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Dhrkaas

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  1. Dhrkaas liked a post in a topic by Treim in nerf amii monument   
    That comes down to people not understanding HOW to break maps with that card.
    There is a reason why Amii Monument is used for basically every single speedrun record except 2 and 4 player rPvE 10 and Siege of Hope
    There is literally ways to abuse the card to allow for some insane strategy that speeds up the game by so much. The card is not only broken in solo play but allows you to play around a massive shortcut on all of those maps. And sure some are more obvious and insane than others - Soultree <-> Encounters with Twilight. On most of those maps Amii Monument is the card that even allows you to play that strategy: Convoy, Slavemaster, PtD, Nightmares Shard, Nightmares End, King of the Giants, Bad Harvest, Soultree, Oracle, Ocean, Insane God, Dwarven Riddle, Mo, Crusade Treasure Fleet, Behind Enemy Lines. Probably missed a couple as well.
    In Nightmares Shard one player even gives up his last monument just so the other guy can use Amii Monument. Now tell me that doesn't change the way you play the game. Amii Monument is the single most used card across all speedrun strategies with maybe the exception of regrowth and that is because it is so often a massive shortcut if you know how to abuse it. Just because most players don't know how to abuse it, doesn't mean its not worth fixing. If there is a bug in your game but 99% of players dont know how to abuse it, doesn't mean you just leave it be. And Amii Monument basically is just that.
    Otherwise we probably just leave all PvE cards as is and only balance PvP relevant cards.

    it's not like we even argue Amii Monument is the only stupid card there is - because there is a couple more - just none to the insane level, that they literally change how you can play most maps.
    LSS; Shadow Phoenix, Shrine of War, Furnace of Flesh + CM -the list goes on. This thread however was about Amii Monument.
  2. Dhrkaas liked a post in a topic by SunWu in nerf amii monument   
    I didn't see any new points or arguments from your side we didn't already hear in this thread but i don't like to be called selfish, so tell me how ,,incredibly small'' the number of players actually is. Did you make a poll, did you ask hundreds of players ingame? Most players i used to pve with saw it as the stupid, unnecessary, broken, cashgrab card it is. I could accuse you of being selfish because you want to safe your one click wonder from balancing, but what's the point, really? When it comes to enjoyment of the game everything is rather subjective, when it comes to balance, not so much...
  3. Dhrkaas liked a post in a topic by Treim in nerf amii monument   
    It is not about the card idea, the card was merely an example for terrible game design as it lets you skip parts of a map. While Amii Monument does not do that to the same extent it has a diminished effect like that in that you basically can skip the part of actually clearing t4 the way the maps were designed to do it. You were never supposed to clear your t4 with a bunch of t4 units. While Enlightenment can be argued to break that pattern that card can only summon 1 unit per cast with a pretty significant cast time. Amii Monument allows you taking/killing your actual t4 with a bunch of t4 units with basically no drawbacks.
    I don't hate the card, i am merely pointing out that it breaks the game in a way that needs fixing.
    Maybe a  more fitting desciption of the card and what it allows you to basically do is this:
    Relocate every unit between your t3 and t4 to a different part of the map. Thats basically the same result. Tell me that's not broken. As much as people complain about Lost Spirit Ship or whatever, this is just so much worse imo.

    P.s.Also Amii Monument actually is exactly like the imaginary example card i posted at least on Soultree. Get T4 -> Build Amii Monument -> Win map, gg ez.
  4. Dhrkaas liked a post in a topic by Navarr in Church of negation   
    For that matter CoN players use to have 2 churches relatively close to each other so they can split up enemy units with their 2 nether warps. Can't really break through on even power. So as a non-fire splash I'd recommend to take the free win on time and use the 15-20 remaining minutes to flame the church player and laugh at him
  5. Dhrkaas liked a post in a topic by SunWu in Undead Army   
    Hurricane, oink, coldsnap, knight of chaos...it's only annoying for pure fire, maybe bandits - but not really because nobody above midranks really plays it, definetly a wasted deckslot unless you know you encounter a deck without crowd control.
  6. Dhrkaas liked a post in a topic by MaranV in Balancing Discussion: The T1 imbalance in PvP   
    Interesting point, however a mine can be dodged by a player that pays close attention. Mortar attacks can't be avoided, so I suppose that justifies the difference.  
  7. Dhrkaas liked a post in a topic by Ggoblin in Balancing Discussion: The T1 imbalance in PvP   
    Phasetower allows for interesting defense setups but should be punished for going aggressive without support. Maybe if the tower dealt half damage for the vulnerability period. It should probably only be vulnerable for 20s at U3 in that case.
  8. Dhrkaas liked a post in a topic by Neox in Balancing Discussion: The T1 imbalance in PvP   
    I agree, phase towers are really hard to deal with and mortar tower is way too cheap, even for example in 2v2 if you use mortar offensively it mostly gets erupted which is still a win of 25 power.
    80 power for mortar would be fair indeed.
     
