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ImaginaryNumb3r

Faction Designer
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Everything posted by ImaginaryNumb3r

  1. A fun card. I really have a slight bias for Twilight card adn while it certainly isn't among the best cards, I think it is a nice card that provides good threat saturation, even with Abomination being the clear number one T4 card in every Twilight deck. For a long time I always thought this was among the weakest T4 cards, but with the upgrades it is not too shabby. And if you also calculate in that you can get this card at a 15% discount you get a very decent card. Naturally it is inferior in every aspect to Abomination, but that additional L-damage can really come in handy in several situations, especially against L-sized bosses. And Abomination actually has unfairly high stats. Instead, if you compare it to a Bloodhorn you actually see that you get slightly more stats/power, but since Bloodhorn has Life-steal and stampede, it still has a noticable edge over Nightshade plant. But losing to Bloodhorn isn't bad either, since it is arguable a very close contender to Abomination in the XL/XL department. I think it is good to have this card in a Twilight deck, just because if you play Twilight you are going for that Twilight theme and I think it is among the most beautiful cards that really help the immersion. You can totally have a valid deck and are not going to waste a lot of power if you save a slot for the card. If I could do one change to this card, it would be the ability. As it is, it has a nice to have ability that comes into play when you don't think about it. Rather, I would like Nightshade plant to either have the Tendrils as an active ability, or as a passive-auto ability similar to Twilight creeper where the Nnightshade plant activates its ability all 12ish seconds when encountering enemy units (while making the ability weaker in one aspect to balance it out). This would really enhance the card a lot, make it more interesting to play and simply make Twilight T4 just so much more fun. There are arguments to be made where one says that you should instead take another Abomination, but I think you are losing some flexibility, as the damage output against L-creatures is still a lot higher than Abomination. And really, you only need so many units with Twilight, as you really need to have reserve to cast all the spells you have at your disposal. Twilight without spells is merely a half deck.
  2. Oh god. Another one of those faction M/M that somebody in the devs believed to be mandatory. Stonekin has Stoneshards to counter M, Stonekin has Stormsinger to counter M. Both very good cards as they are and Earthkeeper can... well, what does he exactly? Stonekin already has deck slot problems and all it will ever achieve is losing against frenzied Nightcrawlers or charging Enforcers. There might be a far fetched strategy where it could potentially be used for a good combo but given A, the scarcity of deck slots and B, its mediocre stats I don't think we will ever find out in practice. I might be wrong and another guy comes up and tells you why this card is a must have, but I highly doubt so.
  3. Fun fact: The actualy damage of this unit is Actually 666 The card used to suck badly but the devs ninja-buffed it without a watchlist and since then it is fairly useable in pve and even rpve if you feel like it. And I think it is a really cool card in visual design and if you go for a Lost Soul theme army, you really don't need to feel bad when taking it. But is it a top-tier card? Of course it is not a must have card but it does have a lot of utility. A friend of mine especially liked the purple affinity against bandits, because 100% more damage results in an insane amount of damage, so you can even use her as a main damage dealer. I think the biggest contender of this card are Shadow Assassins which have the great bonus on being garrisonable on walls and you really dont need more than one s-counter. I'd probably rate it with abou 7,5/10. You can make a lot out of this card if you use Necro explosion at the right time and Revenants Doom you can use it twice in a row.
  4. Very nice card and quite powerful, honestly. Obviously this card is not a reason to go for a pure Bandit deck, but the bomb really leaves an impact and the mine (red) has an insane damage potential since there is no max damage. I really liked to use the card when I got the opportunity to do so, but sadly there are not many of them. Bandits is a very pro-active action, which allows to zoom around the battlefield quite well and there are not that many missions where you can defend with T4. You normally defend until you got your T4 and can start the offensive. Nontheless, it is very good to have it as an option and actually there are only few other T4 cards that give you so much attack for so little power. The only other cards in question that come to my mind are Worldbreaker Gun, Tortugun, Necrofury (with the Bone Shards) and the LSS. So, while it will always be the Worldbreaker's small brother and costs a little bit too much power for my taste, I think it is a very reasonable tower and with life-steal the card really does have a slight edge. Naturally, I am talking about U3, where the card has 5600 ATK. Edit: Also, there is a type in the description: "mine my be triggered "
  5. what if... we just call it "Battle Reforged"?
