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Navarr

Beta Tester
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Posts posted by Navarr

  1. Sunstriders work. They DO have longer range than church if you activate them from the correct spot. If you use the ability and let them move without additional micro, they will sometimes run into the church range, but if you place them at firedancer range and then use the ability, the will shoot without moving => ez hard counter

  2. 1 hour ago, SkyMarth said:

    9:40 on Soultree damn that's fast :o

    And here I thought my 11:04 run was good.

    I must know what cards you used for that sick run

     

     

     

    Probably:

    Firebomb+Mine for the start

    Shadow Phoenix + Lava Field for the stonekin

  3. 23 minutes ago, Nicolaos said:

    Mine:
    - Avatar of Frost
    - Iron Clad
    - Mountainer
    - Frost Mage
    - WB Gun
     

    These are 6 cards :'D

    At the moment I like these the most:

    - Darkelf Assassins

    - Nightblade

    - Shadow Phoenix

    - Forsaken

    - Motivate

  4. You have a lot of options to prevent your opponent from wasting power, if that's what you want to do. You can for example attack him so he needs to spend power on defending. 

  5. Undead Army isn't really worth the slot for the reasons already stated above. In a lot of matchups it will almost always be wasted power. Corpse Explosion would be a much better use of a deckslot if you can afford one in a pure shadow deck.

  6. I agree with the vast majority of these buff ideas but I think it's worth to mention that a lot of these cards would really need a rework instead of a simple buff. Still really nice ideas which also hold up to the principle you stated in the introduction. Good job Radical.

    Some criticism tho:

    Emberstrike - This is a too huge buff. I would even argue this could make t4 viable on big 2v2 maps in some matchups, no kidding. Earthshaker + this insane ability spamming Emberstrike after a very defensive t2-3 could definetly work. I mean it would be far from OP due to deckslot efficiency but I could see some games taking very long because of this change.

    Shatter Ice - Imo this card needs a power reduction or less cooldown so it can be easily used after the relatively expensive freeze spells/abilities. It's damage is neat already, just gotta spam it more. Maelstrom has only 20s CD while Shatter Ice is on 30s so why not synchronize the synergy instead of buffing dmg numbers.

  7. 32 minutes ago, FarRockBF said:

    Only if I'm impersonating myself. I made two accounts I probably forgot the pw of the original.

    The question was how was your experience. Trying to login so many times unsuccessfully does mean the experience was horrible. I get its a stress test but if I can't even get in the game how can I test?

    I reread my post and stand by everything I said.

    I without a doubt put more time into trying to save the original Battleforge than ANYONE in the world so talking to me that fiki574 and Readymade is just rude.

    I finally got in today, played 1 game, and was promptly kicked out. It's stressful for all of us, I get it. Just after putting thousands of hours into something I was excited to see it back and I don't get that experience that many others seem to be experiencing so it's a bad feeling. Maybe cause I'm in NY.

    Be nice to me MrXLink I gave you a legendary drake if I recall correctly ;)

    Anyhow, looking forward to when things get more stable.

    Caio

    May I ask what you did to try and save the original Battleforge?

  8. I totally understand your feeling thats why I think we should all do our best to create a relaxed atmosphere for the devs so they can concentrate on the server issues instead of some forum rage <3

  9. We can really all feel the tension now! But seems like we gotta take a deep breath and dont let the emotions take over. Devs will get stuff to work when they figured out how. Its all right bois :p

  10. 47 minutes ago, indubitablement said:

    Worms have the stats I would expect on a flying unit. Why are they so bad?

    Cuz they have extreme trample range+dmg and strong abilities

    Shadow Worm is the one and only worm imo. Mobile church <3

    Edit: and M knockback !

  11. In high elo, Pure Fire and LS are objectively the best 2 decks, mainly cuz they dont have a lot of disadvantageous matchups.

    FN, pFrost, pNature, pShadow and SN are very viable but will have a hard time with some matchups. Stonekin and Fire/Frost can be good because they work pretty well vs meta decks + have a slight suprise factor. Also some tactics like ice shield spam are good to catch inexperienced players off guard.

  12. Ability/Card Specific:

    - Destroy 5 or more buildings with a single Worldbreaker Gun shot

    - Destroy 5 or more buildings using a Stampede ability

    - Kill a Boss using only Termite Hills

    - Kill 3 enemy units with an enemy unit (by using Amazon, Parasite Swarm etc)

    - Let a Tortugun eat 120 population or more in 1 match

    - Get 1000 power from your void within 3 seconds

    - Decompose units worth 666 power with a single Decomposer

    - Use Phase Tower abilty while there is a Bandit Sorceress inside

    - Use a healing spell to revive at least 35 squad members at once

    - Have at least 10 units/towers connected via root network

    - Travel through a Deepcoil Worm with another Deepcoil Worm

    - Deconstruct a unit that has more than 6k health (by using Wrathgazer, Grigori, Shadow Worm, etc)

    - Break the population limit

    - Kill a Nightguard that was once yours with a Nox Trooper ability

    - Build all 4 Affinity Crystals in 1 match

    - Complete a difficulty 5 BG only using Manawing and Deathglider

    - Kill 3 Skyfire Drakes with an Eruption

    - Make a Shadow Phoenix come back 10 times or more

    - Summon all legendary cards in 1 match

    - Kill at least 5 units while playing an Aura of Corruption into another Aura of Corruption

    - Grab a paralyzed target with a Deep One

    - Use Enlightenment to build an Ice Barrier

    Treim likes this
  13. Imho cliff dancers are part of the game and should be used the way they are intended: as a long-ranged sieging tool. Obviously they're counterable but they are simply overpowered and have to be balanced without removing them from the "must have" pure fire equip. A power cost increase could be an option.

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