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SunWu II.

Beta Tester
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Everything posted by SunWu II.

  1. 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...
  2. 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 to
  3. 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 t
  4. 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.
  5. While you think undead army has a broken OP mechanic i think getting power from anything other than wells or void (or energy parasites) is broken and stupid. A powerplus of 10 is already quite an advantage in early T1 and can be decisive in a match with players of the same skilllevel. Now luckily nobody plays striker because it's a very expensive small melee unit, otherwise it could get OP really quick like Radical said. When i play shadow vs fire thugs already add enough paranoia off losing eventhough i'm even...
  6. Yeah the fire frost deck is definetly alright, but i think you really need scythe fiends for your fire /nature.
  7. SunWu II.

    Undead Army

    They labeled it as ,,arcane'' so i guess it was supposed to be that way. Wasn't there only one card that broke the arcane/spell rule (arcanes being usable without ground presence)? I don't remember wich it was.
  8. SunWu II.

    Undead Army

    I would go more in detail about why all our calculations so far aren't on point, for example: a undead army player would usualy motivate one of them, buffing the other three. But there's simply the fact that i've seen hundreds of pure shadow games of really, really good players. None of them used it and i think even them couldn't make regular use of it against a frost or nature splash.
  9. SunWu II.

    Undead Army

    I'm not stopping you from using it. You will face 75-80% of oponents who have either coldsnap + building repairs or oink and hurricane, though. Against those players you won't destroy anything by using undead army if you aren't playing tremendously better than them. Each time you use undead army and they counter it with one cc, they get a 30-50 power advantage...yeah you make some damage, but good players still keep an advantage by well timed repairs. The disadvantages stack up and you lose because of this card... And against pure fire and bandits you rather use harvy wich is much more reliabl
  10. SunWu II.

    Undead Army

    I don't know, it fits the shadow theme really well, i think. You got skeletons coming out of the earth surprisingly like in a zombie apocalypse...doesn't get more shadow than that. There's a little risk factor because the skeletons will definetly die, so you have to make use of them in a certain amount of time. I see it as a pve card, anyway, where it's useful and fun to use in my opinion. For example if your offense just failed you spawn the undead army as a shield before the enemy base overruns your own base. Or you keep ,,corpse presence'' to soak up for an arriving shadow phoenix...nothing
  11. SunWu II.

    Undead Army

    Hurricane, oink, coldsnap, knight of chaos...it's only annoying for pure fire, maybe bandits - but not really because nobody above midranks really plays it, definetly a wasted deckslot unless you know you encounter a deck without crowd control.
  12. If you wanna have at least 3 T3 cards still, maybe bandits. Fire/Nature and Fire/Frost really don't do well without all of the ,,must have'' cards while bandits is relatively versatile when it comes to deckbuilding. In fact it's the best deck (besides pure fire) if you wanna play a big and long T1, bandits T2 isn't the strongest anyways, so you're forced to win some matchups in T1 and the huge T2/T3 powerflow after a long T1 also benefits bandits. example: T2: rallying banner, nightcrawler, darkelfs, scythe fiends, skyfire drake, lavafield, ravage, lifeweaving, disenchant, aura of co
  13. There are different versions, but you definetly need 2 nature orbs for the enlightenment and one shadow orb for the shadow buffs (life weaving and unholy hero, unholy power is optional). For the remaining orb most players choose fire for disenchant; earthshaker is also good to have. I personally like frenetic assault and infect much more (2xnature/2xshadow). But i play mostly solo rPVE so i don't encounter those annoying twilight buildings wich paralyze your batariel forever. So if you wanna play multiplayer rPVE go for a fire orb. When it comes to heals surge of light and regrowth is usu
  14. rPVE 9 solo decks: pvp: saving for cultist masters at the moment
  15. Not Radical, but i think he'd say the same: don't drop the mortar, you need it to drag the T1, it makes defending against T2 much easier. T3 i can personally only think of Virtuoso. Then you'd have your jugger basenuke, giant slayer against XLs and an L counter wich is also good at counter attacks. Edit: I never made use of global warming, there were only 2 or 3 really good frost players in 2012/2013, so that alone was why it wasn't really worth it. Maybe that's about to change...
  16. T1 is really quite balanced, it's Radical who's OP. But i saw that Hirooo is in the beta now, so everything is balanced again, Thanos would be proud.
  17. Fire T1 is Battleforge's Bruce Willis
  18. On the other hand who wouldn't get annoyed/cynical from time to time putting so much time and work into something to give it to the people for free and then you got so many people complaining and being clever with what you could have done better...you would have to be completly non empathic or some kind of buddhist monk who doesn't know anger. I wouldn't handle it so well i think and i'm glad there are people who keep showing patience and support and are constructive if they are critical.
  19. You can disagree without getting vulgar and disrespectful. He called devs statements ,,bullshit excuses'' and tells them what to do. How is that not inflammatory? If somebody gets a red rep from me it's not because of him disagreeing with me or somebody else, it's because he lacks manners or respect.
  20. I've seen primes lose to legends and worse playing pure nature in ranked... You know the same thing happens all the time when you go inactive and then come back with a bronze- or silverrank? If you get rid of smurfing matchmaking doesn't become transparent and fair all of a sudden.
  21. I strongly disagree, i think the other mentioned motives like anonymity, ranked anxiety, ELO loss prevention with new decks or fun decks played a far bigger roll. I won't deny players used to do the things you describe but your painting a far too dark picture. I want to repeat a point wich too many new players don't consider: The ELO and matchmaking system produces faaar more unfair matchups than all smurfs combined. An example where the activity system leads to such: An experienced player with emperor rank (blue shield, no dots) only has time to play on the weekend. Over the week hi
  22. They're the loudest unit in the game, maybe that's why.
  23. Since stormsinger has been buffed she is a must have in any frostsplash and gravity surge became pretty much obsolete. Stonetempest is nice but aggressor makes life much easier because with stormsinger you already have an allround M counter and L units are the only (tiny) threat left in your T2. Crystal fiend is nice, too, but it depends on the playstyle and if you have the slots in your deck. Spikeroot or deep one is personal preference i guess, brute isn't really needed if you have parasite swarm against stuff like mountaineers or razorshards, i think. When reaver got nerfed mountaineer expe
  24. I almost feel like you're not doing this by accident but AGAIN you made it all about being right....
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