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SunWu II.

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About SunWu II.

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  1. SunWu II.

    A serious concern

    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.
  2. SunWu II.

    Spells of the Lost Souls

    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 why is lost warlord a weaker overlord, should be the other way around! The only lost units or spells wich are regulary played in PvP are reaver and grigori. A free revenant would make them too efficent, the revenant ability is already somewhat useful against decks without good crowd control. I can't give too much advice on playing this deck in PVE, cause i do really rarely. If you put in some non lost spells like f.e. frenetic, infect, coldsnap, maelstrom, homesoil etc the deck instantly becomes a lot stronger but you probably already know. Bloodhealing on the lost evocation is an efficent way to heal cause the revenant got lots of hp. Ethereal storm with all the side bonuses seems strong in theory but i never really tested it in situations where i actually had multiple revenants around to get the desired effects. In T4 the lost dragons can negate a lot of damage. I think @Treim is someone who's able to keep revenants alive throughout a whole battlegrounds, maybe he can give some insight on his tactics.
  3. SunWu II.

    Skylords Reborn Championship (11.07)

    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.
  4. SunWu II.

    True PvP Experience

    phasetower go pew
  5. SunWu II.

    Battleforge undocumented details

    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.
  6. 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.
  7. 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.
  8. SunWu II.

    Nature T1 PvP Guide by RadicalX

    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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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.

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