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SunWu

Beta Tester
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  1. Befallens? Aura? On topic: 99% of the changes seem very worthwhile to me...will miss purple matter mastery on maps like treasure fleet, but balance wise this might make sense i guess.
  2. SunWu liked a post in a topic: Community Update - August 2026
  3. SunWu liked a post in a topic: Community Update - August 2026
  4. SunWu liked a post in a topic: Community Update - April 2026
  5. Yshia is all cliffs. Hala and Uro are really nice 2vs2 maps, so i'm all for the change.
  6. Just played pvp for a few hours, dark mind seems really fun. Also love phantom stampede, feels statisfying to use and looks beautiful. As always, thanks for the great work!
  7. SunWu liked a post in a topic: Community Update - March 2026
  8. SunWu liked a post in a topic: Community Update - March 2026
  9. SunWu liked a post in a topic: Community Update - March 2026
  10. SunWu liked a post in a topic: Community Update - March 2026
  11. SunWu liked a post in a topic: Patch #400055 - 1 March 2026
  12. SunWu liked a post in a topic: Community Update - January 2026
  13. You can keep them alive permanently with revenants blessing, there's 2 affninities, so almost endless charges. I don't know what he means when he says ,,people teleport across large cliffed/separated map area's using those banestones'', i really have no idea... It's probably a strong deck with quick buildup thx to unbound units...but so is a raven's deck for example. Maybe it's easier to play than the classic pre nerf bata deck, but i'm very sceptical if it's as strong or even stronger, like he says.
  14. Regarding resizing models, i liked this thread very much back then. Maybe it can provide some inspiration:
  15. RadicalX liked a post in a topic: Challenge 6.2 sub-17?
  16. SunWu replied to Lithius's topic in PvE
    A few other tactics that were shown in the video: - using giant slayers + dying breed as early as possible to get some more power early on. - add a jugger into the mix for the twilight skycatcher later - use the screaming stone to destroy the towers wich are impossible to reach for your giant slayers and jugger - giant slayers, jugger + 2 skyfires (against the spirits) to efficently kill the boss.
  17. SunWu replied to Lithius's topic in PvE
    Replay starting at 7:45: https://www.twitch.tv/ultralord_t1421/video/2537338576
  18. SunWu replied to Sacriefice's topic in Cards
    Do i really get nothing if i take 90% of a unit's hp with a unit under dying breed influence and then kill it with eruption? If so, i think the card description is very misleading (made me think it would work like thugs or strikers when they had plunder/looter)
  19. I agree, it would be more consistent to have stars representing positive status only (like fire force). What's a good symbol people associate with confusion? A question mark?
  20. Hrdina_Imperia liked a post in a topic: Power shrine bug
  21. SunWu posted a topic in Resolved
    DESCRIPTION: At about 9:40 i spawn in units while my mate's power shrine is active. To my surprise i am not losing any available nor voidpower, so i continue spawning. Another player confirmed this interaction regarding his powersituation at that moment. Maybe my shrine of memory played a role. REPRODUCIBILITY: I will try to reproduce it later. LOG: _log_proxy_latest.log REPLAY: 2025-05-29_20-36-51_RPvEFourPlayers_diff6_s12545_SunWu_OgPhoenix_Oggy1985_2old4games_time_0_13_01.0_v270.pmv
  22. SunWu changed their profile photo
  23. Metagross31 liked a post in a topic: Shrine of war buff
  24. For the off chance you don't know yet, you can add buildings to the shortcut sidebar, too.
  25. Welcome back! There's been a rebalancing of rpve difficulties years ago. It was mostly because of the disparity in difficulty between 9s and 10s wich ended in most players only ever doing 9s. Now the difficulties scale from 1 - 8, with a 6 being the equivalent to an old 9. Also fire and nature opponents have been added to the mix, but those are usually no problem for phoenixes too. As far as i know phoenix hasn't been touched balance wise since EA days so i guess that's not the reason.
  26. When it comes to easier 7s i usually do fine with 3 or 4 skellies and 6-8 forsaken. When you don't have much time to do damage on the spawnhut (cause the forsaken die quickly) you gotta have high damage, that's why i think motivate and frenzy at the right time is important. I usually motivate the forsaken squad wich takes the most damage early or one that gets blocked the most and is dragging behind. Even if 2 or 3 die without doing any damage, the rest should be able to get the spawn down withitin seconds once they reach it (motivated, frenzied forsaken do more than 1500 damage) If there's a camp with knockback (twilight hags, crystal fiends) try to split up the forsaken bunch a bit, so one opponent doesnt disable half your army.
  27. SunWu replied to shaulani's topic in Cards
    He did! pvp check complete [x] As a pvp player who encountered that card several times i can say the range isn't that important of a factor. When your opponent puts a stronghold in you base, it doesn't matter if it's from 100 or 150 meters.

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