  6. Pretty much this, actually. Root decks were a very niche thing to begin with and IIRC the devs reworked root networks in a way that only one unit benefits from it, rather than all of them. That combined with the fact that Sunreavers and Treefiends are only dead weight in a root deck pretty much killed the interest in root decks for me. It's an interesting idea, especially if you are a nature player to begin with but unless you really go heavily into rooting, I just don't see any merit in this card. I actually have yet to see the "true power" of a root network and consider it more a nice gimmick than an actually valid strategy since it slows you down sooo much and you don't really get that much in return.
  7. There is not a lot to talk about the card other than the fact that it is a classic. If nature's T2 to-go spell is Curse of Oink, Lavafield is a must have for fire splashes. While the concept itself is pretty boring, it deals just the right amount of damage and feels very satisfying to use. Personally, I love supporting my Shadow Phoenixes with Lavafield and I even like using it in T3 if the Soulshatter explosions didn't quite connect. Fun card that gets the job done 10/10.
  8. Transformation is a gimmick and considering that this is a S-unit and has very weak stats, I can't think of a reason why you would want to play this card. Ever. You should also know that the stats of the cards do not increase with upgrading, so there is that. Instead, the abilities improve: U3 Red: 50% more damage for small units, 20s duration. U3 Green: 30% more damage for Twilight units, 20s duration. Now, that is not terrible per se but the red affinity is useless, because there are no small units worth playing in T2 for Twilight (alright, there is Ghostspears but since they are S/M counter, they make Minions even more obsolete). And the green affinity is... nice? 30% isn't bad and buffing is something that Twilight does not have access to, but it's not like they really need it either. More than that, a lot of effort goes into this trick that only holds on for 20 seconds. I think the unit would be more worthwhile if they required 50 power instead. You could even use them in T3 and T4 to summon Twilight units just because of the 15% discount. I used to use Twilight Brute for this role, since it costs 60 power as well but deals more damage on U3 and is M-sized. In the best case, 50 power could even make them worthwhile playing since transforming would only cost 42 energy. But if I could rework the unit completely, I think I would completely redo the ability and turn it into something that works like "Motivate". An ability to kill a squad of minions to boost all Twilight units around it. One affinity for more damage and another affinity for life-steal (similar to Twilight Warfare). After all, they are just minions and this way they'd play much more responsive and less cumbersome.
  9. Indeed, this card is a great boon for low-charged decks and takes care of the charge problems in general. However, I want to add that this card is of immense use even if you have plenty of charges. Because when using green offering, it also completes any unfinished cooldowns of spell cards. This allows for some amazing destructive potential if you use the correct cards, especially when splashing fire cards. Meaning: Double Unholy Hero Tortuguns, double Earth Shatter, double Amok, double Cluster Explosion. I preferred Amok over Frenetic Assault for that very reason. You can even use it in a Nature/Shadow deck to great extend, as you cast double Regrowth + double Unholy Hero Death Rays. And with T4 Rifle Cultists at a price of 50 power, you get all this for a completely laughable price. Sometimes I even sacrificed T3 units to cast double Soul Shatter. So many things you can do with this card, it's really great.
  10. This card is very straight forward, it is like Stone Shards or Ghostspears... only that it is a lot worse. Knockback (read Hurricane) and root completely shuts this card down and unlike other S-options Spearmen are neither cheap enough to be spammed, nor can you go for anything that negates the CC. One might argue that Warrior's Death counters CC, but this card is expensive and with fast M units being so common, they will just run away. To avoid any confusion, the stats of the card will not improve with upgrades. So while Ghostspears are 900/990 and Shards are 810/988 (with damage reduction) Spearmen will never go beyond 900/770. Of course, melee m units being so common you theoretically do about 225% (150% * 150%) of the normal damage and with life steal that's not so shabby. But that doesn't mean anything if the unit is perma-CCed. And being 70e in cost, the unit is very prone to that. By any means, the unit is not terrible but the way it is now, it makes winning against certain factions even easier, while still being unplayable against difficult matchups. It would be interesting to have a spammable anti-M unit with additional damage potential (50-60 power) and this card could be right one for the job. But this is as far as I could imagine it's usefulness. Now, in terms of pve I never tried it but now that I think about it, it could actually be an interesting choice. In rPvE this card is hopelessly obsolete thanks to Shadow Phoenix, but for a small themed T2 army in a normal campaign map this could be a strong backbone. You basically only have squishy damage dealers in Fire/Shadow T2, but if you mix in a couple of Spearmen you have a lot more ground presence. Spearmen + Darkelves and maybe some Windhunters (for anti-L damage) you get a T2 army that really has some meat to it. As of now, Bandit T2 primarily excels in fast air raids + very strong defense. Not always the appropriate thing to have.