  9. Dhrkaas liked a post in a topic by MaranV in Balancing Discussion: The T1 imbalance in PvP   
    Hi Radical, thank you for bringing these important points up. 
    I've been contemplating writing a post on changing frost t1, so I won’t hijack your thread with that. The essence of my idea was also to buff the Ice Guardian (IG) in exchange for keeping the rather ill thought through home soil nerf. My idea in a nut shell:
    1      1 Always let IG spawn with its shield enabled (instead of only near friendly bases)
    2      2 Disallow the spawning of IGs within a 40 meter (2x coldsnap radius) radius of enemy power wells. This limitation would be overruled when the frost player has a well inside that radius, so IGs can still always be spawned in defense.
    Point 1 would allow frost to contend for a small amount of the (initial) field (battle) and end the complete dependence frost has on taking the first well they can get to, as in the current state of the game frost can’t (reasonably) hold their own on the field. Which leads to the subsequent abusive situations of always leaving frost open to rushes, whether it is a swift spam that runs in between your bases until a well drops or a direct rush that becomes possible thanks to 100 power frost just invested in a well. Not to mention the more often than not situation of getting locked out of the map, which is especially noticable on maps like Haladur where the frost player has to take the first well that is conveniently located right at the base of a choke point that leads to the rest of the map. A choke point which on the other end conveniently has 2 wells & an orb for frost's enemy to take and lock them out.
    Point 2 is optional (imo) and might be too restrictive for frost and/or too difficult to implement. But I want to prevent any potential abusive situations of dropping IGs on to enemy wells, even though this concern might be exaggerated as Frost has no swift units to quickly approach wells with.
    Could you perhaps elaborate your idea on IG? As I am quite sure IG received multiple nerfs, and I’d like to read your exact idea.
    Mortar & Phase
    With regards to Mortar and Phase tower, I can only agree. I think it is fair to say that both towers are too efficient so I would suggest the following:
    Phase tower – increase the power cost to 75, this would at least decrease the vast efficiency difference between the phase tower and its opposing armies. This would also decrease the spam-a-bility of the card.
    Mortar tower – increase the power cost to 80, this would achieve the same efficiency equalizer and spam demotivator. The reason I think mortar tower should cost more than phase is because you often only need 1 mortar to heavily influence a game, considering its vast range, large AoE and large amount of spike damage.
    The reason I think we should go for power cost increases as a first iteration of balance is because it is simple to implement, and just as simple to roll back or fine tune. This would dramatically increase the speed at which (these) balance iterations can be rolled out and evaluated, and most importantly will save the dedicated devs time, subsequently increasing the likelihood of the changes actually being implemented. 
    PS: A small example of what Radical described in mortar camp shutting down t1 battles vs Frost (and t2 for that matter)
     
  10. Dhrkaas liked a post in a topic by RadicalX in Balancing Discussion: The T1 imbalance in PvP   
    There are quite a few cards, that dominate the meta game and completely prevent variety in the PvP environment. Only Fire and Shadow T1 are viable once people reached a decent level and that is quite unpleasant. We are in a turret T1 meta, where Frost and Nature can't compete. Turrets do have insane damage and tankiness, higher range and don't reward micro management at all. 
     
    Phasetower 
    -> 900 damage for 60 power is way more than any T1 unit could offer. Due to the splash you can take center wells vs Frost and Nature without any advantage. 
    -> Even after the teleport 900/600 stats remain insane especially since there are no Siege units in T1.
    -> 40m range can force you to engage into the turrets as they can be placed at the edge to attack your power wells while your units can't reach them. 
    -> Even Fire T1 can't beat Phasetower without stationary turrets itself, which is a disaster as Fire should be the faction, that can deal with turrets. The most reliable counter to Phasetower ... is Phasetower. 
    -> 50m teleport range every 30s is faster than some Frost units (you can kite activated Imperials with Phasetower ...)
    -> Archers are sometimes bugged against Phasetowers. Their damage rotations apply about 2 seconds later (probably as the projectiles travel to the initial position of the tower). This makes it much harder to burst down aggressively placed turrets with your ranged units. 
    -> While other turrets are risky and require initial map control and safetly to be built, Phasetower can be constructed at a much more safe spot and Teleport into the important areas or just jump over cliffs to remove some natural safety provided by the map. 
     
