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SunWu

Beta Tester
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  1. SunWu

    Slow and Slower

    The main problem is that construct already comes with a lot of strong abilities - long range, siege and XL-knockback. So other than flying units and bosses nothing can stop it. Every ground unit gets knocked around, buildings get destroyed from far away - the only attribute stopping it from being superior to every other T4 unit is the fact that it's slow. Removing it (even conditionally like battleship) will probably leave it as too strong. There are also ways to make it more mobile wich are sometimes used to play constructs in rPVEs: - use deepcoilworm (as a mobile tunnel) and burying ritual to teleport the constructs - netherwarp (using incredible Mo's yellow ability circumvents port immunity after a port)
  2. Tried that and it turns out: bloodhorn is indeed pretty good vs pure frost! That was the cheese i needed, thanks very much!
  3. I started playing pure shadow again and am really struggling against pure frost so i reread this guide again. If i win it's by rushing frost's first extra well wich seems like my only realistic chance (if the frost player doesn't get too greedy and i can nightcrawler spam vs his T1). But once the matchup reaches T2 vs T2 i stand no chance, in T3 Satanael gets destroyed by timeless + core dredge (blue). Nox carrier is mentioned, but i don't see how it helps - it can either be frozen and killed before reaching a well or the rippers get easily countered by frost mage or silverwinds. For me this matchup seems really, really bad...you get the rare map control win, but that's only possible on Uro and some random maps, so my question is: are there any niche counter cards or strategic approaches i didn't think of yet?
  4. DESCRIPTION: Using witchclaws ,,infiltration'' ability on a single enemy building does 930 (blue) / 1095 (red) damage, when fully loaded up with corpses (3000hp). Card description says it's supposed to do 600 damage only, 900 with the extra 50% of the red affinity. REPRODUCIBILITY: in the forge, always - tested on a well and other buildings
  5. You can try to take over scythes with parasite swarm. It's a big investment but a very good trade if it works. Pure fire is more susceptible to parasite swarm swaps than other fire splashes so your chances are good...you only have to watch out for drake/gladiatrix + eruption combos.
  6. There was a lot of discussion! Mostly because bad harvest turned into this at some point:
  7. Protector's seal might be confusing cause the damage source has to be IN the affected area. It also only counts for units, not for towers, wich there are a lot of high damage ones in a fire rPVE.
  8. I made that exact same argument years ago when the discussion was about who gets to run the balancing: Topplayer doesn't mean good balancing managing. BUT the players they chose to me seem like the most level headed, reasonable and knowledgeable people they could find. WIth the risk of sounding a little elitist: Most of the pvp players don't know what the f they are talking about, me too, sometimes. But they really do. Edit: And nobody's perfect, what's 1 minefield compared to 100 positive changes?
  9. That's a good thing isn't it? I rather have 4 or 5 topplayers running the balance department than 300 random players voting on whatever their mood is. Btw even if you can't personally decide on what will be done, you can always take part in the discussions on discord or here. Even OPs brilliant input will be heard, i'm sure. Edit: deck diversity in pvp got muuuuch better wich to me is proof that overall they're doing well
  10. Mind Control: 1. Power cost: 300p ➜ 250p 2. Charges: 4 ➜ 8 3. Takeover limit: 300p ➜ 350p 4. Allow to be used past population limit 5. Now cleanses all debuffs and makes mind controlled unit immune to all major debuffs for 15 seconds after cast. YES!
  11. Got about 700 nature uncommons ready to be forged, nice!
  12. Undead army and bloodhealing is usually enough. gives you access to winterwitch and she's pretty strong, so i don't know if it's weaker than . Still one of those or would be the orbcombos i would try to avoid in most cases, so i'm thinking in the same direction as you as what might be the weakest. A solo shadow orb is always wrong in my book (unless you wanna spam LSS), a second shadow orb simply quadruples the potential (resource booster!). makes me notice im a 2x/2x guy (or 4X), never really play anything 3x/1x...
  13. With the playerbase as low as it is it would make more sense to compare active players in ranked for example (people who had matches in the last weeks). Comparing those you see that there are more players in pvp than 1 month ago, much more than 3 months ago. Nobody claims its a superpopular mode. But you claimed it's dead, wich is definetly not the case.
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