Jump to content

Serenthor

Member
  • Posts

    3
  • Joined

  • Last visited

Everything posted by Serenthor

  1. Yes i also always got the impression that its supposed to be a flagship unit with its mechanic and heavily featured artwork/promo card, and it was a good card in general at the start. I feel like its splashability with only one frostorb required broke its neck, since it was decent in pve and a powerful stable in frost pvp, but it made the shadow frost deck overwhelmingly well rounded and strong. I also really like your Tramble mechanic idea, i can imagine an epic feel charging into a camp with 4-5 knights knocking down small and medium units and doing considerable splashdamage, using homesoil to keep momentum and finish the units of while your leftover master archers and frost mage from t1 can finish buildings or air units. Would potentially also then be easier to balance in pvp than general stat increases. Tyvm for your reply, i was hoping for some creative ideas and thoughts on the card like that, since its fun for me to dream about a state of the card where i can relive some great moments i had with it a little.
  2. Ty for your input Xanatoss and bringing me up to date. I don't want to get to nitpicky but i'd like to talk a little bit about your brought up points. Stonekin pvp: Most meta deck lists i've seen with stonekin dont even feature lyrish knight since you have many great other options. Saying it synergises with ice barrier and burrower implies its for offensive use, but the only real synergy there is the attack buff of the lyrish knight near buildings because you also play barrier next to burrowser so you can homesoil? Thats like arguing every card that can attack synergises with ice barrier and homesoil. Lyrish knight isn't the greates dps option on t2 even when near ice barrier, it would be smarter from my standpoint to use more burrowers in that scenario. Furthermore stacking meele units to attack make them very vulnerable to splash damage, cc, air units as well as slows and roots. You are almost always better off adding range or air units in the mix. Only time lyrish would be better than other options in that case is if the defender uses XL units which isnt realistic in t2 or early t3 battles. - Lost Souls: With Shadow start, which is generally prefered since you have a better chance to gain map control early on, you dont have enough space for lyrish knight typically. Shadow phoenix is also rather rarely used in pvp because of its high risk and slow animation, it can be counterplayed rather easily. Its true that lyrish knight is an amazing option for nasty surprise in t2, enabling great value plays. Nasty surprise requires the opponent to be caught offguards tho so that the unit is not damaged beforehand and that he has many units stacked in one place being vulnerable to aoe. -Fire/Frost pvp: Dont think rallying banner is really a thing, usually its wrecker getting the deck slot for the mechanic. Same case as with lost souls, the usually prefered fire start tends to cut out the lyrish knight because you have an extended t1 roster. I thinks its generally agreed upon that the only somewhat saving grace for fire/frost is skyfire drake with shields and that the deck is in a bad place. Seeing that even in that case the rallying banner + lyrish knight is not rly a thing is more of a point to extend on that synergy maybe? Sorry if i came of as little ranty, but your points seem vastly like very niche strategies that mostly get value in theory and/or are very lose with the term synergy. Then again im probably a little biased since as i stated, its my favourite card and in the top 3 iconic units for me in battleforge with juggernaut and harvester. Also i conced again that im not perfectly up to date with the meta currently on skyforge and that most of my info is from forum searches and watching recent streams/youtube videos. I have competed in pvp tournaments in the past to so im not completely talking out of my ass i hope. Aside from all that, that was only pvp centric talk, maybe there could be a design idea that would make it a little better in pve without making it opressive in pvp again. I know slapping on flat damage is dangerous with the way the card is designed currently. I also get that there are many other great card rework projects in the work which im grateful for and that take priority at the moment.
  3. Good day everyone. I'd like to start a balance discussion around lyrish knight, i could find a recent topic related to my favourite unit in this game. A little while before the game got shut down the card got pretty heavily nerfed since it was too well rounded in pvp especially in shadow frost decks. Sadly it never really got rebalanced to a viable state as far as i can tell, except for being a niche counter to xl units in t2 pvp in combination with frostbite. I think thats a shame, since the card perfectly embodies some aspects of the spirit of the frost faction with its traits (basically the ones that arent covered by dreadnought after its amazing rework) and has an terific design base overall. As far as i can tell its not useable in pve at all, atleast it always has better alternatives. I readily admit im not perfectly up to speed to the current pvp meta since the skyborn launch, but from what i saw its not even used there anymore either, not even as counter to xl units. I really would love some changes to the cards, since its so iconic for the game and especially the frost faction so that i dont have to feel bad about using it even in casual rpve 9 runs. In pvp my most fond memories of the game were last stand kind of scenarios, where i got behind in the energy trades but managed to catch an overconfident ofguard opponent with lyrish knight defense against a harvester or t3 units that didnt get much value, so i could creep back in the game. Would love to relive that a little someday. In terms of actual changes, i know its not that easy since the card has a few conditions that have to be considered. Mainly that the XL Attack modifier on t2 is in many cases not that valueable and that there always has to be a building around to make the cards really good. Simply buffing its damage back up again could make it potentially too valueable, especially in pvp even against non XL units since it double scales with its protector buff and homesoil/northern keep red. Maybe a power bumb could be better managed by making it pure frost exclusive and balance it around frost only. Another idea would be to make it a t3 unit, but i really wouldnt like that since there are already lots of great cards for frost with northland drake, avatar of frost or reduced cost amii monument as well as even splashable great cards like core dredger. Changing it to t1 or t4 seems also a little weird imo. If i missed some changes in the recent years to it please enlighten me to them, but even as of now i dont think the card has much favor neither in pve nor pvp, so i would like to here some thoughts of you guys and girls. See you in the forge
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use