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WindHunter

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Everything posted by WindHunter

  1. WindHunter

    Let's Talk Shrine of Greed

    This is a card near and dear to my heart. I used it as a crutch to get 12th on the ranked ladder at a time where everyone said it was useless. Before I go farther let's remember what it does: Shrine of Greed: Tier 2, Shadow/Shadow, 100 Power Building Transfer half of the void pool to the power pool instantly. For the next 30 seconds, no void power flows into the power pool and any power that would normally flow into the void pool is instead permanently lost. This debuff means that for 30 seconds if you use a spell, lose a building, or let a unit die you permanently lose the 90% power that would normally be refunded. The debuff is so crippling it makes the upside, gaining half of your void pool instantly, not worth it. The lose of a single nightcrawler means permanently losing 54 energy. Lose two nightcrawlers and it is worse for you than building a power well and instantly destroying it. The issue is, the debuff is so bad that you will lose far more than 100 power in the 30 seconds it is active. But, did you know Shrine of Greed's (SoG) debuff is tied to the building itself? If you destroy the building immediately after activating it, you lose the 90 power bound into the building but instead get half your void power instantly. This is clearly a bug but it makes the card incredibly interesting to play and gives Pure Shadow a way to run an incredibly long t2. Rediscovering the bug from another Pure Shadow player Eljyn(?) is what vaulted me into the top 20. It lets you turn a match you are losing into a game where you have 2 buffed harvesters on the field. If you have ever played me and wondered why my micro is below every other top player's, reading this should give you a hint. For 1v1 PvP In my opinion the card is balanced. If given the chance I'd redesign it to bring back Pure Shadow's old school t2 turtle into Harvester or 5-card T3 without requiring the player to abuse a bug every game. Once someone knows you have this in your deck(or is given the impression), they can punish you hard when you build it. I typically had to go one Power-well down when I built it and if I didn't get major value the game was essentially over. It is a true high-risk high-reward card and fits well in the Shadow faction. For 2v2 PvP This is the important part of this post. The widespread use of this bug had a detrimental effect on 2v2 in the later years of BattleForge. The issue is that both you and your ally get back half of your void power instantly and only one of you suffers a -100 power penalty. In 2v2 where there is more power already in the game, this gives a team with a Pure Shadow member an unfair advantage in the mid-to-late game. Assume all four players in a 2v2 match have 1500 power in their void pool. One team is capped at +20 void power per second with 1500 in their void pool while the team using SoG pulls out 750 power instantly and still gets 15-16 per second. This isn't healthy for the 2v2 scene and as time went on and knowledge of the bug grew, more and more teams started incorporating a Pure Shadow member. And that's why I'm making this post. I've seen talk of balancing and if we are going to be making balance changes it is very important for us to look first at cards that hurt the overall playing experience of the PvP communities and this is a card we need to focus on first. Discuss.
  2. WindHunter

    Remove Wall Attack from the game

    I would prefer no walls or substantially less myself. Even on areas where archers on the wall can't hit your wells/monuments you can usually place a firedancer behind it with no counterplay available to the non-fire player except to bind a bunch of power in walls that the fire player won't have to do. With many maps already possessing an inherent advantage for pure fire, removing one more that also promotes boring and frustrating gameplay seems appropriate to me. The places I'd leave walls would be where the players both start with one pre-built, since destroying these walls for void power changes the way the maps are played in a way that is worth preserving (Yrmia for example).
  3. WindHunter

    Balance Proposal: Twilight Hag

    I think this is a good first step for this card.
  4. WindHunter

    Balance changes Balance changes to game

    Kubik has already stated earlier in this thread that they will not be adding two different versions of the same card. Even if that were possible, it would be a lot of work. We had this suggestion before, which Phenomic also rejected, and afterward Phenomic rightly deferred to PvP balancing over PvE when cards overlapped since balancing in PVP is substantially more important and has a greater impact on game play. I can't remember more than few cards that Phenomic balanced specifically for PvE, and each of these were the most egregious examples such as LSS, enlightenment, and Amii Monument, and even those they only slapped-on band-aid fixes. That is not surprising when they only balanced 4-8 cards every few months and PvP always needed, and still needs, changes. With a more active Dev team it seems it can change. Kubik I throw in my opinion that you should go ahead with a discord server, at least among the PvP players who are competent and understand theorycrafting. You can even give us some starting guidelines on what type of issues you/the team want us to focus on to begin with.
  5. WindHunter

