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Posts posted by SunWu
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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!
Metagross31 and R4bitF00t like this -
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.
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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.
RadicalX likes this -
Replay starting at 7:45:
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Dying Breed
in Cards
2 hours ago, Cocofang said:[...] the unit has to get the killing blow.
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)
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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?
Majora likes this -
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.pmvHrdina_Imperia likes this -
For the off chance you don't know yet, you can add buildings to the shortcut sidebar, too.
Metagross31 likes this -
12 hours ago, Ultralord said:
Yeah there a so many wild strategy's many even dont know

Armatores and Metagross31 like this -
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.
Metagross31, InnerSphere and Majora like this -
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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13 hours ago, This Is Halloween_2 said:
But we also have to take into account PvP.
He did!
22 hours ago, shaulani said:I don't care about pvp.
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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49 minutes ago, Bkingn said:
Amazing patch thanks for the good work!
My question is how is Ice Shield Tower more of a choice than soul stone?
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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18 minutes ago, shaulani said:
I saw someone using like 7 cores, nether warping them into a rpve6 camp and nuking that camp with everything except the boss (surviving with 20%hp) within 1 second. It didn't look like much micro management. Did you try that? Looked like a 10 out of 10. It's the only use of it i've seen so far.
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.
Metagross31 likes this -
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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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.
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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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6 hours ago, Conbleach said:
Thanks for butchering Amii Monument and making it unplayable without improving the underlying problem that made the card so attractive in the first place.
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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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
Llewellyn likes this -
38 minutes ago, Llewellyn said:
That's what I thought too, but why did they create these units then in the first place? It seems to be part of the lore.
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.
Llewellyn likes this -
6 minutes ago, Fimion said:
Well my brain doesnt tell me that at all lots of times expecially when i play with very good players and know that i wont have to carry my team i use decks that i specifically built to be less powerful than my main decks.
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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2 hours ago, Fimion said:
I dont believe Amii Monument makes Batleforge less fun and that players are somehow forced to use it because its so powerful or do you have any evidence that backs your claim?
Fun is subjective and hard to measure and of course there's no one physically forcing players to use amii monument but:
On 9/1/2024 at 9:10 PM, WindHunter said:[...] a card included in 33% of all PvE decks across all PvE modes (community, campaign, rPvE). This card has the same playrate as a T1 staple card like Windweavers, Surge of Light, or Nomads. No T3 card should have a play rate even close to this level, especially not a legendary.
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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1 hour ago, Vrizz said:
I regularly use tempests - the only problem is that dancers block ability usage, so you need more than one to be able to set it up. But as soon as it's rooted, dancer gets fked hard - M counter, knockback and a lot of dmg.
Also Imperials in def mode + pressed F can tank one dancer forever when near building, coz she is not able to outdamage the heal. 😄
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.
2v2 PvP Tournament - 15.03.2026 16:00 CET
in Events and Tournaments
Posted
Yshia is all cliffs. Hala and Uro are really nice 2vs2 maps, so i'm all for the change.