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SunWu

Beta Tester
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Posts posted by SunWu

  1. Some other good options for nature/shadow:

    Hurricane: Sometimes roots is better, sometimes hurricane is. Doesn't hurt to have both.

    Embalmers shrine: Shadow phoenixes need a lot of corpses to revive. If you activate this building, they only need a fraction of the usual amount of corpses and come back much more often.

    Breeding grounds: On upgrade 3 units spawned next to it only cost 75%, so it's really worth it anytime you summon a big army. Your teammates can also make use of it in multiplayer.

    Resource booster: If you want to get power quicker, you can place it next to your wells. The disadvantage is that your wells run out of power faster. It is still great in random PVE/battlegrounds cause in these games your wells don't run our until shortly before the game is over even with resource boosters.

    Furnace of flesh: Makes you get power back from your voidpool wich can make you much faster sometimes.

    Equilibrium (green affinity): Not as strong as regrowth, but in tier 3 surge of light often isn't enough to keep your units healthy.

    Revenge: Spell wich reflects enemy damage, making your own units take 70% and deal the rest to oponents - really good!

    Thunderstorm: Strong damage spell wich works best against groups of oponents, not so strong on single units.

    Soulshatter: Damage spell wich, unlike thunderstorm, also does damage to buildings. But it also damages you own and teammates units so its more situational.

    Frenetic assault: One of the strongest spells there is, makes all oponents in an area attack each other.

    Infect: Turns defeated enemy units into crawlers wich do a lot of damage and die after some time, great in combination with frenetic assault or thunderstorm. Really expensive BFP wise...

    Wheels of gift: Grants buff to all your and teammates units on the field.

    Enlightenment: Gives you a one time possibilty to play a card without any orb restrictions. That means pure frost, pure fire, T3, T4 doesn't matter - you have to have the card in your deck of course and the power for it.

    T4 Units: the mentioned giant Wyrm is good, grimvine is solid, i personally like primeval watcher.

     

  2. 49 minutes ago, kuwahara said:

    nobody will need to "farm" ,they will play pvp only ,you get bfp from pvp quest ,you get from the daily and you get boosters as well ,and all those pvp players we are talking are not newbie players they will make their deck within a month tops,mods will decide if it will be 5-10 or 15 weeks but i don't see a point a player to have the free pvp deck for ever ,its just a boost for the pvp only player,the point of the idea is yes give the benefit to pvp player start the game with free upgraded card but in the end they join the rest community ,market is part of this game like it or not .

     

    sorry sunwu but i dont understand how this idea will  effect you and all player which do both ? since pvp and /or pve will get gold and bfp for their cards/upgrades.

    You still didn't tell me where i get my PVE rank from if i dont play PVE (you need a certain rank to upgrade cards). Getting bfp from quests? Forced to play PVE again. And probably not even enough for my 4 harvesters wich are needed besides 4 x 19 other cards. Your main argument to me is: ,,others get something i dont get because they play another part of the game''.

    That isn't enough for me to risk pvp becoming completly unplayable again. Because it is unplayable if you only have 3-7 pvp players online at the same time.

    Dallarian likes this
  3. The point was that pvp players dont have to grind PVE anymore. With your idea they would have to, again. Even if pvp gives me the gold to upgrade a pvp deck after some time, unless you play everyday, youre probably still missing BFP (think about how much a pure shadow deck is bfp wise) and more importantly, a PVE rank wich you need for upgrading cards. So the idea is to force pvp players into pve, again, even if they dont want to. This time just after ten weeks when some probably wont expect it...

    Also not nice for players like me, who enjoy both PVE and PVP - i spent all my BFP and gold on PVE cards so i can enjoy both modes. With your idea i would once again have to chose, i cant afford both.

    Dallarian and Metagross31 like this
  4. I have the feeling that on average the pure nature, shadow, fire and the amii booster might be worth a little more than the rest. The most expensive cards are mostly pure cards and with these boosters you only get those. But at the same time there are more than 400 cards and huge differences in prices - the variance is so high that luck is much more important than chosing the ,,right'' booster, even if you buy a hundred.

    Edit: with pure cards i not only mean  :natureorb::natureorb::natureorb:, but also :natureorb::neutralorb::neutralorb:, in contrast to :fireorb::natureorb::neutralorb:

  5. On 12/22/2020 at 11:56 AM, VolvoxGlobator said:

    All those agains free PvP deck - please realize that PvP is endangered mode. It needs certain critical mass to be playable - you need enough players online.

