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DieToPlay

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Posts posted by DieToPlay

  1. Funny how when I was against the reset, everyone and his mom would tell me it's absolute necessity for battleforge growth, and that MANY players are waiting for the reset. Where are those players now? waiting for another reset?

  2. PLAGUE:
    SUGGESTION:

    1. Power cost: 150 ---> 100
    2. In order to avoid the spell being clunky, infects up to 10 hostile or friendly GROUND units, with a parasite that deals 100 dmg per 2 sec and lasts for 20 seconds. Reusable every 20 seconds. (affects everyone immediately in the area of affect, but doesn't affect anyone outside of the area and can't spread).

    A great combination card for soulshatter and flying units army.

    ---

    UNITY:
    SUGGESTION:
    Installs a magical bond between up to 5 units in a 25m radius. The affected units will mutually share their life points with each other as long as they are positioned within a 25m radius towards one other. All incoming dmg will be equally spread among all members relative to each unit's current life points. None of them can die as long as the group has still more than 1 life point left.

    BOTH AFFINITIES: Units affected by the bond heal %%% of the dmg they dealt while under the affect. This could be too strong depends on the %%%, not sure how much this card is used in PvP, but it could be possible to maybe make it T4???

    Blue affinity: Unchanged, affected units take 25% less dmg.

    Green affinity: Pump the heal numbers. ???100 per 2 seconds???

    ---

    VOID MAW:

    SUGGESTION:

    1. Ability cost: 150 ---> 75

    2. Range increase of the ability. (Increase by 40m???)

    3. After killing the enemy unit, return 5% of their former maximum life points from void power into the power pool. Could be a nice alternative for FoF + Cultists.

    ---

    GRIM BAHIR:

    SUGGESTION:

    Grim Bahir can attack while using it's special ability + making the crawlers t4. {Making the crawlers T4 allows them to be used for offering (green)}

    ---

    AMOK:

    SUGGESTION:

    Amok (red/purple???) ---> affects only hostile units ---> up to 10 targets and then we have 2 options in my opinion:

    1. Hostile units in the area get 15% more dmg.

    2. Superior Life Stealer - while in the area of the effect, 25% of the dmg dealt by hostile units, will be added to your hp, and if you go over the maximum hp you get a shield with that value for a very short amount of time (5 sec).

  3. 1 hour ago, Asraiel said:

    A possebility would be makeing a balancing and try it on testservers to then make more ajustments if needed. 

    if i would have to choose i would first lay the focus on cards that are almost never used by players. maybe those cards can be found over card traccers or so to realy find the not used ones and then start there with ajustments and balancing.

    balancing of used cards allways have many pros and contras also to keep in mind that the nostalgic factor needs to be kept since the majority of the players know the game from EA and every change erases a part of the game like it was. makeing unused cards more popular aint a bad thing.

     

    for the example the Lost Spirit Ship a card often used in rpve and pve changeing it kind destroys the nostalgic factor that the card has and if it get buffed or debuffed it will always have many peoples that wouldnt like it. 

     

    a diffrent story would be if a set of new cards would get into the game like in other topis the combination of shadow/nature or Fire/Frost then a balancing thruly is needed specialy for pvp use. in pve it doesnt have much impact. cause the major goal of every map in pve and rpve is to win

    I agree, 1st buff unused cards, and then see if tweaks are needed for others.

  4. 13 minutes ago, Danol said:

    The original game lasted for only 4 years, all the time in between then and now is meaningless. Btw. there was a SoW discussion back then but, as you might remember, there were a bunch of balancing issues that the original devs did not care about for ages. Wheel of Gift stacking, for example. Past ignorance is no excuse for current ignorance.

    Btw. yes, void power management was developed as a feature - not complete void power negation. That's why none of the other void power management tools is nearly as powerful as SoW.

     

    Explain to me what are the bonuses of nerfing the void manipulation system.

  5. It's funny how I have to defend the cards over and over again against people who have no clue in the game or balancing. Why are you so worried about nerfing cards that are "OP", you are not entitled to use this in your games, it's not like the PvE mobs are crying and saying oh god it's too op nerf plox.
     

    It would be understandable, if you were crying for PvP balance but no, you just want to ruin fun for other players because reasons.

  6. Nerf SoW ---> everyone moves to FoF + Cultists.

    Nerf FoF + Cultists ---> No good void return options, game becomes dull and unfun. (Only matters for PvE and rPvE)

    SoW is not a problem for PvP, and if you want more variety in PvE, you gotta buff the other options and not nerf the current ones.

    Thank god the devs don't have time to listen to all of your ideas, the game would burn in less than a week.

    Zeroo, Loriens, Timer and 1 other like this
  7. 9 hours ago, Danol said:

    When playing RPvE in the last few months, I almost always saw someone using Shrine of War. When I build a deck with fire-cards at all, I include Shrine of War. The voidpower-refund it grants is just vastly superior to other means of voidpower management like Shrine of Memory. Voidpower is almost a non-issue when Shrine of War is active.

