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About SunWu

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SunWu liked a post in a topic: Legacy Tournament - 11.05.2025 17:30 CET
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Majora liked a post in a topic: Returning player..some questions
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Metagross31 liked a post in a topic: Returning player..some questions
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InnerSphere liked a post in a topic: Returning player..some questions
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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.
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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.
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SunWu liked a post in a topic: Community Update - April 2025
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SunWu liked a post in a topic: Community Update - April 2025
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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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SunWu liked a post in a topic: Patch #400051 - 2 March 2025
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The main difference i see is that soul stone shields have 120 hp, wich is like nothing, while the towers shields give 660 hp, wich is much more useful. So soulstone is a small global buff and the towers shields a strong regional buff. Love the patch!
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SunWu liked a post in a topic: Community Update - January 2025
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SunWu liked a post in a topic: Skylords Reborn 4th Anniversary Christmas Event
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SunWu liked a post in a topic: Community Update - December 2024
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SunWu liked a post in a topic: Mission: Get copy of each unique card in the game by opening boosters.
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SunWu liked a post in a topic: Community Update - November 2024
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SunWu liked a post in a topic: I baked a pizza. :D
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Metagross31 liked a post in a topic: New Amii Cards (Ami Sentinel, Energy Core, Skydancer)
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You can also motivate them for more damage, feels quite statisfying. Won't work that well against willzappers or mark of the keeper though. Another deck i found to be fun, relatively strong and reliable is skydancer spam + 2 - 4 fallen skyelfs. You fly to a camp, ,,mark'' the biggest threats with fallen and melt them with dancers. After that you can take care of the spawn and clean up. Because of the high amount of charges and cheap powercost you can perma motivate the dancers wich produces really decent damage for an air only / L unit deck. Thanks to the auto heal you probably won't even need any healing spells.
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Probably just bad luck? If it's completly random like i think it is there's a (really really small) chance you get bandits another 10 times...
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Any Bloodhorn decks for extreme pve?
SunWu replied to YasuYas's topic in Deck Building and Colour Strategies
Bloodhorn decks are really strong cause it's a good unit on its own but you also have access to a lot of other top tier cards when you go 🟣 /🔴 / X / X. No matter if you go double (or tripple) shadow, double fire or even with a nature splash you probably want to have lifeweaving and unholy hero, cause with these buffs one bloodhorn can solo most bosses. A lot of players do bloodhorn with 2 or 3 shadow orbs cause you get strong options like: - resource booster - frenetic assault - infect - plague (needs 3 shadow) Double or tripple fire would add some great damage spells like cluster explosion or fire sphere. If you want a more casual approach wich needs less micromanagement you can go nature for things like oink, equilibrium and regrowth, but you miss out on a lot of strong fire or shadow spells that way. Thanks to the lifesteal ability you're not that dependent on healing spells like you would be with other units, one stampede in a few buildings almost always fully heals it. -
The team did a lot to make the market much more balanced than it ever was and progression much less grindy. Within a few hours of playtime you should be able to get a decent deck. If you know what you want, don't buy boosters and only buy from the auction house. You can get almost any common card for ~ 10 BFP, uncommons for ~ 25 BFP, rares fpr ~ 100 BFP and a lot of ultrarares for ~ 200 BFP. There's still outliers but most cards can be attained easily.
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I thought the overwhelming strength of it made it so attractive wich was solved by nerfing it hard. Can you tell me what you think the underlying problem was?
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Llewellyn liked a post in a topic: T2 Stonekin flying dmg unit Critter
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So there's: - crystal fiend, playable Stonekin T2 unit - AI crystal fiend - critters, T3 deepfang sidekick so at least that model shouldn't be used in stonekin any more to avoid more confusion. I don't think you have to rely on a flying unit for any PVE situation. There's maps like nightmare shard where you can cheese a little, but also perfectly doable with ground units only. In my opinion stonekin having less air force than other faction is fine, cause it's the most ,,down to earth'' faction by design. If you would want to introduce a flying unit for T2 (besides crystal fiend), it would also be a balancing nightmare for PvP cause stonekin already has one of the most well rounded unit lineups to chose from. Air units in particular are hard to balance cause they can be positioned over cliffs, are very mobile and can't be damaged by most melee units. I won't stop you from dreaming though, maybe one day stonekin dragon :P
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Llewellyn liked a post in a topic: T2 Stonekin flying dmg unit Critter
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It was part of the amii edition, wich was released when EA already gave up on BF. Phenomic, the guys wich created BF had only limited resources at that point and the result were reskinned/reused models with not much love put into them. For example treespirit, also part of the amii edition, is just viridias summons released as its own card. They destroyed a good part of pvp balance when they were released.
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DefAnske liked a post in a topic: Community Update - September
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If amii monument was never introduced to the game - do you think there would be a huge demand for a T3 skipper? And if amii monument really enhaces the overall experience of most players, why not introduce little amii monuments for T1 and T2?Then you can (if you want) skip almost the whole game, only play T4. I'm sure some people would love it, but probably only for a week until they beat every map easily and get bored.
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Fun is subjective and hard to measure and of course there's no one physically forcing players to use amii monument but: People more often than not don't choose what's most fun, our ape brains tell us to use what's most efficent even when it diminshes an overall positive experience.
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Emmaerzeh liked a post in a topic: Community Update - September
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Kanuepps liked a post in a topic: lost dancer very stronk vs stonekin
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Kanuepps liked a post in a topic: lost dancer very stronk vs stonekin
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Thank you but i was talking PvP 🙂 Came to the conclusion i have to use razorshard in my T2 only stonekin deck and accept another weakness in T3 stonekin decks. I still think lost dancer got overbuffed, lost souls getting a superstrong ranged S counter wasn't needed in my opinion.
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It's better than what's in the standard stonekin deck, but still not perfect cause it gets outranged and with the slow animation and frostbite probably won't even reach the dancers. Thank you still, didn't think of tempest yet.