  11. I'm not sure an L-counter for an S-squad is a good idea. I think the S counter matches the card quite well. The problem with this card is that it wants to be a tank, but just can't take a punch. I'm not even focusing on pvp, because Darkelf Assassins make any other S-counter in T2 redundant (and making it an M-counter would still make it inferior to Nightcrawler). The real problem is that 10 HP per seconds is absolutely nothing. Within 20 seconds, this is still only 200 HP and corpses won't even stay for that long to begin with. I think this unit could make a somewhat decent tank if the healing would be increased appropriately and the ATK lowered slightly in return. Something around 20 HP per second sounds reasonable to me, if ATK would be lowered to about 620. It would need some testing, though. When done right I think it could be an interesting T2 card for beginners and perhaps people find even some other usages.
  12. Can somebody with access to the game please recheck if the card description Stronghold really is correct? Because when calculated the stats of Stronghold look far too insane to be true. When using the usual damage forumla ((52+75)/2/3*8*20 for the small cannons and (180+275)/2/4*20 for the mortar) you get about 4500 ATK and 6400 at U3. I've never played Frost so I can't know if Stronghold really is that strong, but if it is only remotely as powerful as it should be (remember that ranged attacks on cards tend to wrong more often than not) it vastly outperforms Necroblaster, being the clear no.1 defensive card at T3 That being said, let's focus on Hammerfell. It's clear that this card is on the bad end of T3 towers when we compare them by a pure stat by stat basis. But if you have the intention of turtle yourself with some towers, Stronghold is your to-go card anyway. I see Hammerfell primarily as a high-HP creature support structure with a built in artillery cannon and I think the heal from this building is darn nice. Along with some Stone Warriors I think you got a really reasonable defensive force that does not bind energy to one specific location. I think it should be more seen as a force-multiplier than a defensive tower. Also, what many people don't realize is that the 15% damage armor of Stonekin units improves healing effectiveness. Why that? Imagine you got a Stonekin unit with 1000 HP, because of the 15% damage reduction this unit has an effective health pool of 1150 health. However, against effects that affect HP directly, this unit still has only 1000 HP. And example for this would be the purple Bandit Gunner, but the same applies to heals. So, if you got something which heals this unit by 1000, you effectively restore the unit's health to 1150. So, not only do you have to calculate in for the unit Hammerfell is healing, but also Hammerfell itself which actually got about 3300 HP of health. I've seen some friends doing good work with this card, the artillery really helps softening up the enemy before they arrive your units. I also think a big factor that was in favour of this card was simply that it was a common. Mind you, Stronghold is ultra-rare, same with Mindweaver and as Stonekin you simply don't have anything else. The card might not have shiny stats as a Necroblaster, which really is a great card on it's own but I think it is really well designed from a Stonekin perspective, both visually and in terms of gameplay. And honestly, I think it is a great common card that allows for pve strategies where you first defend and then attack with what you just defended with (probably fully healed as well). It just demands more work than other towers.
  13. It is an interesting thought to just make a couple of Abomination to carry ground presence. But if I'd be going that route, I'd honestly be tempted to swap it alltogether with a Bloodhorn and let Fire/Shadow handle the spellheavy nuking playstyle. Frenetic Assault/Amok or Infect accompany damage spells sooo nicely. The times I played Twilight, I just made it more for the looks and the feeling of commanding this beautifully abhorrent force of nature (or wherever they come from). I always got the impression that I am missing the possibility to deal critical damage for that near-instant void energy return (thanks, Sow). Having less units probably really helps in that regard. Still, playing Twilight always felt like a slower march forward that is more suited for a macro style of play and seemingly this is what most people are looking for. Which always made me wonder why not more people went for a pure Twilight deck, but I suppose that is LSS spam for you. That being said, I tend to prefer offering units in order to summon fresh ones rather than healing units up. So my favourism for a more responsive playstyle shouldn't come at a surprise . This actually makes me wonder, can any other combination really go for that strong spell-heavy build? Spamming Regrowth doesn't count Edit: Once BFR is up again, I would be for making LSS a pure Lost-Soul unit and just let Lost Dragon be the splashable unit instead. I think it would influence the late-game variety very positively.
