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YaBro0

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  1. YaBro0

    Mountain Rowdy

    He is pretty strong Statwise and has quite a decent effect (purple one) but has the same problem twillight brute has. The have quite insane stats and even are a M-Counter but get outclassed by either more utility or range. Why would you play twillight brute over ghostspears if they cover low cost M and S Counter. For Frost it is even worse since Stormsinger just outclasses almost every M-Counter in the game. Ranged Swift M-Counter with a nice ability that covers Pure Frosts biggest concern, the Air Control. Stormsinger is quite Overpowered and if she wasn't a staple in every frostsplash, Mountain Rowdy would be a solid tech option but in this case he is just a wasted slot. Not because he is bad, just because he is unneccessary.
  2. Hey Weakl1ngs, just use the mountain rowdy more I can see where you are coming from, since Pure Frost has a hard time against Pure Nature and Nightguard with CC. Overall I don't think that nightguard is too strong and it is kinda neccessary against other units. Stone Tempest, Mountaineer or Reaver would make certain Matchups really hard and oppressive. You can already see that in other Factions that don't use Nightguard. Once it got implemented the use of L-Unit + Buffs/CC's/Heal really went down after a time when Instant T2 Reaver/Vile Blood/Deep One were one of the best and easiest strategies in the Game that got many people in the top 40 in a time when BF had a lot more players. What I want to say is, that it is weird that it does not bind power but nerf with caution, because Nightguard is keeping the abuse of other L-Units in check. And I'd rather keep the Nightguard how it is and not risk this old cheesy Tactics coming back. I think that IF you wanted to nerf her, it should be a decrease in range, this would maily impact Frostsplashes, since they have more time to coldsnap or Pure Frost can use War Eagle scream. When the Nightguard got nerfed a long time ago, when it was even used to counter EP's, there was also a big discussion about the powerbinding aspect. Someone from the dev Team can correct me but I think it is not that easy or better not worth it to implement a powerbonf to enemy units.
  3. They Nerfed Mortar Tower snd Phasetower. I think they are still viable and strong against Nature and Frost but people stopped using them and therefore are not confident in taking an early well. This leads to (at least against nature) an unreasonable amount of instant T2's which starts at around Top 40 and gets more serious the higher you go. Even in the Top 10, there are 4 out of 10 players, of which I have not seen a second T1 Unit played against me more than once. So this is not an unrealiable beginner move. Like I said I think you can rush down on small maps against players that are weaker than you like Wazhai or Yrmia but there are way more maps where you can't and many players that aren't even that bad and still pull of the instant T2 trigger. Don't get me wrong, I think there is a nice strategic element in going for an early T2 but completely skipping T1 without even trying to play a second unit, cutting out any chance of interaction (even passive ones) in the T1 Stage should not be this effective and "hard to punish" (I think it's impossible against a decent player on more Maps than not). I think that adding another ranged M-Counter for nature would make them at least viable at defending T1 against T2. Frost T1 I think would benefit from a Ice-Guardian Shield-Cost reduction to 0-5e. That is not like he was in the old days when Ice-Guardians were super OP, cause they would get their spawn Shield even dazed near an Ice Barrier. But I think that would make T1 vs T2 defending much better and allow for a possible dazed fight besides massive MA Spam. @anonyme0273 I am sorry to say that but my whole point is that it is not possible to punish more often than not. Yes, you can do the same but it's not argument to be forced to also play an instant T2 when you can not react otherwise. It rather shows how strong this action is in the first place. I agree that it heavily depends on the Map but there is not even a handful of Maps were the distances are short enough to rush down an Instant T2. Defending is actually even harder the bigger the Well distances get since Nature is very slow to switch defending Places and has to low dps for reactive plays without a previous army in base. And Yes, it also depends on the Faction you are rushing. But I can't say where it is easier to rush than defend. Many factions are just stupid to even try rushing like Pure Fire, Fire/Nature, shadow/nature. You will not win here and defending against those as T1 is almost impossible. I am not saying that it never worked but that is due to obvious mistakes made by the T2 Player otherwise you are screwed. Overall I think that the Nerfs to Phasetower and Mortar were neccessary (maybe a bit to little) for improving the T1 Balance of Frost and Nature but it more than before shows, that their weakness lies in lack of early Map and pace Control rather than the other factions being too oppressive themselves. It certainly made Nature/Frost pretty strong.