     

    Can't stress this point enough. At the moment the pvp experience is the best since 2012. I feel like some players who feel bypassed because someone gets something for free dont realize pvp would just die again if we dont have the free decks. Or they dont care but thats just mean :(

    Dallarian, ndclub and Eirias like this
  6. 7 hours ago, HalloBob said:

    I have not much interest in PvE [...]. So no need for trading, playing PvE

    That was the point, there were a lot of complaints from players who wanted to play pvp exclusively and dont want to play 20+ hours of PVE first. With this system you will hopefully get players that otherwise wouldn't have played at all.

    I don't see a point in paying for these temporary decks, won't make a significant difference economy wise and also takes away from the purpose of the system: PVP players not being forced to play PVE.

    Shoutout to Radical, Hirooo and TopS3cret for chosing blue netherwarp indstead of the lame green one :P

  7. Using bloodhealing isn't that hard, and remember it's only 50 power wich is a big advantage over the nature heals. Yes, regrowth is easier to use and a stronger heal but as far as i see it you will either displease a lot of casual players by nerfing it or buff bloodhealing endlessly and people still won't use it as long as you don't change its mechanic and make it a generic one click AOE heal.

    Treim likes this
  8. Why should popular/strong cards become rare and unpopular/weak cards become common? Makes it even harder to get a good deck at the start and everyone will accumulate even bigger piles of cards he doesnt use. The only reason i can think of to implement such a system would be generating more money wich isnt an option for SR. Getting new players on the other hand is an aim, wich this sytem wouldn't help at all.

    From the beginning the relation of card strength and card raritiy had been rather random, but i think that's just because the original developers had no idea wich cards are actually stronger than others. I wonder if the rarity system does any good at all these days where profit doesnt play a role. Maybe there's some psychology behind it wich lets the ,,collector'' type of player get more enjoyment out of the game this way, i don't know. For me it's an (in skylords reborn case) outdated money making mechanism wich confuses some new players cause they think rare = strong.

  9. 24 minutes ago, Laze said:

    but grinding for random cards you need 4 of, thats just never gonna work :/

    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.

  10. 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.

  11. 21 hours ago, DrStrangelove said:

     

    But mortar? I don't consider myself as good player but, at least from my experience, it makes it very very hard to defend against t1 close-well aggression (especially from frost) doesen't it?

     

    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.

    Loriens likes this
  12. On 4/25/2020 at 9:23 PM, Treim said:

    That means that e.g. you can apply buffs when projectiles from ranged units are already midair and it still counts for those projectiles (This also applies for melee attacks) . That also means that if units die before the last projectiles land, those last projectiles will have no buffs to them applied. This is most prominent with Shadow Phoenix which can not be buffed as the game applies the damage after the unit is killed by its kamikaze attack.

     

    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.

    Emmaerzeh likes this
  13. 3 hours ago, Loriens said:

    [...] T3 PvP fight is usually a question of fastest base nuke, so all fun belongs to T2 and T1 fights. 

    There can be fun T3 fights but timeless one / shield building / curse well are simply too prevelant to have fun regulary.

  14. 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.

  15. On 5/19/2020 at 11:25 PM, Eirias said:

    Pure fire and stonekin is stronger than pure shadow and stonekin?

    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.

  16. 21 minutes ago, macabi said:

    However, I would like to see a deck slot increase from 20 to 24.

    That may be a big change too.

    Am I correct?

    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.

  17. 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.

  18. 41 minutes ago, LEBOVIN said:

    If the player doesn’t pay attention losing a well seems like an appropriate punishment

    Strategies being non fun is always subjective

    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.

  19. 17 hours ago, gubaguy said:

    its a way to balance out 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.

  20. 10 hours ago, Crimsonite said:

    A game that is in dire need of new players and you want to nerf the very card that still adds a little variety to RPVE T4

    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.

    DarcReaver likes this
  21. 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?

    synthc likes this
  22. 6 minutes ago, Cocofang said:

    I'd say that is straight up untrue. Sure, the environment gets more volatile the less people know what they are doing but there will still be prevailing approaches and metas.

    Let's take that as a thought then. High level players consider Aggressor a bit too weak because it is 150 power bundled into a single unit that can be played around. Low level players consider Aggressor OP because it knocks their units around. Then lets say the high level players, which would be in charge of balancing in this example, say that Aggressor needs a bit of a buff, maybe reduce its cost a bit. Now it's more viable on the top end and sees occasional play. While suddenly it is completely out of control on the low end because all the new people are mesmerized by the constant CC for a lower cost.

    This sort of thing can happen with any card or strategy. You have to take that into consideration unless you want to risk turning certain levels of competition into a serious cesspools. Top level players think about top level competition first and foremost. But a healthy game shouldn't be out of control on any skill level.

    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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