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SunWu II.

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About SunWu II.

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    Archfiend

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    Germany

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  1. That was the point, there were a lot of complaints from players who wanted to play pvp exclusively and dont want to play 20+ hours of PVE first. With this system you will hopefully get players that otherwise wouldn't have played at all. I don't see a point in paying for these temporary decks, won't make a significant difference economy wise and also takes away from the purpose of the system: PVP players not being forced to play PVE. Shoutout to Radical, Hirooo and TopS3cret for chosing blue netherwarp indstead of the lame green one
  2. Using bloodhealing isn't that hard, and remember it's only 50 power wich is a big advantage over the nature heals. Yes, regrowth is easier to use and a stronger heal but as far as i see it you will either displease a lot of casual players by nerfing it or buff bloodhealing endlessly and people still won't use it as long as you don't change its mechanic and make it a generic one click AOE heal.
  3. Why should popular/strong cards become rare and unpopular/weak cards become common? Makes it even harder to get a good deck at the start and everyone will accumulate even bigger piles of cards he doesnt use. The only reason i can think of to implement such a system would be generating more money wich isnt an option for SR. Getting new players on the other hand is an aim, wich this sytem wouldn't help at all. From the beginning the relation of card strength and card raritiy had been rather random, but i think that's just because the original developers had no idea wich cards are actually s
  4. You can sell your boosters to to other players and use the bfp to buy the cards you need directly from the auction house. Compared to counting on random luck to get certain cards thats's of course a gamechanger.
  5. I love lost souls PVE decks with only lost (and not frost or shadow) spells and units. I think the colours and spell animations are the most beautiful of all factions but damn is it weak in comparison. You would expect a card with very constrictive orb restriction to be stronger than one that you can combine with other colours - but unfortunately thats so often not the case in Battleforge. This leads to a lot of cards that almost never see any play like the lost spells you mentioned. Frenetic and infect alone are so much better than anything pure lost has to offer in T3 and even T4. Any w
  6. Esepcially against the slow frost T1 you can and should always block a close well with swift units. Regarding the tournie's map pool a tower ban makes T1 relatively fair, i think. For example frost T1 might now have a certain advantage on Yrmia (short distances) while still being the underdog on Uro (looong distances). I personally like this towerban cause it means less turtling into T3 and more action: more fun to play and watch.
  7. Another interesting thing i witnessed earlier: When a ranged unit fires a projectile and gets swapped by nightguard while the projectile is mid air, no damage is done. Probably also works that way with parasite swarm, mindweaver and mind control.
  8. SunWu II.

    PvP t4 fight

    There can be fun T3 fights but timeless one / shield building / curse well are simply too prevelant to have fun regulary.
  9. Hey, this guide can give you an overview about wich PvP decks are rather strong/weak and wich are most suitable to begin with: When it comes to PVE you can generally say splash decks (different colours in one deck) are stronger than pure decks. For beginners nature and frost are a good combination because these factions have a lot of cards that make your armies and bases safe and stable. But in the end its a question of wich playstyle you prefer, because shadow and fire cards aren't weaker, they just need a little more knowledge and experience to succeed with.
  10. Harvy without disenchant is relatively easy to get rid of with root-aura for example. Compare that to juggers with healspam, root + wildfire or homesoiled dancers.
  11. Yes, it would at least destroy PvP balance to a certain extent. I get goosebumps imagining a stonekin deck with 24 slots. (At the moment stonekin players have to distribute weak spots among T1, T2 and T3 wich makes the deck relatively balanced). You could also play a lost souls deck with ~ 9 T3 cards, not fun. @Flrbb : Maybe something wich comes close it possible with the map editor. I have no clue what's possible and what not, but some mapdesigners like Kaldra did crazy things with the existing mechanics of the game.
  12. SunWu II.

    rpve Twilight Deck

    Hi! Cards i don't find that strong in your deck: spirithunters, twilight creeper and frost crystal. Cards i would always consider in a fire/nature RPVE deck: hurricane, thunderstorm and cluster explosion (red). And because you have shrine of war and therefor the powercost of a spell doesnt really matter you could also consider playing armageddon.
  13. How about losing an orb? Or two wells? That happens, too, sometimes, especially for decks without hurricane or building protects. I agree with you to a certain extent: When the game has just started and you get walled you should really consider paying more attention to the oponent. But in T2 there might be action all over the map and paying attention to every f'in wall all the time is making it hard to play your optimal game. It's an annoying, possibly frustrating part of pvp wich is of course a subjective opinion, but one wich can be supported by a lot of arguments and is shared among most pl
  14. Wich it doesn't. Like he already explained it often leads to games where a player loses because of a few seconds of not paying attention. It's also sad watching a lot of low- and midrank players who seem to see this as their primary strategy on ,,wallable'' maps like Layesh and Simai when there are much more fun ways to play the game. Already a lot of players make a ,,no walls?'' agreement before matches on certain maps.
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