidden swift". All worms have this and although its not described as having swift, it moves even faster than a swift unit due to its Earth Dive ability and when moving around in general.

  7. I missed the time when she was viable in PvP, before she got nerfed. I still tried to use her in a pure shadow deck, wich costed ELO, but led to some really great moments. One time i managed to fully heal an army of shadow mages with her ability wich took my oponent by surprise (players that never encountered that ability mistake it for a corpse explosion, wich has the same animation). BUT it's much easier and more efficent to play pure shadow with KoC and/or NG as your L counter and to use green netherwarp for your mageheals. Still a beauty and the only skylord of shadow, so thematically really fitting into a pure shadow deck !

    KOC?

  8. Moon.thumb.png.bf12d34cd7ca87a18f1a610a8

    Is Moon good card? Make sense use her? What you think?

    100 power unit is too expensive, especially in PvP. The abilities are also very situational, and often doesn't have a big enough effect. Furthermore, they are way too expensive for their effects. (60 for necroshade and 70 for dark art.)

  9. Well, its a M/M, *but there are not a lot of M units in T1*. (there are, but you can better play forsaken or nox, as you said, because they have range).

    the ability is okey-ish... its not bad to have, but I don't think a lot of people would use this in PvP.

    * I just did some research. there are actually more M units in T1 (27 of them), than S units (only 14 of them).

    thats not really the reason, the reason is fire and shadow are most commonly played T1, and they both have ranged M-S archers. Thats not a good sign for Executor. Furthermore, he doesn't really fulfill any special role(no special abilities impacting the game too much) and also pretty attack-health ratio for a melee unit, meaning he will be more easily kited and taken down. Add that to the fact that shadow has two amazing M counters already(forsaken and Nox Trooper(especially his special ability) that executor becomes really redundant.

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