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SunWu II.

Beta Tester
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  1. SunWu II.

    Frost/nature pvp deck help

  2. SunWu II.

    damage your allys

    This discussion was held back then, too. The developers statement vaguely was that these effects are an important part of the shadow faction and should therefor stay. I agree with them, it's annoying if you have to leave a game because somebody goes against you with shadow but i haven't had that happening in the last years, at all, not a single time in hundreds of matches. I assume it's really a few players only and my opinion is that we shouldn't change mechanics and balance because of some idiots. I'd rather note their name and call them out and not play with them again if i see them.
  3. It really has, it's hidden/for some reason not included in the description.
  4. Pretty much every mission on standard / advanced. I'm not expecting every player that asks for deckadvice to do expert right away. I also think there are a lot of expert maps where an allround deck is doomed to fail and a specific deck is needed.
  5. I think the studio wasn't as full fledged as you think. They barely had the ressources/manpower to concern themselves with balancing issues. And despite that balancing came a long way when you consider what a mess it was in the beginning.
  6. How is aggressor a good card for non specific campaign? For 150 power it knocks back L units, that's it. Now if you don't encounter L units it's a crap card with crap dmg/power and you're putting yourself in a crap situation playing it. And it's not too bad to have a flying, tanky XL ready to snipe spawnhuts or other obejectives. So why is giant wyrm crap? Gemeyes do crap damage compared to the wyrm. Seems to me like it's a matter of playstyle and not strength.
  7. SunWu II.

    Church of negation

    Isn't sunstriders abilities range longer than CONs?
  8. SunWu II.

    Lost Spirit Ship Hype

    LSS also fires 8 projectiles at the same time once there are four or more enemy entities in range. This increases the damage output enormously and makes it a stronger XL than Giant wyrm wich also costs 60 more power.
  9. SunWu II.

    Balancing Discussion: The T1 imbalance in PvP

    Those should be considered, too, when talking about balancing that thing. It's imbalanced in defense on midcentered maps like Elyon or a lot of generated ones where nature (and like always frost) can't start with a swift unit (cause nox). Shadow just takes the middle with immediate phase towers, gains map control and now the nature or frost player has to play 3 leagues better than the shadow player if he wants to turn the situation in his favour.
  10. SunWu II.

    2 - Lost Banestone

    It's not supposed to dissolve units, you can read the card descriptions by hovering your mouse over the card. Lost banestone: Activate to partially draw the targeted hostile unit into the inbetween. The target will be paralyzed and cannot be attacked by other units. The affected player may no longer play out any more cards of same card as long as either the target unit lives or Banestone are still standing. Reusable every 60 seconds.
  11. SunWu II.

    bugs if you dont know

    Ignoring shields has always been a specialty of the purple affinity and still is. Therefor the green affinity deals more damage but desn't go through shields, lifeeaving etc. Now about Danduil i'm not too sure, i don't play 2vs2 often enough to know about this problem, maybe some 2vs2 regular can help here.
  12. SunWu II.

    bugs if you dont know

    I can at least solve the regrowth mystery: it has a cap, first comes the initial heal and then the heal per second wich is limitited and stops if that limit is reached (can happen fast with high HP XLs) Spiti hunters always worked as intended for me. I think you confuse the green and purple affinity, please check the descriptions again.
  13. SunWu II.

    Netherwarp Green bug abuse

    Close range ports are also necessary to dodge CCs.
  14. SunWu II.

    Netherwarp Green bug abuse

    +1, but i dont really like the suggested solution simply because it would make some wallhops impossible. It would nerf the blue netherwarp, wich i prefer to use, too.
  15. SunWu II.

    Help shadow/nature

    Imo The frost way with grigoris is the strongest. You get a lot of defensive strength with shield building and silverwindnasties. Another small advantage is you're able to play more than one grig while you can play only one Brannoc at a time. Also look at your avatar!

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