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SunWu

Beta Tester
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Posts posted by SunWu

  1. 7 minutes ago, anonyme0273 said:

    What I think is that Pure Shadow is a more difficult deck to build, as it (in my opinions) requires at least U2 on most cards to be usefull. Shadow Mage on U0 isn't weak, but much more vulnerable and so is Harvester and Lost Grigory (without his ability). Not really sure if it's the ideal deck to start with

    I think the importance of charges shouldn't play too much of a role for the NPE. It is a factor that can be completly eliminated by getting a lvl 120 deck before starting out in ranked matches. And if not, charges really don't matter until you are somehere in the gold ranks. And if you played that many matches already you might have gotten a lvl 120 deck aswell at some point. The other factors for the NPE (how successful can i be immediatley?/ is what i learned valuable for other decks?) are unchangeable so i thnk it's right that they are of higher importance.

  2. 3 hours ago, Mental Omega said:

    I tried to make this card work, I really did. But there is no saving grace[...]

    Because i liked the whole bandits/pirate theme and loved corsairs design (and sound!) i tried building a rPVE deck around it. Good thing it had 2 affinities wich ment having 8 charges immediately.

    It was unpleasent how fast an armada of proud banditships turned into fireworks, especially against lost souls i stood no chance and had to get carried by random teammates in the end.

  3. 7 minutes ago, Einarson said:

    Can you describe more please? I dont know that.

    If your oponent plays something shadow in T2 he will probably use nightcrawlers at some point. Now if you are still T1 or have an amazon left over you can use her ability to temporary control the nightcrawler. While you do that, you activate the nightcrawer's frenzy (selfdestruct) ability, so your oponent won't get it back.

  4. 1 hour ago, LagOps said:

    [...] i would go for amazon, the ability is usefull against sunderer/scavanger (sometimes) [...]

    Also helpful against nightcrawlers in T2 (take over--> frenzy), hated it when that happened to me.

  5. 5 hours ago, RadicalX said:

    [...]

    BANDITS

    This is pretty sad, but you don't have a single easy matchup.


    Your ground units are vastly weaker in defence and in offense.

    ...keep in mind that you are still at a big disadvantage.


    ...you will just wait for your own death.

    ...the game is just over.
    In T2 you will stand no chance.

    Stonekin has like everything you want to have.

    At a high level you will lose next to every game
    Has no defensive capabilities (No proctects, no cc)
    Bandits does really poorly in 1vs1.

    The deck is simply outclassed by the other ones in so many aspects.
    Final comp. Rating: 0/10
    NPE rating: 0/10

    Well, i'm glad you didn't call it the ,,bandits motivational guide'', now i can't wait to play that deck!

    But this is seriously some thorough and at the same time compact overview, well done!

  6. Can only add that it's irreplaceable in pure nature, strong but replacable in shadow/nature and fire/nature and a rather weak choice in stonekin (only because double frost let's you use timeless one)

  7. I would differ between strength and convenience. While this card is far from the strongest, it's one of the most convenient cards to clear RPVEs. M-knockback, splashable with anything, damage spread over the whole enemybase and being an air unit all sum up to no micro needed. That made this card the number one token farming vessel. However it was even cheesier before the dmg nerf and when 2nd chance abuse was still a thing.

  8. Pure shadow's best offensive option against pure fire, pure nature, fire/nature, lost souls (if they don't carry lyrish knights), bandits and in mirrors, so a pretty useful card. I often heard the saying ,,first harvy wins in a pure shadow mirror''. But that's not always true because you first have to find a way to get around aura of corruption + netherwarp. Besides pure shadow itself it's probably pure nature and bandits that struggle the most with harvy. Not that pure fire has it easy, but wildfire really helps. Pure nature has to counter it without disenchant and ranged damage dealers and bandits has nothing close to a cc.

