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SunWu II.

Beta Tester
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Everything posted by SunWu II.

  1. 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.
  2. 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.
  3. 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.
  4. SunWu II.

    Church of negation

    Isn't sunstriders abilities range longer than CONs?
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. SunWu II.

    Netherwarp Green bug abuse

    Close range ports are also necessary to dodge CCs.
  11. 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.
  12. 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!
  13. SunWu II.

    too much grinding ?

    Lol, after a month or two i now got pure frost, pure shadow, lost souls and stonekin PvP decks pretty much fully upgraded plus every PVE card i desired. How does it take years for you to get a pure fire deck? It's not even about putting in endless hours, just get a few boosters a week and it shouldn't take too long to be ready for competitve pvp. About complete access to everything: Wasn't this phase also about testing/observing progression ? It would defeat the purpose to give out everything then. Edit: at the moment, the bigest obstacle to getting a fully upgraded PvP deck is actually reaching the rank you need to upgrade rares, URs
  14. SunWu II.

    nerf amii monument

    I didn't see any new points or arguments from your side we didn't already hear in this thread but i don't like to be called selfish, so tell me how ,,incredibly small'' the number of players actually is. Did you make a poll, did you ask hundreds of players ingame? Most players i used to pve with saw it as the stupid, unnecessary, broken, cashgrab card it is. I could accuse you of being selfish because you want to safe your one click wonder from balancing, but what's the point, really? When it comes to enjoyment of the game everything is rather subjective, when it comes to balance, not so much...
  15. SunWu II.

    nerf amii monument

    Are there any rare cards that are that expensive? And eventhough you need only 1 (instead of 4 charges like other cards) it was always on the more high priced side. And i think one of the main reasons not everyone used it is that only one player per map was allowed to use it. That's exactly what happened to me when i got my amii monument, rebuilt every PVE deck around it and now a few weeks later i don't even use it anymore. The progress of building up a T4 army shortly after going T3 became tiresome and repetitive. In the end i wasn't even faster, it just gave a bit of safety and i paid with fun.
  16. SunWu II.

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    Sofynn played twilight brutes, he did well with them - i wonder how he had the slot - probably no mauler. They are good against nature splashes, can still get rooted, but at least not hurricaned.
  17. SunWu II.

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    I think we mean the same player - ,,mutantenfisch''. I remember him playing nature T1, perhaps he played another deck before or later. Wasn't his only twilight unit deathglider? Still a no for me when it comes to successful twilight deck players. Onseet showcased a real twilight deck once. Eventhough it's kind of a strange match, the move at 2:20 is probably the best use of a twilight transformation i've ever seen in a pvp match:
  18. SunWu II.

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    Remember him, but ,,succesfull''? I have him in mind as a player that played relatively good nature T1 without treespirits but gave away some ELO by playing the strange T2. I think that's just a mild case of ,,beijingguyism'' where a player choses a deck wich isn't mainstream and in the end trades ELO for fun/recognition. I've seen Hirooo make werebeasts and sunken temple work but unless he does it vs other primes regulary i wouldn't say there's a succesfull sunken temple player.
  19. SunWu II.

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    No :( The transformation effects are weak for the cost at which they come, so situations where they are effective are very rare. In a twilight deck you'd also have to rely on units that are way weaker than their non-twilight counterparts. (mauler > slaver, ghostspears > twilight minions, skyfire drake & burrower > any twilight T2 units). So you cold only achieve good results if you regulary get matched with oponents that are weaker than you.
  20. SunWu II.

    The Stress Test Open on 03.11.18

    Why not both? :)
  21. SunWu II.

    The Stress Test Open on 03.11.18

    If it's only twice the dmg then its working as intended. i thought it was dmg x 4 or even worse, i don't use it myself i just wanted to know if i can scream ,,foulplay'' when i see it used against some poor pure nature dude :D
  22. SunWu II.

    The Stress Test Open on 03.11.18

    This one always makes me wonder: If someone gets caught using green netherwarp on the spot to heal his mages, should he be disqualified? On one hand it's clearly a bug on the other hand 9/10 pure shadow players abuse the heck out of it...
  23. SunWu II.

    Top 50: Underwhelming cards in the game

    That's exactly what i ment with paranoia of being behind while being even. The thugs buff gave a totaly new feeling to the most common T1 matchup and i don't like this feeling. Not only because i as a shadow player can throw most power calculations i usually make out of the window after one thug caught up to a forsaken. It's also the fact that fire now has the ability to play more defensively wich often leads to stalled out boredom instead of welltrading. Don't get me wrong, a thugs buff was overdue because in mid T1 before sunderers come into play motivated frenzied forsaken where a little too strong in offensive situations. But creating power out of fighting units will remain strange to me and makes me even consider playing something other than shadow. There's the argument that absolute perfect micro makes thugs almost useless, but i don't believe that. Especially when your oponent is also really good at microing and the map restricts your moving paths even more you sometimes have no chance but to run into thugs.
  24. There's the lost souls dragon who has an aura wich prevents spells/ranged attacks and also a lost souls building wich does the same. Twilight has the twilight dragon wich prevents spells and ranged attacks in the area its attack hits. If you want to deal with those easily melee units help a lot against those oponents. Fastest T1 in 4player lvl 9 rPVE is in my experience fire (nomad + mine), frost with all the S counters and homesoil can also be quick. Shadow doesn't do too bad either (motivated forsaken; why is everybody using nox? They take forever to kill of squads...) while nature is the slowest. In terms of speed shadow has the advantage of being able to play ressource booster in T2 wich speeds up everything after that alot. In general the fastest decks are lost spirit ship spam, the buffed batariel deck or any deck that combines void manipulation (shrine of war or cultist masters + furnace of flesh or even shrine of memory) with spells that deal with enemy bases quickly: earthshaker, chain explosion (preferably red aff.), fire sphere, inferno, frenetic assault, thunderstorm etc. Bloodhorn is a good unit wich is splashable in a lot of decks and rips through enemy bases the fastest with its ability, melee XL counters like bloodhorn are also good if you don't want to fail against some bosses. There are bosses like the annoying twilight Jugger wich only take damage from melee attacks so a lost spirit ship deck has nearly no chance and needs the help of the teammates. Edit: There's also a little twilight raptor with spellsuppression
  25. SunWu II.

    Undead Army

    I would be on the same train with you if it was really, really strong. But in pvp there are so many better options of going offensive and in pve it's at best convenient. Maybe the mechanic is stupid, i don't think so, it's rather subjective.

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