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LagOps

Alpha & Beta Tester
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Posts posted by LagOps

  1. I can confirm second chance unit limit can still be broken, the units have to respawn while the units you summon are in spawn animation. apparently they don't count towards the unit cap yet. you can get 2-3 extra units depending on the spawn animation duration. the twilight tower just rapes the unit limit. was running around with 500+ units on rpve9 regularly.

  2. what can i say? i love this card, it was exactly what was needed in bandits t3 to be able to intercept and defend l units. the unit is very cost effective, even a bit stronger than silverwind lancer when considering the difference in power. however, the bandits deck provides less support for the card so in my opinion the stats are still justified (but close to being over the top). the ability is amazing, i play the one with the slow to be able to intercept the enemy, but the other affinity also isn't useless. the extra range for ranged units is basically useles, because all units you would want to combo with that have some sort of spectial attack animation that does glich out (gunner, ashbone etc.). if i recally correctly, the ability is free on u3, which might be a bit too much. considering how cheap lancers are and that the ability does not have an animation, the cooldown on the ability does not stop it from being a no-brainer.

  3. a very strong card, especially if you just want to ignore enemy units and siege a well. can be quite annoying, especially with burrowers. Also good if you want to stall an l unit and deal with other units first. It looks really goofy as well, no idea who was like "guess what would make bafo better... FLYING PIGS!".

  4. it's a quite strong card and is especially usefull vs. shadow t1, which used to be quite dominant/popular in pvp. most high elo players have it in their deck, but it is not quite a must have card. After the ability got nerfed i feel like it is okay now considering the cost of 60 energy.

  5. yeah it's in the rules, but let's be real: 90% of top pvp player will just smurf regardless. it got so confusing in high rank i had no idea who i was even playing against. there were even shared accounts where multiple players smurfed on. i was even unaware of other players smurfings and only recognized their voice when i went on ts to play 2v2 with them. i highly doubt it will be any different because of rules, players will smurf either way.

     

    edit: are there even high rank players who never smurfed? did @MaranV smurf? other than him i am having trouble finding anyone who never smurfed (aside from myself i guess ;) )

  6. 15 minutes ago, Aragorn said:

    What about a season reset like many competitive game does every year?

    Actually that's a good idea, but we would need to have some sort of "placement matches" so that low elo games are not ruined by high ranked players with reset elo for too long.

  7. According to your data, gunner does 1800 damage? i don't think that can be quite right, with siege it would be 3600 damage... i guess you should mark it black as well. @Mental Omega stated in another threat that the card has less damage than stated on it.

    Lost priest really has no damage, same for forst sorceress/bandit sorceress. if only EA didn't skip math class.

    LSS is totally legit, i trust your number on that one :kappa:

    thanks for the list but i guess the values require a bit of testing in the forge.

  8. @Mental Omega gunner does less damage than stated on the card? is there even a single card that doesn't have bugged damage?

     

    Anyways, i really love gunner and don't think a buff is needed for the red affinity. the purple affinity however needs more damage vs. buildings to be viable. it is just too weak compared to the red affinity.

    Gunner is indeed my t3 siege units of choice since quite a while. it has more utility compared to ashbone pyro and doesn't get destroyed by cc as easyly as ashbone does. i did quite a lengthy post in the old forum about it because everyone just kept asking me for why i pick it over ashbone. I really think it's a great card which is just underrated.

     

  9. @Smok Actually, this is a very good idea for those who don't want to ruin their stats. while it won't stop smurfing, it at least removes some motivation to do so. However, rather than based on a time frame of two months, i would base statistics off of the recent 100 matches or so to get accurate data.

  10. First of all, we need to think about why exactly players create smurfs and in my opinion there is a lot more to it than just get shiny stats for many smurfs. I will give you a little list of what i think are the top reasons to smurf:

     

    #1: stat/elo reset: many of the best players do want to get the number one spot with really nice stats to show off. however, this really only goes for those who seek the challange of preserving an amazing win/loss ratio. i doubt they create any account just to crush new players, it is really just about the challange for them.