    Mortar 
    -> 1575/700 stats for 50 power is still viable in some T3 scenarios (this may be slightly exaggerated as it requires all shots to hit) 
    -> if splash is included, the tower has a 55m range, which gives huge zoning potential, strong siege potential for close well situations and can be abused over cliffs.
    -> Center Well + Mortar is gg against Frost on map control based maps and forces nature to play more aggressive unit compositions, that are weaker in combat
     
    The Frost nerfs
    -> After Ice Guardin and Homesoil got nerfed Frost requires at least 8 T1 slots in order to stay relevant. 
    -> Map Control issues still may kill the faction as you can't rush against Mortar
    -> Frostmagespam outperforms IGs on big maps in mirror matches and against nature. That results in stationary gameplay that is quite boring to play
     
    I personally would like to see harsh nerfs to Phasetower & Mortar in the future & maybe a revert of the IG nerf as it is more micro rewarding than a homesoil revert. Feel free to discuss! 
  11. Dhrkaas liked a post in a topic by MaranV in Netherwarp Green bug abuse   
    Hi Putin, thanks for your reply. I understand it is difficult to communicate through a translator. 
    1. I think you misunderstood the point of the replay cast. The point was to show the absurdity in how well the nether glitch + mage spam works, no matter how poorly the shadow player performs.
    2. Are we really going to pretend it is hard to defend with mages? They are probably the most efficient (power to damage ratio wise) unit for defense.   
    3. Radical stated it was a bug and reported to EA, but that it was never fixed. Probably because EA pulled back nearly all development resources. Besides that you can read the card description and conclude the heal only applies to entering the warp, the glitch is that the game seems to think you constantly re-enter the warp if the start & end point are close to each other (even though you don't actually get teleported repeatedly). 
    4 & 5. Spamming mages in combination with nether warp is not the only strategy you can try as pure shadow.
  12. Dhrkaas liked a post in a topic by LagOps in Netherwarp Green bug abuse   
    It just encourages spam like in the replay, i am seeing that a lot in higher gold elo. Especially without damage spells, you are having issues. Stonekin has it the worst out of all factions actually and its just sad to watch... the only "real"  counter is to get the shadow player to run out of charges. fixing it might actually encourage players to switch to blue nether warp in lower elos as well since shadow mages won't be an easy defense anymore (well, at least not THAT easy).
  13. Dhrkaas liked a post in a topic by SunWu in Netherwarp Green bug abuse   
    +1, but i dont really like the suggested solution simply because it would make some wallhops impossible. It would nerf the blue netherwarp, wich i prefer to use, too.
  14. Dhrkaas liked a post in a topic by Kaliber84 in Netherwarp Green bug abuse   
    I think this could be very easily fixed by changing the effect of Nether Warp so that it only refreshes the duration instead of applying it again.
    A different option would be to lower the teleport delay after the first teleport. If this is set to a high enough frequency then units like Shadow Mage won't be able to finish their attack animation before they are teleported to the start again. This would make most armies useless for any offensive and effectively negate any benefit gained by the affinity. I don't know what kind of impact this has on the server performance, given that it hasn't been implemented like this from the beginning.
  15. Dhrkaas liked a post in a topic by MaranV in Netherwarp Green bug abuse   
    I'm not sure whether this belongs in the technical issue category or just card discussion, cards probably is the best place to discuss this old bug. Come to think of it I have no idea why this was never fixed seeing that it is an obvious bug. 
    According to the Nether warp (green affinity) card description every unit that gets teleported (warped) receives a 40hp heal every 2 seconds. The problems begin when the starting point and the end point of the warp are placed close to each other, effectively 'teleporting' to the exact same place, which results in the heal being applied twice. This effectively means an 80 hp heal per 2 seconds (actually 40 hp every 1 second). Combine that with an army of shadow mages and you get a broken blob of damage dealing & self healing that carries the shadow player against just about every deck that doesn't have lavafield or wildfire. This is nothing new, but now that we have an active dev team this might actually get fixed, especially since I've already seen several players abusing this bug by camping & building a mage spam. This will hurt the PvP community as frustrated players leave the game eventually. 
    In my opinion this is a glaring bug considering the card is a teleport (warp) and you achieve this unintended effect by starting & ending the teleport in the exact same position, effectively nullifying the entire design of the card. 
    The technical solution I would like to propose is to ensure that nether warp's starting and end point must at least be 20 meters apart, ensuring that the warp actually teleports you instead of giving you a heal on steroids. If anyone else has ideas I'd like to hear them. Thanks for reading!
    PS: Found an old replay on YT to illustrate the issue:
     
     
  16. Dhrkaas liked a post in a topic by Rondine in Open Stress Test Information   
    as hard as his words pains me. They can´t just blacklist People for staying there opinion. That would be wrong and a step in the wrong direction.
    Lets just Keep the blacklist for folk that Insult, post inapropiat Content and hackers/Spammers.
    Sure he may Anger you by his comments... and this is mostly his Goal anyway. So just do the normal part and don´t fuel the conversation.
  17. Dhrkaas liked a post in a topic by TomyWomy in Open Stress Test Information   
    The devs should have put the release date for the 31st March rather than an uncertain date between a week
    *Edited - due to miss understanding what i meant :
    I'm not saying their doing a bad job, i support them and their efforts 100%, but they should not promise a a precise week when the game will be released, its stupid. They should have just said the end of the month or start of next month, instead of rushing and losing sleep like insane hawk has admitted because losing sleep not only effects the devs health, but also prolongs the games release
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