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same problem here
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Yes you can beat most 4P rPvE 8 maps with nature T1 but you cant beat most Lost Souls rPvE 8 maps with nature T1. Maybe a good team of nature players could beat an easy LS map that is very much like that 1P map, no close bases no T3 spawner and no Vigils in both camps and lets not forget no open T3. But the majority of 4P LS maps are not like that and a team with 3-4 nature T1 players will have no chance in difficult situations. Like i said please show me how to beat a difficult 4P LS map with nature T1 id really like to see that but i already know thats not gonna happen because it never did and it never will if nature doesnt get a good counter for Vigils.
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This map is a complete joke compared to difficult 4P and 2P maps there is plenty of room to walk around the enemies to get to the spawn fast no close bases and no T3 waves and the side base had Mindbenders. On a difficult map especially 4P you got no chance with a deck like this there is no point in even discussing that. There are plenty of LS maps where even a good team with 4 fire T1 players will have a very hard time. What makes Vigils so dangerous is their high range you can accidentally pull them even if you dont see them, walking around a camp like you did on that 1P map is not possible in most 4P and alot of 2P maps. Show me a replay of Nature T1 players beating a difficult 4P map with close bases T3 waves and Vigils in both bases ill be waiting.
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Envenom is never going to work if you cant take over vigils instantly your T1 army wont even make it to the spawner Vigils also have knockback high range and HP regeneration when they are near a friendly building and it gets even harder when you have a close T2 side camp and a spawner at T3. Simply make NPC Vigils T2. Please show me a replay of a nature player dealing with Vigils at T2 ive been playing rPvE lvl 8 for many years and i have never seen a player with nature T1 who could deal with Vigils at T2 without the help of a fire player. Imo its just stupid that fire T1 is the only option for difficult lvl 8 LS maps...
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Amazon should be able to take over Lost Vigils that would give Nature T1 an effective counter for Lost Vigils at T2 at rPvE lvl 8. During the Nature Season alot of players will play nature T1 and if you encounter LS with Vigils at T2 and 2-3 of your teammates play nature T1 the match is over before it has even started.
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I never said the Phoenix+Embalmer combo isnt a bit OP but thats just what you need when you encounter difficut enemies with a random team. Finding good players for rPvE Expert+ is very hard even alot of high ranked players completely mess up in difficult situations thats why Phoenix+Embalmer is so important for me. Just try this weeks 2 player infected map at Expert+ with a random player. If they would nerf the Phoenix+Embalmer combo which i REALLY hope they wont Expert+ with random players would be pretty much over. Of course you could just restart if you encouter difficult enemies or only play easy maps of the month but im not interested in playing like that i would probably just quit. Bad idea you never need more than 10-12 Phoenixes in difficult situations(like Bandit/Stonekin double bases with 4 XL units+4 Windhunters) i first unbind my Phoenixes either by killing spawn waves or by attacking the T2 side camp then i destroy my Shadow T2 monument and switch to Nature so i can support my Phoenixes with Oink and Surge of Light. There are plenty of situations where the Phoenix+Embalmer combo is too weak and healing+CC is needed expecially on 2 player maps. Its impossible to tell if that spell would be worth a deck slot before testing it in difficult situations but to me it seems pretty bad. Just imagine you have to deal with massive Lost Souls spawn waves or close bases with 4 XL units(Tortugun and Walker)+Windhunters that slow HP regeneration wouldnt do anything. It could be a fun card for some campaign maps or Advanced++(lvl6) in combaintion with Shadow Mages but thats pretty much it.
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With a good team you can beat pretty much any rPvE Expert+ map without phoenixes but good luck finding one. The average player has no idea how to handle difficult situations.
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Immortal Skylord liked a post in a topic: Shadow T2 issues : a solution to solve it
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For an avid rPvE Expert+ player like me a Shadow Phoenix nerf would be a disaster there are alot of maps where you absolutely need Phoenix+Embalmer to win expecially when you have a bad teammate. For example there are Bandit/Stonekin maps where T3 and T4 are right next to eachother you will have to kill 4 XL units + 4 Windhunters which is almost impossible with any other card especially when you have a slow teammate or on 2 player maps. Another expample are Lost Souls maps where you have to defend T3 against big spawn waves while flying over with some Phoenixes to help your teammate get his T2. There are so many maps that are barely beatable even with Phoenix+Embalmers expecially when you have slow teammates nerfing the Phoenix Embalmer combo would result in even more gatekeeping that means i would have to kick 80-90% of players i usually play with and that would completely ruin rPvE Expert+ because even in its current state it sometimes takes 15-30 minutes to find decent players.
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MisterFreeze liked a post in a topic: Skydancer
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MisterFreeze liked a post in a topic: Skydancer
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Yeah maybe i am but that would be one more reason to upload videos of you playing Expert+ with amii decks to show noobs like me how you do it.