    Balance changes Balance changes to game

    Can we stop spamming the thread on this subject so we can talk about other things without it getting drowned by this? Kubik has already said he is making the change, and you guys are just throwing a lot of words at the wall saying the same thing other and other again without understanding his reasoning. Kubik I am suddenly understanding your reasoning for discord a lot more. Also, from earlier, will you be able to add/remove unit abilities like Steadfast, Swift, and Slow easily or is that too complicated for now?
  6. WindHunter

    Refresh in PvP needed

    Has anyone tried Kaldra's PvP maps with neutral units? I'd be down to try it with someone if they are interested. If it is good we could try to create a few more or modify it.
  7. WindHunter

    Balance changes Balance changes to game

    This is a flawed reasoning, let me illustrate via two examples, one for PvP and one for PvE. (1) Imagine you are playing checkers. In checkers you can only move forward, until a piece is kinged, and you must jump a piece if it is possible. Now imagine you set up a nice 2 for 3 jump trap for your opponent but when he falls for it he refuses to execute the jump. He says that the rules of checkers violates his "freedom" and not only should he not have to jump, and thus give you a piece advantage, but he should also be allowed to move backwards at any time. You would rightfully think this absurd as the game isn't a game without rules and freedom in the game exists only because the rules exist. Your opponent checker nihilism/relativism in defense of his "freedom" would make the game itself unplayable. This is the PvP example. (2) Imagine you are running a 5K race. When you start the race you run the first 2 kilometers and are tied with a fellow runner. At this point your fellow runner stops, walks over to a car waiting on the side of the road, and decides to drive the next 2 kilometers. You run the fastest 5K time ever on that course, but your fellow runner unsurprisingly wins the race and "runs" faster then you, such that he know holds the course record. When you confront him afterwards that he violated the norms of the race and cheated/exploited the system by driving he tells you that "it doesn't sound fair to me to inhibit other runners' freedom by forcing them to only run in the slower way that you like". Now its obvious this person's appeal to freedom is absurd, because unless the norms of the race are enforced, then their is no reason for the competition in the first place. Additionally, his time should be stricken from the record for its exploitation to begin with. This is the PvE example, and I think its obvious to see how to fits the scenario with cards like Amii Monument in Soultree.
  8. WindHunter

    Balance changes Balance changes to game

    While I prefer the forum, I see that discord could work if it were very systematized with individual channels for each card (a different balance specific server would also be good). The ability to ban/allow certain people per server is also a bonus. One issue with discord is the inability to quote someone else, this is especially an issue if the person's post was from awhile back. @Kubik Would you be able to add abilities to units such as swift, steadfast, or slow? Additionally would you be able to add/remove knockback from abilities or change damage modifiers (S -> M, M-> *).
  9. WindHunter

    Top 50: Underwhelming cards in the game

    Bandit spearmen suffer from the issue that they can be perma-cc'd due to knockback. Stat-wise the card is incredible with its ability. Spearmen can kill all standard T2 M-units in 10 seconds or less (nightcrawlers, enforcers, burrowers, etc.) and it even beats or comes close to beating some of its own counters (scythe fiends, ghostspears). Its flaw is that it is slow and almost unusable against nature splashes, which is exactly where the card is most needed by bandits. The card, and Bandits as a whole, would benefit from bandit spearmen being given steadfast (knockback immunity). This change would make spearmen an all-arounder card for Bandits (+50% damage against any melee unit, and M-counter), which I would hesitate to add to any other faction, but Bandits lack of CC and building protects means that its units ought to have higher stats compared to other factions to compensate. The only faction this would give Bandits a lopsided match-up with is Pure Nature, since Bandits already wins this match-up and spearmen beat ghostspears in a 1v1 while steadfast would make spearmen useful against deep ones.
  10. WindHunter

    Balance changes Balance changes to game

    In terms of balancing in the PvP community I am pretty optimistic that we can come to a consensus on a lot of the changes while just letting the controversial stuff sit where it is for now. In the last year of Battleforge's balancing, MaranV, myself, and 1 or 2 other major English players were able to present agreed upon changes to most watchlists. The English forum's watchlist on homesoil is a great example where a number of us privately worked out an acceptable homesoil change that MaranV then posted to the forum. The entire rest of the watchlist was just people posting "I agree with MaranV's proposed change." Of course Phenomic then responded by releasing the current slapshod homesoil change that almost no one is happy with. I think these discussions are easier to have on the forum because you can go back and review what someone has said previously easier and long posts don't appear as walls of text. In terms of current Devs making PvP changes, I'd prefer if they just deferred to the top players on issues to avoid more bad balancing like with homesoil and thugs. The current Devs have also made it pretty clear that they don't play PvP anyway.
  11. I voted to remove Yrmia. +1 bring back random maps +1 remove Wazhai. I don't know if it is possible but I'd like to keep Lajesh but remove the walls. They are the entire reason that map is unfun.
  12. WindHunter

