Jump to content

Fimion

Member
  • Posts

    171
  • Joined

  • Last visited

Posts posted by Fimion

  1. 24 minutes ago, Zyna said:

    Today we are proud to present you some more small additions, which we had to delay for a bit!

    General changes
    - Added voice lines for Amii Paladins.
    - Added voice lines for Banzai Lord.
    - Allow players to play lower upgrade levels of cards from the card upgrade window.

    Nice but we still dont know why Twilight Hags icon was changed. 😠

  2. 3 minutes ago, Volin said:

    2. The disenchant from the dancers take away shields, some heals and other tools that are quite important for sustain like Unity what makes the mid and late game for some decks a bit unfair.

    Yes this is true and its the reason i stopped using Ironclad, a card that i actually really like, first Spellbreakers remove Inc MOs anti debuff effect and shields and then Lost Dragons disable Ironclads ranged attack.

    This can be countered by quickly freezing/oinking Spellbreakers but only if there are no Banestones.

    Inc MOs anti debuff effect should protect units from getting disenchanted by Spellbreakers in my opinion.

     

  3. 24 minutes ago, Nemoo SK said:

    if the generator can be adjusted a bit, so you dont get spawn killed (if that's possible).

    You only get spawnkilled if you dont know how to deal with Spellbreakers.

    Nature: either mana wings or windweavers + hold position

    Shadow: Soulsplicer and then Forsaken + hold or Nox Trooper(works very well because he is a M counter) + motivate

    Fire: Nomads(G) + good Mine placement

    Frost is a bit weaker vs Spellbreakers but Master Archers + hold position or Frost Mages and Ice Guardians work too

  4. In my opinion Lost Souls in rPvE 9 are not overpowered at all, in fact they are the only enemies in rPvE 9 that are a challenge. All other factions are just way too easy to defeat considering rPvE 9 is the second hardest difficulty level. Level 9 shouldnt be so easy that basically any player with any deck can easily win.

    In my opinion all factions in rPvE 9 should be at least as as difficult as hard Lost Souls maps even at the beginning(T2 andT3). If rPvE 9 becomes harder more people would play lvl 7 and 8 which are very underplayed especially lvl8.

    Dealing with Lost Spellbreakers is actually pretty easy if you are using S units simply press "Hold Position" once the units get knocked back and Spellbreakers cant do any damage to your units anymore. The easiest way to deal with Spellbreakers and Manabeasts are Manawings since they are flying units they cant be attacked by those units.

     

     

  5. I dont know how other people feel about this but hard Lost Souls maps are the only rPvE 9 maps i really enjoy but unfortunately they are pretty rare.

    I was hoping for Fire to be as challenging and fun as Lost Souls and thats why im so disappointed right now.

    Now you might say "If lvl 9 is too easy for you simply play lvl 10" but for rPvE 10 you really need to find good players that work together especially on hard maps where you get instantly attacked even without spawning a unit. And sometimes its pretty hard to find good players. Most lvl 9 maps are so easy that basically any player with any deck can win and many lvl 10 maps are so hard that if you play with random players you just cant win.

    Here is another suggestion: Create a difficulty level between 9 and 10 where all enemy factions are as hard as difficult lvl 9 Lost Souls maps or even a bit harder. So you can play challenging matches with random people and still have a good chance of winning.

     

     

     

  6. 26 minutes ago, Emmaerzeh said:

    Its nothing special that u can rush t4 with t1 units + higher tier spell support.

    Yeah but its particularly easy on fire maps even easier than on most bandit maps.

    You should add an XL t3 unit like Juggernaut or Spitfire or some L t3 units at t3 and t4.

    Quote

    Makeshift Towers with knockback would limit in deckbuilding by making "s" units straight up worse in rpve.

    Lost Spellbreakers and Lost Vigils have S knockback too and i fight them with S units all the time.

     

    Like i said the mighty Fire Faction should be at least as hard as Lost Souls in my opinion.

    Right now its simply boring to fight vs Fire its no challenge at all even for 2 players on 4 player lvl 9 maps.

    Btw here is a positive thing i really like that fire buildings and units use their abillities.

     

  7. This thread is about the new fire enemies you face in rPvE. Ive played some lvl 9 and lvl 10 matches against them and in my opinion they are way too weak and really boring to play against.

    They are particularly easy in rPvE 9 especially at the beginning you and your teammate can just rush T3 with a bunch of windweavers. Makeshift Towers dont even have S knockback(why?) !

    The enemies you face later on are not much harder either just one frenetic assault will basically take care of an entire base. There is nothing even remotely challenging like

    Willzappers,Lost Banestones/Dragons, Windhunters, Twilight Whisperers or any CC units or units that block spells and abillities.

    The mighty Fire Faction should be at least as hard as Lost Souls in my opinion.

    So here are my suggestions:

    Give some fire units the abillity to use spells like Disenchant Inferno Lavafield and so on.

    Make it harder to get to T2 and T3 especially on rPvE 9. 

    Buff the bosses.

    Increase the amount of enemies and spawn waves.

    Let me know what you think !

     

     

     

    Absolut and Fundus like this
  8. I play frost alot and if my memory serves me right i never had  freezes when me or my teammates were just using Coldsnap Maelstrom and Frost Shard.

    It seems to happen more frequently when i cast Shatter Ice right after the units get frozen if i wait 1-2 seconds it happens very rarely.

    Also i never had a freeze when Shatter Ice didnt kill the frozen units, or if it just killed one unit.

    In conclusion: Most freezes seem to be caused  by many freezing and shattering animations happening at the same time.

     

  9. Actually im also against changing Shatter Ice if this bug can be fixed because i really like this card.

    I dont know how many people have this problem but i have it on all of my PCs. Some Friends of mine also have that problem.

    A couple of hours ago i was playing with someone who used Shatter Ice all the time and i had 3 freezes that lasted for about 1 minute so that match was almost unplayable for me.

     

     

    Dallarian and Fundus like this
  10. Since Shatter Ice is frequently causing the game to lag and freeze i think something needs to be done about this.

    I already reported this bug in the "Report A Bug" section https://forum.skylords.eu/index.php?/topic/8535-shatter-ice-causing-game-to-freeze/ but according to Kubik it is currently not possible to fix this bug.

    So here are some suggestions: 

    Change the animation, its basically just a reskinned eruption anyway.

    Change the effect, for example: Frozen units in a 30m radius take  300% more damage for 30 seconds.

    If those changes dont fix the problem simply completely remove Shatter Ice and add a new card.

     

     

    Fundus likes this
  11. I will play some matches with my frost deck and use Shatter Ice alot as soon as it happens again ill upload the log but since it doesnt always happen it might take a while.

    This happens on all of my PCs not just on one, also i asked a friend of mine and she also has that problem.

     

×
×
  • 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