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SunWu II.

Beta Tester
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About SunWu II.

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    Archfiend

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    Male
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    Germany

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  1. SunWu II.

    Remove Wall Attack from the game

    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 players (I've yet to hear a statement like ,,he walled me so he deserved to win'' while i heard ,,he only won becaue he walled me'' a hundred times). When you compare the amount of skill/attention/whatever needed to take down a well in this scenario to other situations the ratio is definetly not appropriate.
  2. SunWu II.

    Remove Wall Attack from the game

    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.
  3. SunWu II.

    nerf amii monument

    How exactly does amii monument add variety in T4? If you want to say it makes 5 orb decks possible, this maybe the case but nobody does that, haven't seen it in hundred of rPVEs.
  4. SunWu II.

    Synthc's Balance Proposal

    On the topic of balancing one or several cards at a time: It has to be remembered that a lot of cards are essential to more than one faction. I have a fear of people only looking at the main matchups (lost, pure fire, fire/nature...) and making matchups worse by not thinking about every single matchup wich is affected by a change. Imo balancing the game without a ,,3 steps forward, 2 steps back'' pace can only be done with multiple changes at a time. How else do you want to balance cards that are in top tier and lowest tier decks at the same time?
  5. SunWu II.

    Balance changes Balance changes to game

    That's not exactly the case with aggressor. It's not conseidered too weak in higher rankings, it's more of a unit with a special task wich can also be done by other units (countering L units). It is used as L counter wich is costly but therefor perma CCs things that could otherwise get annoying for stonekin like skyfire drakes, war eagles, mounties... Anyway imo the main reason why balancing is impossible for lowranks is that there is no meta. A pure fire deck in higher rankings is mostly the same except 2 or 3 cards. That's just the deckcomposition endless players found out to be the strongest in endless games. Now pure fire in low ranks might be something totally crazy and unefficent, maybe it has T4, maybe it has no spells at all, just 20 units...how are you gonna balance THAT? Players in these ranks don't know about hte countersystem, voidpower, how losing a well or an orb makes you lose power permanently. Once they learn those things they normally move to higher ranks.
  6. SunWu II.

    Balance changes Balance changes to game

    There is no balance in low level PVP play. Players use the cards they know are strong in PVE. Then they see their 50 power units getting knocked back by an 150 power aggressor and then think aggressor is OP (wich of course is not). Balancing is impossible for this level of skill (if you want to balance it for the toplevel of skill at the same time)
  7. SunWu II.

    Balance changes Balance changes to game

    Can this thread get a little less hostile? I also don't agree with Deldrimor when he equals a high pvp rank with an ability to handle balancing decissions. Here are some prime (pun not intended) examples of what i mean: ,,main tire was nature T1 cause its strongest'' ,,if the player knows how to play and got the skills he can counter anything so pls cut it out... stop cry about cliffdancer'' ,,bandits is absolut underrated'' These are quotes from top 10 players from this forum. They aren't all great at theocrafting like some might think. (and i don't care for the bad spelling, it's only the content of theses quotes wich scares me)
  8. SunWu II.

    Shadow Mage spam + Green Nether Warp counterplay?

    Doesn't it heal way more than twice the amount of the carddescription though? I thougt that's why it's considered a bug and not just some unintended use. I can't test at the moment cause i don't have the green netherwarp yet.
  9. SunWu II.

    Balance changes Balance changes to game

    https://forum.skylords.eu/index.php?/profile/2579-imaginarynumb3r/ ?
  10. SunWu II.

    Balance changes Balance changes to game

    Relatively. in 2013 it was better than 2009, but only because it was made better step by step. Sometimes the Greeks are 95 % of players, then we should consider making 5% a little less happy for the greater good. This is how it was always done in the history of Battleforge balancing. Me, too. But not necessarily topplayer by rank, but moreso by rank and the ability to explain things and have a balance discussion. Some topplayers views on balance are straight simpleminded. So if we nerf cursewell for example every tactic for speedruns is useless? You're dramatising. Some tactics would become useless, some would be created. But the overlap between speedrun - and pvp cards isn't as big as you want ot make it seem. Historically balancing in BF was always done regarding toplevel play, wich makes sense cause this is where games are decided mostly by deckstrength and not bad decisions, micro mistakes and missing knowledge. It would also be impossible to balance cards for all skilllevels. It's literally easier to learn how to build the right deck, watch replays of topplayers and train then to have every card balanced to your skillevel.
  11. SunWu II.

    Balance Changes

    He probably ment units like lost dancer, lost wanderer (wich has seen some play though), twilight minions etc - S/F relies on shadow and frost units while F/N relies on nature and fire units. But even stonekin and bandits can do fine without their respective faction units, wich just shows how much strong splashable cards there are. Concerning frost vs nature T1, i don't know if there's a better way to play this, but if the optimal play is frost mage spam, this macthup is outright stupid in terms of balance. If mountaineer gets a nerf, pure fire gets buffed and fire/frost nerfed, i don't think that's good. In situations like this combinations of changes are needed, otherwise some matchups will turn out worse then before if you only look at the ,,problematic'' matchups. (In this case mounty vs fire/nature or pure fire).
  12. SunWu II.

    rPVE 9/10

    I'd always go for a shadow start when playing 2 x shadow for early ressource boosters. Not a fan of netherwarp, it heals like nothing and if you warp your teammates it might mess up their spells and focus fire (i for example hate when i cast a spell like revenge on my units and then get ported somewhere else. Or i carefully micro my tanks in the front and low HP dragons in the back only to get thrown in the middle of the base by some netherwarp). You should think about incredible Mo cause otherwise lost dragons are a huge annoyance for your ships. Maybe a second affinity of frenetic wich i find to be more valuable then for example oink. Thunderstorm is also nice.
  13. SunWu II.

    Shadow Mage spam + Green Nether Warp counterplay?

    After the first 5 oink seconds you probably only got one mage down. Second mage already gets woken up immediately once focused and is able to deal damage, maybe even motivated. In the other thread Radical mentioned spikeroot wich seems much better than ghostspears and deep one.
  14. SunWu II.

    Shadow Mage spam + Green Nether Warp counterplay?

    I'm no expert on pure nature, but from a few dekka replays back then i remember even the best pure nature player suffered alot when encountering this tactic. Really easy to excecute and at the same time really hard to defend in this matchup as it seems. Even if it wouldn't be strong at all i would like to see this bug (wich it is) fixed. Edit: another magewarp thread
  15. SunWu II.

    Balance Changes

    He was talking about shadow T1 versus shadow T1, shadow T1 vs fire T1, etc, not about T2. I think the game is relatively balanced, too, but not perfectly. Wich is pretty much the consensus among most players these days; Lost and pure fire a little too strong, pure nature and bandits a little too weak. When we focus on T1 only it's no secret that frost and nature are the underdogs.
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