  4. Hello fellow Skylords, I didn't know where to put this since it should suit more in the balancing section but is not a card problem. I have played quite a bit in the last week and something that feels like hasn't happened that often before is occuring almost every game now. The Instant T2 in PvP to avoid a possible early loss or abuse a certain T2 scenario seems to be around quite a lot. I know it might be because I started playing nature recently and people are scared of dazed fights against nature. But... for the record. After facing an uncountable number of Instant T2's this week, it reached it's peak with 13 (!) Instant T2's in about 2 and a half hours of play today. So this is definately a rage Post So what's the problem with that? 1. T2 Matchup abuse. Matchups like Pure Nature vs Fire/Nature, Bandits vs Burrowerspam, Pure Fire vs Pure Frost, are historically very onesided and even an advatage in T2 is rarely enough to overcome those matchups. By skipping the more balanced and skill reliant T1 which can at least overcome certain matchups by very good micro, it becomes a rock/paper/scissor from the start which is often unavoidable. 2. T2 Map abuse. I am talking about possible cliff spots at the starting base for cards like Mountaineer, Firedancer... on Wazhai, Simai or Maps were taking those positions is very liekly needed. But I am also talking about center map abusing like on Elyon or other generated Maps. This is in my oppinion the reason behind Frost and Nature T1 still being overlooked and outclassed by shadow and Fire T1. They are very flexible and swift in controlling the positions early and can therefore possibly punish an Instant T2 more reliabily than the other factions while also abusing that control against them. For example playing a frost or Nature T1 on Elyon against an Instant T2 Fire or Shadow Player will always result in a loss of Mapcontrol and that control is a huge advantage on some Maps. You can rush lower ranked players but the higher the ELO the less likely your success until it becomes unneccessary to even try. Of course I have my bias towards T1 since I enjoy playing it, because it requires more precision and mistakes have bigger impacts. But wouldn't you agree that the only time a certain T2 Matchup has a good chance on winning is the T1? I would suggest something like a 2-3min Delay on the first Monument in PvP (stole that from Ultrakool^^) or an increased power cost to 180 overall. But my favourite would be to make scorched earth a neutral card What is your oppinion on that Topic?
  5. I really like this Idea for PvP. You could play a double T1 and choose based in the matchup with which one you wanna start. But I think it gets kinda OP in T2 because giving a strong splash deck like stonekin or fire/nature acess to SOM or EP just sounds crazy to me. It could open up a a whole PvP era, where no one really plays T3 but rather use pure cards to boost your T2. Sonething like shadow/frost with harvester or shadow/nature with shadow mages and heal spam and so much more. While it sounds increadibly interesting, I think it would be to strong in PvP with void manipulation.
  6. No worries my friend. People love our toxic relationship ❤
  7. Actually this is kind of the same mechanic that was in the original game. Phenomic introduced playtokens at some point, which you could also have farmed and is basically the same system as with gold rn. I am not sure anymore, if you needed a small fee of about 100BFP to be able to disentchant for tokens but this was actually the most effective way for upgrade farming and more rewarding than the current system. So the concept is nothing new, just different package.
  8. I wanna say something as a pretty much PvP only Player. While I enjoy the gameplay of PvP the most, I have to admit that the card collecting aspect became almost irrelevant for PvP Players like me. And this is quite the defining aspect that makes this game what it is. While I absolutely diagree with taking away ones free PvP Deck after a certain time, I think that a derease in accessability (is that a word?) to free PvP Decks would certainly help to encourage the card collecting aspect more. The biggest issue I see with the current system is a) it lets you choose 2 Decks and b) you can change Decks every week 1. Suggestion: Only one permanantly set Free PvP Deck. Cards are Set only for PvP and cannot be traded but still be used in other PvP Decks. Let's face it, most PvP Players mainly play their one go to deck and enjoy playing others from time to time. You wouldn't take away the competitive aspect of the game since people can play their main Deck from the start on lvl 120 but need to take part in the card collecting aspect to get the experience of more decks. 2. Suggestion: Random Deck Rotations. I would suggest the same system as right now but instead of taking 2 Decks you can strike 2 Decktypes or 4 Decks, you really don't want and then get 2 Decks randomly every week. This would let you play from the start on equal footing but for you to be able to play what you really want, you need to get cards and upgrades. It would also make sure you get at least one Deck that is competetivly viable since getting something like fire/shadow and shadow/fire in one roll is pretty unfair for most people. What do you think?
  9. Very nice of you! So no BFP for the kindhearted Dallarian *check* I will wait for your Replays. No pressure!
  10. Good evening fellow skylords, As some might recall @Eirias and I did some commentaries on PvP matches quite a while ago on Eirias YouTube Channel and on the Official SkylordsReborn Channel. Since the game has entered the realm of the living again, it is also time for me to wake up from my slumber and start annoying Eirias again. Sadly our only way of communication is through the commentary of PvP Replays. I am currently still pretty rusty and even though I played some games against top 20 players, many weren't that interesting. Because there is no real source of new Replays, I wanted to asked all you guys to post or send me or Eirias your PvP Replays for YouTube. If you have any good, special or weird games you want the world to know about, just give them to us. Rewards: 100 BFP for each Replay that ends up on Youtube (on top of the fame ) for the one sending the Replay to us. I hope we can make something work and flooooood the World with Skylords! Love YaBro0 ❤
  11. I feel like you people are in need of something... 