  14. A very good card actually. While not as powerful as other options, I think it offers a lot of value that is first overseen. First, this card is meant to be played with a Twilight T4 and it complements it perfectly. I haven't played a lot of Fire/Nature in rPvE but when I did, Skycatcher was always in it. It deals siege damage (even if not stated on the card) which is perfect for sniping spawns. And while your Abomination is wrecking havoc on the ground and blocks all melee attacks, the Skycatcher will block all ranged attacks. And really, it would be foolish not to play Abomination in a Twilight Deck. But if the enemy somehow can still attack, you should know that Skycatcher is affected by Twilight Pestilence which gives it a 50% damage reduction from enemy fire. Pestilence is a another criminally overlooked card. Pestilence + Regrowth is all you need to basically keep your army alive forever (works only on Twilight units). Moreover, if you don't play Breeding Grounds you can turn all your T3 units into Twilight T4 units for -15% cost. It's not a lot but it helps to lower the amount of bound energy, and that for free. So, yeah if you go for a FFFN or NNNF deck, Skycatcher is not needed but if you go for the classic FFNN style you can do amazing stuff with it. You can build a great T4 just by Abomination and Skycatcher as units with some spells to support them (Regrowth, Twilight Pestilence and if you want, Cluster Explosion). That's normally enough to rock T4.
  15. Good stats? Amazing T3 ship unit?? You must be joking. Terribly so. I tried to make this card work, I really did. But there is no saving grace for a unit that is slow, easy to take down, has bugged cannons and doesn't even have a counter to something. The only thing amazing about this is the amount of power required for its bad stats. But the best part of the card is that it (like so many other cards) has a completely messed up attack value. Now, I am not even counting the "Big fat Cannon" that bugs out for whatever reason, but the simple fact that it only has about 2200 atk. And you really want to shoot with the big cannon, since its smaller weapons deal insignificant damage. Even a Northland drake has better stats and this card at least as a counter... And if you still consider this card semi-good, you should know that its stats will not increase if you upgrade this card. This card wants to be both, a support and an attack card, but it does neither role very well. You cannot capture orbs with the "Assitance" ability and T2 units in T3 are pretty "meh" to begin with. It does provide a buff for all humans in its area and that really would be nice if Bandits had more human units in T3 (like Gunner). I am talking from a pve perspective, because in rpve nothing can replace Soulhunter. With better (or rather fixed) stats, an ability that buffs more units, M-counter and units being able to capture wells/orbs I think this would be a good unit. I was about to mention another story of the BF devs, but I saw LagOps already mentioned it. Really, what where they thinking?
  16. Interesting. I always knew that Necrofury was among the cards that are painfully overlooked, (especially from a budget perspective). I still have fond memories of Necrofury, as it was my first XL I bought by myself for about 10 bfps on the AH. I've only ever used it in rPvE and never got to upgrade it beyond U1 but it really does deliver a punch. And really, if you don't have anything else in your deck this card can really do a lot of heavy lifting. But in the end, it really is no rPvE card. The constant run and go mentality of this card soon brings you to a point of utter unpracticality. And once your deck is semi-fleshed out many more possibilities are opened up that simply win because they are more mobile and mobility in rPvE is crucial to finish the map in time. Now that I've seen some true Necrofury action, it really seems to work like a charm if you treat this unit like a tower and guarentee constant heals. So, that's a huge plus for Nature/Shadow and pure Shadow. Personally, I've switched to Bloodhorn + Tortugun and never looked back. Granted, the stats of NF make me a little bit envious: 10k damage (if you can maintaining spamming Bone Shards) as well as a 50% anti-XL bonus? Awesome. However, I think the paralells to Tortugun are quicke self-evident: High-damage, long range, high maintenance shadow unit. Both units have their problems. For NF they are: High loss of health and it's bad mobility. If you go for Tortugun you basically trade 2 problems for it's time-dependant Amok. If you take either unit into their deck you will need to make use of other cards to make up for their disadvantages, but really in most cases it is worth. Sadly, rPvE is not such a case for NF. I am not saying that this unit is never viable, but it demands far too much focus and care that is better invested in other areas. And if you are already going for the Tortugun route, you'll have Bloodhorn as well and if you have a clear look at it, you'll notice that there are some striking similiarities as well (especially both being equally devastating to XL boss creatures). Just pointing out some interesting points from a Bandit player perspective.
  17. aw crap, you are right. Has been too long ago I suppose.
