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About WindHunter

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  • Birthday January 29

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    Mechanical Engineering, History, RTS, Philosophy, Catholic Theology

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  1. WindHunter

    2 VS 2

    This caused the infinite loading screen bug if one of the solo-queuing players canceled his search.
  2. It took me about twice my normal Solo run time but after a few attempts I was able to win. Its not pretty. Apparently my second circled area doesn't spawn an orb in solo; I'm too used to using Amii Monument (which if you have makes this easy). I had to push into the square area for my t4 but I didn't have a real t3 so I had to walk a razorleaf, a move that might have saved me (see below). I could in a second attempt cut at least 10 minute off this run, likely more. The first wave of Urzach Guardians is terrifying but spammed Spikeroots seem to do the trick (warning its fairly micro intensive).
  3. I'll see what I can do, I usually run it with Shadow/Frost. A major part of the defense I just suggested is the Twilight Horror you steal. He can tank and then kite the Guardians for you. Another tip on tower placement is that you need to place one about 2 tower spaces below the temple. This will ensure the enemies aggro onto your tower and not the temple. Then if you tower dies they should aggro your other towers or wells. To help this, you can bait and kite units coming from the northeast with your grove spirit priestess. PS: Are you wanting to run it as Pure Nature? Just want to m
  4. Once you reach the center, you can spawn a parasite swarm and steal the Twilight Horror at the 3 well/ 1 orb cluster directly north of the Position 1's second well on the way to the center. If you send a swiftclaw with the parasite swarm and kill the spawn hut right there you can build the 3 wells and orb safely (You don't even need to kill the Hatecaster tower). Nothing will attack that position as long as you don't leave any units or buildings next to the cluster itself. The same strategy works with the well/orb cluster directly north of Position 2's northern walls. You can steal the Vileblo
  5. If we could create a damage amp that stacked additively that would be wonderful, but the same isn't needed for damage reduction. As it stands now "reduced" and "increased" make sense to not stack because they actually reduce and increase the damage directly (absorption also does not stack, ice shields function as 100% absorption with a visible limit. Ward of the North is 50% with a hidden limit). For example (and for anyone who doesn't know how this works): All stonekin have 15% reduced damage. That means if a stonekin unit receives 100 damage it actually only receives 85 damage. If lifew
  6. There are a few different mechanics at work. We are looking to give more clarity to this by clarifying keywords. For damage multipliers we will be using "increased" and "more". "Increased" takes the highest multiplier, "more" functions multiplicatively with itself and with the highest "increased" multiplier. Once we have them sorted out and clarified it might be a good idea to go back through and change some of them where it makes sense. For damage reduction multipliers there are actually three, "less", "reduced", and absorbed/blocked. These are also poorly clarified and it is something a
  7. I've watched several and find them easy to follow. I ran your spikeroot strategy in Crusade (with some variation) and quite enjoyed it. One improvement I would suggest is to include your deck list in the video. When I was watching the Crusade one and decided I would imitate it I had to go back through and make a note of every card. A picture of the decklist at the end would make this easier for someone looking to copy you.
  8. This is correct, but it is only ensnaring roots. Deep One's gifted catch, which is a single-target teleport + 15 second root is affected by the diminishing returns and halves in duration accordingly.
  9. This game as an unexplained mechanic where crowd control (CC) spells have diminishing returns. I see that the Harvester was previously effected by Oink and ensnaring roots. The oink was full duration, but the ensnaring roots is only half duration if cast while oink immunity is still present on the unit. Your creeping paralysis was cast while the unit still had its root immunity, which was affected by the oink immunity. This means your creeping paralysis had only 1/4th of its normal duration. Rogan Kayle's "It's the shoes!" ability bypasses this restriction because the CC-immunity is appli
  10. As pointed out in the other thread by @Dallarian, a /deutsch chat (if possible) would help alleviate this problem by having a place where Germans can, without judgement, speak German to each other. Anyone who doesn't want to speak it can simply /leave the chat like I do with trade. To make this even better it would be great if there was a command to permanently leave a chat group. Right now I have to /leave trade every time log-in and it would be the same for a /deutsch chat. For context. the old Battleforge had an entirely German server there were so many Germans, so a single chat seems
  11. You need to download it separately.
  12. It would be nice if they could implement an inactivity check instead of kicking you. As in, if you are AFK for more than 5 consecutive minutes, you forfeit any achievement or BFP rewards but retain your gold/upgrade rewards as well as level progression.
  13. I'm looking forward to people uploading a replay of whenever they happen to beat @RadicalX, even if they only won because he disconnected. Even a "Replays" forum section, where we can make megathreads for each PvE map and for 1v1, 2v2, and 3v3 PvP would be good.
  14. Do we currently have an active site for posting PvP replays like old bfreplays.info? Watching high-level play through replays was the primary way I improved in the original game. If not would we be able to make a connected site to the forum or potentially even in-game?
  15. Free PvP decks is a boon for the gamemode. Handicapping the PvP scene at the beginning by removing the free decks would kill the game mode long-term, and removing it later would make the barrier to entry incredibly high. I play Pure Shadow, the most expensive deck in the game bfp and gold-wise. I don't want to grind rPvE for weeks to be able to play my deck, if that's what it turns into I will quit. Only change that is appropriate is locking the free decks into their own card pool like the old tome decks. This way you could mix-and-match between the two weekly decks but otherwise be locke
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