    You need the love I spread ❤

    Take my love and give it to all the people you know ❤❤❤❤

    (Yes, I am alwaya like that)

    1. Show previous comments  6 more
    2. YaBro0

      YaBro0

      Well.... this is far away from the love I expected...

    3. sylvix95

      sylvix95

      @Eirias I founded a new religion for your gif.

    4. Eirias

      Eirias

      @sylvix95:) I drew that myself, btw.

      If you want 5 minutes of stuff like that it will go up here at some point....

      I was going to try to upload it 2 weeks ago, but it's not quite done and I'm busy for the next two weeks, so fingers crossed it will go up by Valentine's Day.

  12. @LagOps Well the fire T1 is obviously the "better" choice since it has no downsides in T1 compared to the sometimes map gamble frost T1. I agree with Radical in the Harvester part. While disentchant on a buffed harvester is great, a very versatile distration is much better. The harvester is easy to kite for stormsingers and drakes so the harvester has to go for the well and lightblade stops him from the best he can. But overall I don't think that this matchup is so horrible for fire/frost that having a lightblade in T2 is a huge upside compared to gladiatrix. Against a strong shadow/frost I'd rather have an aggressive fire T1 than anything else.
  13. My goal -> After a long desease finally doing the 220 pounds squats again
  14. Are you sure? I thought I remembered always battling in between 8:50 - 9:10
  15. Does anyone remember the fastest Soultree time? I was playing that map for so long and I believe that I made the fastest time but not sure.
  16. I was playing for quite a while but I am a bit inactive right now. Currently at 4000 trophies.
  17. Don't worry my children! Your savior has finally arrived! He is blessed with an angel's voice and the courage to bring love to all our ears! Step aside and listen to @LagOps!
  18. Once you reach lvl 3 you can join a clan. Just click on clan at the bottom of the screen, it's the second from the right. On top you can click on "search" and look for "BattleForge". We have around 45 members, just in case if there's another clan with the same name. Just click on it and send us a request. Hope to see you soon
  19. You can still break it with cultist master and this weird twillight tower Edit: It's Infected Tower, does someone know if the legendary twillight bug Spam still works?
  20. Yep, I believe it cost 175e on U3 and was basically killing every unit on the map, and really every unit, because it also ignores buffs like life weaving. I have to admit that I also played around with this card and Nihil-Altar with it and I came to the conclusion that I never felt as bad as in that moments when you got totally wrecked the whole gane and have like 4-5 wells disadvantage, this didn't matter as long as you got to T3. My most broken card list pre-nerf: 1. Mine 2. Voidstorm 3. Sunderer Yes, you see right. There is no Stormsinger @Eirias @Ladadoos
  21. For the sake of International safety I am not allowed to answer that question.
  22. I love this card!!! ❤ I believe that it even could be the best bandit card in the game. Some people might know that I love playing around with niche (don't know hiw it's written in english sorry) abilities and bandits has so many of them. The problem about playing this kind of strategies is always that the cards are very rarely viable in other situations and therefore a wasted deckslot. Bandit lancer is different, because it already is an amazing unit based on stats and requirements, while also giving you the ability to play things differently. And you don't even need to do it on purpose, because the 15% debuff on enemies for free is already insane. I tested around with it with corsair and swamp drake and it certainly feels amazing even thought it's not worth it The problem is not the ability itself but the units the should take profit of it. Corsair is simply bad and swamp drake not a worthy slot in a shadow/fire/x, bandit lancer is already an amazing L-counter, so there also no need for magma hurler. All in all a card that I would have liked to see more of, just because a viable unit with niche abilities is awesome!!!! You hear me!!! This card is awesone!!! Sorry for the emotional breakdown ❤
  23. Of course this card is not the real deal in PvP. However I remember making some experiments with the red affinity and bandit sorceress to increase the range to 70m. It works on pretty good on small maps like Elyon, yrmia or Wazhai but of course without having an advatange it is hard to pull of but the times it works out, it gives you the chills
  24. I guess that he is only talking about PvE and in PvE the fast movement and dmg reduction while moving from deepcoil is very useful. Also range and especially flying units are better than melee units in many times, because the are not limited by the ground limits like cliffs or Walls. Swamp drake is also in PvP a card that is just decent. In theory it looks very nice to have a XL-counter with CC in the air. The problem is the very low dmg. A XL counter has to deal with XL units quickly, because they are your opponents nukers which deal indane dmg in a short time. With a swamp drake you always need more than one to counter an XL unit and with support they won't even fullfil that purpose. It just gets heavily outclassed by other amazing XL counters like giant slayer, fathom lord and stone warrior. So the real meaning of playing a swamp drake in PvP is to have a air unit, because people don't have a air counter in T3 most of the time and have to use their T2 air counters. It's just that the dmg is so low that it take an eternity for it to nuke something and you need more than one and with that amount of power you could also play a heavy basenuker. It's a decent support unit due to it's good ability but gets simply outclassed in the part that is most important for its usefulness. But still a playable card.
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