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Navarr

Beta Tester
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  1. Wow it seems you put a lot of work and thoughts into this. Thanks a lot! The only issue I see at first glance is that people will probably be (even a little bit more) less likely to play ranked PvP because getting high actual ingame times will be relatively more efficient than before, as opposed to queuing for ranked, especially regarding the long queue times. My idea to fix this issue would be to count search time into the ingame time BUT with a factor of something like 0.1 or even less, so that playing ranked will not be relatively less efficient in comparison to everything else. Maybe I'm just biased but there are already very few actively laddering people so I'm a bit afraid the upcoming changes could possibly even reduce my enemy amount
  2. Damn I forgot it. Sorry Sonaris for the free win
  3. Having either viridya or rogan as an additional M counter can be good in stonekin but is normally not needed because with stormsinger and stone shards you are more than set. Coldsnap is also a good card for longer matches especially when you play with no t3, which is also an option for this deck. But if you keep Brannoc you should take some more t3 units as SunWu already stated.
  4. But I cant tidy up my room or do some household stuff while moving a unit around. That's why I like the increase of the afk timer so I don't need to check as often. Now I can't do the afk tactic on any map (at least not in my lazy way :D). But on the other hand I didn't expect there are a lot of people afking in matches which, when there are many enough, can have a massive negative impact as well. It's a really tough decision to make ! Regarding the PvP quest idea by Imperator, which is very good, I want to add that some people brought up the idea of gold chests on PvP maps. This way you could give the players the possibility of efficient questing in PvP IF this is technically possible. Lastly about the booster prices I also agree with Imperator that the prices of cheap cards aren't going to chance a lot OR the changes wouldn't make a difference, especially for the newer players, who need (A LOT of) expensive cards much more urgently than cheap cards because that's what differenciates their decks from good decks. So the conclusion I draw from all the discussions with great players that understand the economy is that reducing the barrier of getting expensive cards is by faaaar the most important thing for new players. Thus, I'm very certain that the "correct" approach to this situation would be to find a way to make new players get expensive cards more easily instead of trying achieve a "flat" balance of the economy.
  5. I don't like the afk time at all. It kills a lot of tactics that have been played in the old battleforge. For example rpve, slave master or ravens end have a tactic where u start afk and roll over the map with lots of power. This is WAY more inefficient than doing a speedrun so I don't get why you "destroy" other possibilities to clear the map just because there are a few idiots in some casual matches. Could you please explain this and why should the booster price increase?
  6. I think forestkin are plant/tree units like razorshard, spikeroot. Good suggestions!
  7. But PvP is easier to afk farm and do cheaty stuff like that. It's ok when rpve9 gives a slightly bit more gold on average.
  8. Why did nobody think of this before? Awesome!
  9. Classic thread where a wild Navarr jumps in and takes the side of the newcomer. So, I can only speak from my experience but I have gotten far far more than 90% of my gold from PvE. In direct comparison PvP isn't (from an economical standpoint) worth playing for anything else than the 4 pvp matches quest. I think there was a thread where Radical talked a bit about the numbers. I don't care about the math and all that. Just saying that from a player that wins the vast majority of games in pvp, I still get so so so much more gold from pve.
  10. It's not about running the game. It's about loading screen times, delay on actions, small lags that are almost not noticable (when there is a lot going on, you will have frame freezes but time is still running) and so on.
  11. But death ray is so slow and clunky. Can you explain how you use it efficiently? It seems for me there is no good way to use it compared to meta strats.
  12. What he means is that the last 10% development is 50% time of all the 100% time. But I don't think it's true. It really depends on the individual algorithms.
  13. Sure it does. One reason is that this game is very badly optimized, as you probably know better than most people Connection speed is also very important, probably even more so than good hardware. Most people probably have the best hardware/connection they can get for a reasonable price. And the prices for these products are not reasonable at all, so upgrading is hard if you ain't a rich boi. Moving to Frankfurt for better connection speed is also a too big move for most wallets.
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