    The ability was actually useful (to force a cc or deal damage) and for free, the only problem were the 4 or 5 seconds it took. That's why it was mostly used shortly before harvy's death. Normally every second of harvies lifespan should be used to hit the oponents well or orb.

    Nice synergy with corpse explosion and netherwarp (to heal, dodge coldsnap or roots, simply save time or port over walls)

    8 hours ago, Treim said:

    It feels clunky

    That's what i also felt was annoying/amusing about harvy - ,,you want me to slap the last 100 hp out that well ? Slow down, my lord, i will first take a walk around it and then slowly position myself perfectly to make it look cool!'' >dies

  9. 3 hours ago, Reis1337 said:

    Wish granted but your grammar is still bad.

     

    I wish for four.

    You get four, but they aren't fantastic at all!

    I wish for a lot of bandit PvP players in the future.

  10. 26 minutes ago, Eddio said:

    Wish granted but they all get corrupted.

    I wish for a never ending supply of beer.

     

    Wish granted, but it's rootbeer! :'(

    I wish germany beats italy on saturday!

  11. 2 hours ago, Gheist said:

    I guess green is only for those decks which have daze skills/units. Also i see it as a big sh*t.

    The green affinity is the ,,interesting'' one in PvP. Quotation marks because it's bugged and overpowered. If it's built, units deal 50% more dmg against frozen units (UIII) wich means not onl does it negate the damage reduction for frozen units but on top of that you get extra 50% wich is crazy. I'm glad only Freemka used it because this is one of the cards wich lets the frost player completly decide over the length of the game and i hate 30 minute matches.

  12. 56 minutes ago, Dragon270 said:

    Real talk:

     

    The bugs of the Infect and the larger single units were actually aliens that the Skylords of Shadow thought were so cool that they added them to the annals and cards of the Skyforge despite them not originating from our own world.

     

    Word ! They're useless witout that masterbrainbug though.

    Edit: Why not make this the next topic of discussion:

    Nightcrawler-0.jpg.247540ecf2471a0bc03ba

    Nightcrawler I Damage +40
    Nightcrawler I Frenzy +25% damage bonus
    Nightcrawler II Damage +65
    Nightcrawler II Frenzy +25% damage bonus
    Nightcrawler III Damage +70

    I don't think this card was of much use in PVE if we forget about the nightcrawlers spawned by cultist masters that went right into the furnace...

    In PvP it was one of the core cards wich was untouchable balance-wise. It was crucial in almost half of the possible matchups and every deck had it's own ways of countering them (most difficult for pure nature without amazon?). Hirooo once managed to play shadow/nature without them but that was only possible because of amii phantom. Every beginner that plays a shadow splash should learn how to make use of them against different oponents.

  13. 4 hours ago, Treim said:

     You would activate Second Chance twice and that way it was even possible to break the unit limit of 120.

    That's amazing, until today i thought this was impossible

  14. Decent PvP card wich works best in a fire/frost deck. In pure fire, bandits and fire/nature it's viable but not worth a slot for the most competitive players. Though it can help even pure fire to attack vs pure frost and is nice if it's buffed bandits style.

  15. I used them in rPVE, in PVP they're far too situational. Let's say you put the twilight-version in your fire/nature-deck. Now you're not immune to Grigs, Tremors and such - you just spend 150 power to set up an area where they can't attack for a certain time. That's really not doing much, especially when the oponent can then attack another base of yours, wich is the case in most scenarios. Offensively (to protect your attacking units) it gets countered by cc and building protects, everything that buys time.

  16.  

    46 minutes ago, MrXLink said:

    Could someone link me to the post where Hawk claimed multiaccounting is not forbidden?

    On 14.8.2015 at 2:15 PM, Blank said:

    The game in it's current state does not allow for creation of more than a single character (client limitation, not server limitation). Therefore on initial launch we will not have support for multiple characters. I don't have a problem with multi-accounting though.

    It was in this thread here:

    Edit: Oh, that was Blank, i mixed them up. But maybe that was the statement Eirias was referring to

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