    #2: playing one deck only on smurf: now this one is a bit different from the first one. the way i see it, there are two major motivations for making a smurf for only one faction.

    the first is that you are NOT playing on a simmilar elo when trying out a new deck. if you were to go into ranked with a new deck after a few sparrings, there would be many embarassing defeats. there might even be trash talk about how you are not as good as everyone thought you were. it even happens in sparrings. nobody likes being defeated by players you can typically win against and then hear them bragg about it later on. If you start with a smurf, nobody knows who you are and you can even ask "stupid" questions to experienced players and get advice without getting wierd responses because they regard you as the better player in general. Also you don't lose elo on your main account and drop in rank.

    the second kind of players making a smurf for a specific deck do it because they want to know exactly how good they are with a specific fation. typically, they also don't hide their identity and typically chose names indicating the faction they are playing, such as "radi on fire" for instance.

    #3: silly challange smurfs: i personally didn't see many of those around, but they exist. play tons of towers in pvp? play only starter decks? only tomes? sure thing you can do that and it typically results in some funny low elo plays/situations which you just don't have in high elo.

    #4: stomping new players: this is typically true for players in lower elos who don't want to get frustrated by losing all the time. so they just go ahead and ruin the day of new players to make themselves feel better about themselves.

    #5: comming back to the game after a break: this is a bit more of a high elo thing and also ties in with points made earlyer. you just don't want to see yourself failing and get laughed at. many players remember when they defeat "one of the big guys" and you just sort of lose your reputation. bfcards.info sure is full of stomp replays of you after you played poorly. just look at what happened with Flameworkz when he was rusty for the first 1-2 weeks after he came back.

     

    looking at it this way, elo/rank reset might be nice for some of those players, but it's also abusable and does not help in those cases where you just want to play anonymously without having to think/worry about your performance/reputation. i don't have time to write a lot now, but i will make another post later on. i think the general idea about elo/rank reset is not too bad, but needs some tweaking.

  11. 3 hours ago, SpiritOfTheAbyss said:

    I can't quite remember but is the ability activated as the motk is building? 

    no the ability actives as soon as the building stands

     

    @Ultrakool sunderer is not quite effective. if the enemy has amazon, it won't do anything and if the enemy has swift claw, it can be used with root to kill sunderer. swift claw actually deals tons of damage if you can't force it back with ranged units. also a dryad sleep can help if the motk is still in construction.

  12. i personally dislike motk, it is utterly frustrating. if you want to attack all you can do is mele units, which get countered so easyly by nature. it's far more poppular in low elo... thank god! don't be fooled, it is strong; it's just that nature splashes do have slot issues so situational cards like motk rarely get played.

  13. well the ability is really strange and does not seem that impactfull. the card is in general a bit too costly and it has a poort stats distribution. less hp and more dmg. would be nice to have. other than that the card does not really fit the faction at all, it just doesn't have a use for this card.

  14. @Kaliber84 i'm not sure, but i definately wouldn't make it cheap. that would just cause you to use to disable the enemy defense every time. in t3 you typically have an l counter, a basenuke and maybe an xl counter. if the card is too cheap you can just rely on siege/xl units and simply bann their counters from the game. i honestly wouldn't want to see a major buff because this card can easyly get out of hands. i have seen it in some mid elo matches and sometimes it worked out quite well. on this elo it is ofc. easyer to get the energy to play an xl unit with it, making it much more effective. i doubt the card will see a lot of high elo play; deckslots are just too precious and you generaly want units in t3 and keep the t3 as small as possible.

  15. honestly a card that just prevents you from playing cards is a terrible design. i'm happy it is close to unusable. i mean what are you going to do if the enemy plays an xl unit and you can't have giant slayers? is that supposed to be fair?

  16. @YaBro0 would it not be better to nerf those cards which are clearly op? currently nature t2 consist mostly of the broken som+ep+ps combo (and later on permaheal do due to this) but has nothing aside from that. in my opinion, it would be much better to not have them autolose vs. burrowers and fix the issues with other cards in the faction. i think it is clear to everyone that we have to tone down this unhealthy combo if we ever want to rework pure nature.

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