    Current Proposal: PvP Rewards (AOT rPvE)

    I like all the suggestions so far and generally agree with RadicalX's way of thinking. Thank you for being willing to address the problem. Just an an example in all this, I am a formerly active top 20 player (in EA days) and I haven't logged into the game since December, even while following the project, because I have been unsatisfied with the current system. As is, I am being forced to play tens of hours of PvE to get to the game mode which I enjoy so I quit playing until something changed. So I am really looking forward to these changes so I can start engaging with my favorite game again.
  13. WindHunter

    Stress Test Open#2(vs2) 17.11.18

    Is building, activating, then destroying a Shrine of Greed considered bug abuse?
  14. WindHunter

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    I think saying that his Twilight deck works is like saying my Pure Shadow no-t3 deck works. Sure, it got to me to 12th on the ladder, but the deck was reliant upon an obscure gimmick with Shrine of Greed that become obsolete once everyone understood it. There was a similar case with Aaaaaabama's annoying Church of Negation deck. Once you figure out he isn't good at T1 and T2 and is just trying to stall for his strong T3 the deck becomes sub-par and he is ELO fodder on small maps where rushing is possible.
  15. WindHunter

    The Stress Test Open on 03.11.18

    I'd love to if I didn't have other obligations that day. The harvesters or windhunters will have to wait.
  16. WindHunter

    Undead Army

    Pure Shadow has a hard time defending in an even match-up versus Pure Fire. If you are wasting 100 power repeatedly on skeleton army you are going to lose multiple Wells by the time you take anything meaningful. Skeleton army could be useful right after a major shadow attack where you almost take a well, with skeleton army as the finisher, but in practice it doesn't work like that. Pure Shadow can't sustain long-distance attacks in early T2 against fire. In a close well situation skeleton army is worthless. I doubt in early T2 you could deliver enough corpses to a far-off base and do enough damage that you would be able to take the base without a minimum of 2, if not 3 skeleton armies. This would take a minimum of 60 seconds and put the shadow player at -200 power. The fire player should have no problem counterattacking and taking more than he loses. In late T2 skeleton army isn't worth it because you should be spamming harvesters before the fire player can get to T3 for juggernaut.
  17. WindHunter

    Top 50: Underwhelming cards in the game

    The looter ability is essentially a double-dip. If thugs kill forsaken (or any 50-power unit) they generate 10 power out of nowhere while the opponent loses his unit with 45 power going to void and with 5 power permanently lost. Now if the thugs themselves die, they send 54 power to the void and 6 permanently lost. This means a thugs that has killed a forsaken has more than paid for itself in a permanent sense. Except this was already true before the looter-change since the fire player had both a temporary positional advantage and a still-living unit while his opponent didn't not. Now on top of that, the fire player has 10 power that appeared from nowhere and which is immediately available to him in the powerpool. Power calculation wise, as long as thugs have dealt 60% of the damage to any 50-power unit before death, they have permanently paid for themselves. And if they kill 2 units, they have permanently paid for 4 50-power units. Any disadvantage a thugs player occurs power-wise can only ever be temporarily, as his opponent constantly loses power permanently from unit-lose while he gains power even while losing units. It violates the rules of the game and succeeded in ruining what was once a very balanced match-up between Fire T1 and Shadow T1. Making the same mistake with strikers would mean that no shadow player (or fire players without thugs/strikers) should even bother playing tier-1, because the match-up would no longer be winnable.
  18. WindHunter