  18. While that would be a literal translation of "Fathom Lord", the fact is that it was translated with was "Der Unergründliche". Or the literal translation of that in english: "The Unfathomable". I really like this translation because it seems to give this card another layer to its depth. One reason more to like it
  19. You can see it in my Battleforge Stats excel sheet that was put online some time ago. The way damage on cards is normally calculated is DPS * 20. Where DPS is (min dmg + max dmg) / 2. Which gives us the following: (115+140)/2 /2 *8*20 = 10200. The game itself is very inconsistent in how damage is labelled on ranged units, but this is the calculation that normally gets the true damage value since the stats described in the description is always correct as far as I am aware of. But it might be that there is more going on with the LSS. I'd do some research on my own, but well there is that. Edit: Now for Fathom Lord I think it is a very good card and among the few cards which I deem to be really well designed in terms of how it plays. It has high stats, but not too high. It's anti-XL makes it a natural counter for a lot of commong T3 units and it's ability is very useful and ties in with the control aspect of nature wonderfully. I was never into the nature-heavy side of pvp but this is pretty much a must have card because it offers a lot of value without being overpowered (which cannot be said about many T3 cards). The animations and model are also superb. I really don't know what is not to like about this card. It's a shame that it's cousin "Mutating Maniac" is pretty much the opposite of this Fathom Lord, as I love Twilight themed decks.
  20. This card is a direct insult to anybody who can count and calculate its true damage. It think it is one of the cards that are too good that it becomes harmful for the game, as a lot of lategame variety is inevitably lost because the most popular T4 unit were LSS. A couple of times when playing rpve or pve I got sick by all LSS spammers and simply kicked them prior to game launch. This card has an effective attack value of 10200, it can fire on the move and outmove pretty much every melee XL in the game. Sure, you can simply A-move with this card, but when dancing around bosses you can make even more out of that game. This card either needs its damage output set to what it states on the card (like so many other units as well) or simply made into a pure Lost Soul unit. LSS spam is only half as effective when all support spells from nature are gone.
  21. I was always surprised by how much value you get for just 100 energy. Granted, you don't use towers in rpve and in pvp it is pretty meaningless as well. However, for normal pve maps where you have to defend the right affinity can be extremely powerful when correctly used. What I find most pleasent with this card is that both affinities are completely valid and excel on different type of enemies. Purple Hatecasters will downright murder whole armies everything that is not XL, as the 100 damage per second effect does not have a max damage cap. On the other hand, the green affinity can easily hold off a couple of Abominations or other T4 XL monsters. And the best part is "affected units will not be immune to Paralyze after the effect wears off." Of course, this card is no Worldbreaker and its colour prerequisites mean that it is reserved for pure Twilight only. I see this card as a great bonus for players who want to play a themed deck and with a Twilight deck you can totally do that and still be able to finish off maps on higher difficulties.
  22. "Hardly anyone uses it". The nerf killed the card, hard. I am not saying that this card wasn't overpowered before, but what they did was making the AoE so darn small that it basicelly did not exist at all. Which was especially stupid since basically everybody agreed on improving the purple affinity, (which had an AoC effect that also worked on structures). I remember using purple Sandstorm in my early games of rPVE and it was an extremely fun card to use. Overpriced, but a lot of fun. Especially fun if you got the void manipulation flowing. Like a lot of T3 cards, I don't think this card should have ever be made splashable. Honestly, already making it fire/fire/shadow would have solved most of the issue given how common bandits are/were to begin with and how many times the game does not end in T2 already.
  23. Op, nerf. That actually reminds me on another card. I wonder how many remember
  24. A very fun card actually. Of course, nothing I'd take into pvp because of many reasons (binds power, better options for fire/nature in T3, slot scarcity to begin with, etc.). I tested it out a few times and it's really nice to kill walls and structures safely from afar. Sure, Deepcoil worm has siege too but its easily killed and might have problems staying alive long enough to actually finish the job or spend a lot of energy on heals + cc. And if you want to go 2 DC worms, you need to be willing to spend 500e. That's insane and for that price you can build 5 Twilight Bombards who bring twice the firepower of 2 DC worms. Of course, the bombard lacks mobility and that's an issue in pvp but not so much in pve where you often have bigger problems to raise a big enough army to match enemy forces. So, it's a map specific card but when played right I think it can make a lot of maps easier. Especially since Twilight is very short on true base nuking capabilities. Naturally, I was only talking about the red affinity. I think the blue affinity is pretty much worthless.
  25. Can't say a lot about Mumbo Jumbo. I do remember that it was once on a watchlist, people wanted to make it Arcane because it was pretty much useless... and since its not arcane now it still is useless. As for Vileblood, it is a fun card at low Elo in pvp. CC + Ravage on Vileblood can be really nasty if your enemy doesnt know how to handle L units in T2, but after a point Burrower is vastly superior. And since you don't really need siege in pve its rather "meh" in general. I like the idea behind the card and before it was nerfed it was a very popular choice in Fire/Nature pvp deck. They certainly overdid the nerf and lowered stats and increased energy. Imo, energy should be brought down to 120 again and I think that would be fine. Not enough to make it into pro decks most likely, but enough to make it appeal more to people in general.
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