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First of all i cant even watch those videos because they are private but i guess you did some testing in the Forge which proves absolutely nothing. Actually you have to clear bases alone all the time in rPvE Expert+ especially when you have bad teammates or when youre playing 2 player mode if youd play Expert+ alot you would know that.
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Claiming that amii decks are the new meta for high tier rPvE(i suppose you mean Expert+) is just insane there is no point in even discussing that its just blatantly wrong. Those decks may work well in easy situations but in difficult situations you will always lose. You cant even Netherwarp Energy Cores into LS bases with Banestones or Nature bases with Mark of the Keeper. Amii Sentinel is pretty underwhelming i tried him a while ago he is basically just a weak Batariel. You cant build a Sentinel army because Sentinels would damage eachother and a single Sentinel just doesnt do enough damage and dies too fast he will also get disenchanted by Fiend of Fire and Lost Spellbreakers. Please upload some replays of you defeating enemies like Abaddon, Fiend of Fire or Twilight Bases with tons of Evil Eyes + Wilzappers or Lost Souls bases with 2 Banestones + 2 Archfiends without the help of a teammate i would be very interested in seeing that. If you wanna play some Expert+ let me know we will restart until we get difficult enemies and then you can show me how good Amii decks are.
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lvl 8 is not made for casual players it's made for good players who want a challenge if you just want rewards grind lvl 6 or play Map of the Day. As long as you have a good team you can win over 80% of lvl 8 maps without spawntrapping and even without players supporting eachother in fact i tell people not to support me all the time because i want it to be as challenging as possible for me. The problem with lvl 6 is that enemies there are so weak that any good card and strategy is kind of OP.
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Good question, i dont think it really helps people move from lvl 6 to lvl 8 there are alot of lvl 8 maps that arent much harder than the average lvl 7 map but it doesnt prepare people for difficult lvl 8 maps. For example 90% of players have no idea how to deal with Lost Souls with Vigils at T2 they usually attack way too early or go scouting and pull enemies to their T1 or think that Makeshift Towers are a good defense vs Vigils Treefiends and Spellbreakers. Makeshift Tower is a particularly bad card that even alot of players with higher ranks use to defend their T1 with but on difficult maps you either have to kill powerful enemies as fast as possible with Eruption or Mine or you spawntrap by placing a Blaster Cannon in front of your monument so it can't kill the enemy or vs Lost Spellbreakers you spawn an S squad and let it get knocked back and press hold. Makeshit Tower won't save you in difficult situations and in all other situations it is ineffective at best. Another thing that lvl 7 doesnt prepare people for are T3 spawners which can be a big problem when your T2 is close to T3 especially on 2 player maps where you have to clear T3/4 (which are in the same place) alone. Lets say you face Bandit/Stonekin with 2 Windhunters 2 XL units + a spawner at T3/4 even if you can build your T2 the spawn wave will pull the entire camp to your T2 and there is nothing you can do to defend it. In a situation like this your only option is to spawntrap. But if the T3/4 is so close to your T2 that you cant even build it then it gets difficult first of all you need to destroy the spawner(the right one not the dummy) by running into the base with Nomads and erupting it 4 times which will trigger spawn waves from camps next to it then you need to spawntrap those waves and then you first have to build Blaster Cannons to take out the Windhunters and then either kill the XL units with Mines and Eruptions or if you're lucky you can build your T2 and get Shadow Phoenixes or Skyfire Drakes(which are better than Gladiatrixes especially vs Bandit Walkers)+Oink and Surge of Light if you play nature T2. I don't think playing lvl 7 prepares people well for lvl 8 you can only get good at it by playing it and taking advice from experienced players. lvl 6 is by far the most common rPvE lvl and i don't think that adding lvl 7 has had a big impact on that lvl 8 is only popular when the map of the month is an easy bandit map. Bandits should either get a massive buff or be removed from lvl 8 in my opinion but that's another story.
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This Is Halloween_2 liked a post in a topic: Skydancer
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I'm talking about Lost Souls maps where you have Lost Vigils at T2 this is pretty much the hardest start and it takes alot of time to get to T4 and then you usually only have 5-8 minutes left and later you will encouter massive bases with 2 Banestones + 2 Archfiends. You will need a deck with a T4 that does massive damage +1000 HP and slow regeneration is nothing in a situation like this. Another example would be twilight maps with multiple Willzappers and lots of Evil Eyes. So i guess you mostly play Advanced++(lvl6) compared to difficult lvl 8 maps that is not even tutorial level Skydancer would need a massive buff to become a viable choice for lvl 8.
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Suggestion for actually usable treespirits and a way to focus root support
Fimion replied to Araim's topic in General Talk
Would be interesting to take a look at the patch notes from original BattleForge but i'm afraid that information was lost when EA shut down the BattleForge Forum.