    WindHunter's Commentary

    Hello! I am Windhunter and I used to commentate PvP matches. I was one of the first native English speakers to start commentating and I can claim to have inspired FarRock to do the same. I was a top 20 PvP player when active. I have played nearly every deck in 2v2, but my 1v1 decks were mainly Shadow/Nature, Bandits, Fire/Frost, and Pure Shadow. I will begin commentating matches when the server is back online. Any match has the potential to be commentated, but I will only commentate high-level play. This doesn't mean it has to be a Top 20 replay, or even Top 50. What I look for in matches I commentate are mainly 2 important things. 1. Opponents are equally matched 2. A major source of ingenuity, technical skill, or smart play. Something I can point out as I commentate. Examples of number 2 include, Beijingguy, when possible, hurricanes into a wall to let his Swiftclaw have an easier time killing the enemy units. Top players like CDKillRoy use their scavenger to bite an enemy unit, then walk the scavenger inside the enemy unit to slow it down even farther, letting him set up his defense or get his well repaired. MaranV personally micros his Stone Tempest to keep up to 4 medium units knocked back at once. A few instances of play like this in a close match warrant me commentating it. I already have a Youtube channel with 24 PvP replays and 1 PvE. In the past I used to decide 5 minutes into a match I wanted to commentate then wing it from the beginning. Not so this time around. I will watch the replay in depth and make notes of major occurrences to make sure I point them out during my commentary. I will not do PvP lesson videos, FarRock has done a phenomenal job creating PvP lesson videos, if you wish to see these, please check out his channel. My Channel: WindHunter's Commentary I look forward to commentating some fantastic matches in the future.
  19. WindHunter

    WindHunter's Commentary

    Since the game has been re-opened, and I have been benefiting from it myself, I thought I'd post my old tutorial on how to do King of the Giants solo so that people can have an easier time grinding during Open Stress Test and later during Open Beta/Release. Just one improvement on the video, if you move the construction hut to the side a few feet you can use one Resource Booster for all 6 wells by placing it in the center. Also, you are a bit less stressed micro-wise if you sent the first 4 ships left instead of the 3 shown in the video.
  20. WindHunter

    Fire vs Frost Tier 1 Rush counterplay

    Radical touches upon a general principle above that I'd like to explicitly state: In T1 killing units is usually more beneficial than focusing down a well. This is true for a lot of reasons, (low total power pool, slow units, weak spells, etc.) but for these same reasons your goal in Tier 1 is often to create a snowball that can destroy all of your opponent's defenses and only then start destroying wells and monuments. Even with nomads you shouldn't be attempting burrower-oink style well destruction in Tier 1. You may end up with a slight permanent power advantage, but temporary power advantage matters more in Tier 1 and early Tier 2 and your opponent can easily punish your early over investment.
  21. WindHunter

    Economy, quests, gold and rewards

    I enjoy PvE well enough but my primary love and reason for playing this game is PvP. I can't do that without a wide diversity of cards and a fully upgraded deck. I have no urge to grind for upgrades or cards for weeks and weeks just to finally be able to play some PvP. I think "grind walls" are only needed to hide holes in game playability which I firmly think BattleForge does not possess. You should be playing the game for the sake of the game being fun in and of itself, and seeing as such a large community invested so large an effort to bring a game back, I think we can all agree that Battleforge is an incredibly fun game. For this reason, I strongly ask our fearless leaders to not slow down rewards for the sake of those who enjoy grinding and instead focus on promoting what is the greatest asset of BattleForge, its fun and diverse gameplay.
  22. WindHunter

    My Dear Friends

    Hello old friend, I'll have to decline the pizza but I will take the party. I'd love to get a few games in together once everything stabilizes.
  23. WindHunter

    Open Stress Test - All you need to know!

    When I got online I was only able to successfully complete the tutorial and 2 RPvE maps. Even so, I have enjoyed the small time I've been able to play and I am very thankful for the work the team has put in reviving the game. I'll keep trying periodic (hopefully getting to play a bit more) and even then I'll patiently wait for a larger server and more stability. Keep up the good work Dev Team!
  24. I'd say prior to the last round of PvP balance changes we were looking at the most balanced meta in game history. Reverting the thugs buff would rebalance tier-1 which I would argue was essentially done. Tier-2 was looking decent, minus bandits. Even then, a few very small tweaks like Bandit Spearmen getting knockback resistance (please) and Bandit Stalker being given siege damage could go a long way to fixing the faction's woes without affecting other match-ups. PvP was looking pretty good overall. Some factions had obvious advantages but I don't think we had any obviously overpowered Tier-1 or Tier-2 cards/combinations that were ruining the meta. I'm happy to hear that our new Dev team will be focusing on buffing some obscure PvE cards first, as we will all be pretty bad at PvP when we get back into it.
  25. WindHunter

    Shadow T1 PvP Guide by RadicalX

    Good guide, only thing is it seems you forgot Executor exists (unsurprisingly).
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