    I think that's a bit too good.

    My proposal is to

    • make Shrine of War need two fire-orbs
    • reduce it's voidpower-refund from 20% to 15% (u3)
    • allow only one Shrine of War to be build per player (so you need two players with SoW to have the effect up constantly)

    The reasoning behind these changes is to make SoW a bit more rare, so we don't see it on every single RPvE-map, and to make it harder to have the effect up constantly, so void power becomes an issue again. Additionally I hope this would make other means of voidpower management more viable.

    I'm down to make it T2 :')

  8. With all the crazy ideas you guys come up with, nothing would change. I don't mind doing another leaderboards without the "OP" cards, but be ready for the same guys in the leaderboards.

  9. 1 hour ago, Buddelmuddel said:

    I would fix the the decomposer bug, so that it only targets your own units.

     

    It would bring a little more skill into speedrunning. Maybe even add that every position has 4 orbs that they can take, and none of the other positions can take them. Additionally make ami monument and enlightment t4.

     

    When you are a new player you do think that a good time is associated with good players, but 85% of the needed time is determined from your deck, your strategy and AI understanding. Basically the last minute decides how well a team has excecuted a map, and not if they were 5 or 10 minutes faster. Although to understand the AI and play around it, does take a little skill.

     

    If the campaings would be played properly there would be a little more diversity in ranks, and it would be more incentive to play the maps, cause not everyone could do them easily. Its a little sad, when 1 players who knows what he is doing achieves a better time, then when 4 people know what they are doing, but they play the game instead of feeding.

    But then again, if it would be more known that good times do not have to be associated with good players, then it wouldn`t matter in the end. Although it would be nice if you play a map normally in a good way, people could see that you played it well. Maybe there could be 2 rankings, one with every bug abuse possible. And one where you play the map in the casual way, just efficient.

     

    Additionally I would add maybe 200 more energy on camapign maps, so that the start isnt so dang slow.

    I'm quite shocked that an experienced player like you is writing nonsense like this.

    Do you really think all of this restrictions are going to solve the problem? I can assure you, it's not going to solve anything, more than that, it's going to destroy the game we all love.

    Another thing you are completely wrong on is that a good time is not associated with good players. There is tons of replays on YouTube how to do speed runs and yet none has ever even come close to this times.

    -Take for example Encounters with Twilight, Coldmind did it in 12 min 10 fricking years ago and still less than 5 players did that time.

    -Another example would be my replay of the Treasure Fleet in 15:30 on YouTube, between this time and the No1 spot at the moment is around 40 seconds, and very little difference in the strategy and yet none of the players have done it, unless I told them.

    Speed running doesn't lack skill, it's just other players doing claims when they have no clue of the strategies that are being used there. All of you are comparing speed running to only 1 map: Bad Harvest.

    It's very sad that I have to defend speed running every single day, otherwise it's going to be gutted for good.

     

    The only thing that I would change in the speed running aspect, is that it would be less appealing to new players for Gold/Experience farming.

     

     

  10. As I've said before, decomposer doesn't do any harm to anyone;

    -If you're a casual player and want to play4fun, don't use it.

    -If you're a speed runner and want to play4speed, use it.

    Whenever you join a lobby you can see immediately if your team mates are about to use it not, and at worst case you could ask. The rate at which we are getting gold and bfp is already broken, nerfing decomposer isn't going to magically fix it. Even if I never played Bad Harvest speed runs and would only play "normally", I would be finished with all the collection and upgrades within the first 6 months anyway.

    In conclusion, I don't understand all this conversation, since whoever wants decomposer to be deleted isn't doing any good and causing only harm just because he doesn't like the card, which doesn't even affect him... and that is kind of self explanatory what kind of a person he is.

    WatcherOfSky likes this
  11. 12 hours ago, chickennoodler said:

     

     

    Yes, we use one of those exploit runner strats, except cheese it even faster with 3 more t1 players. It's just as lazy easy and the difference in time can be as small as 3-5 minutes more than a decomposer run. Heck, Die to Play already runs an example of this type of Gold run regularly for fun that isn't Guns of Lyr. It isn't hard to do, you mostly sit there spawning units, and doesn't use decomposer.

     

     

    Would you care to elaborate?

  12. @xs0ulLessI'm looking at your recommendations and they are off.. The decks you showed have way too many flaws.

     

    This is a standard rPvE 9 BloodHorn deck:

    image.thumb.png.0038e96572f7e9854585fb0de236298e.png

     

    This is a standard rPvE 9 Batariel deck (you can play with the order of the orbs):

    image.thumb.png.b64d1eb2cc7d7b30d56bffdf8b1fe78b.png

    yeah both of them are very meta, but they are the best of what I can offer to you.
     

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