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RadicalX

Faction Designer
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About RadicalX

  • Birthday January 10

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  1. Hey, in most cases tier shifts and full card reworks are only considered if the existing design sees no play in any game mode (rPvE, cPvE, PvP) without being salvagable by numeric changes. We would otherwise remove existing content from the game, which will inevitably lead to frustration for players that did enjoy playing the card. I think there is a general misconception about Gemeye's popularity in PvE in this proposal, so I would like to provide this particular stat for context: Gemeye is included in 11% of all decks in rPvE adv ++ (the most popular game mode), making it the most popular stonekin card by far and also one of the most played T4 units in the game. Its simple and forgiving design also makes it quite beginner friendly. In terms of Deepfang the proposed dive ability would be impossible to implement, because we are limited by existing unit animations. Only unit models like Burrower or Scythe Fiends could make use of such an ability. The same applies to new mechanics like damage scaling based on cards included in your deck. Implementing such things is extremely time consuming, maybe even impossible. We need to prioritize design additions that are easy to implement, because these can actually end up in the game and improve the player experience even if some flaws remain at times. If you are looking for some spicy stonekin combinations I recommend playing World Breaker Gun + Tectonic Shift. If you enjoy theorycrafting about a functional stonekin card rework or buff proposal I would recommend Earthkeeper as this card has no existing play rate right now. I obviously can't promise anything, but it's the stonekin card with the highest probability of seeing a rework proposal getting accepted.
  2. Design wise Magma Fiend and Fireworm can be useful in Fire Frost decks considering Ice Age (g) supported shields pair extremely well with unity. Fire units can make use of their high base damage while being almost unkillable even at the highest difficulty levels. It is one of the weaker decks, but certainly playable and Fire Frost is in need of such splash synergies due to the lack of faction cards. In terms of power Magma Fiend seems to be quite outdated. It used to be the highest base damage unit during the Twilight edition, but during the Renegade and Lost Souls edition mixed color factions got added to the game, outperforming many of the original card designs. Some of Magma Fiend's constraints were removed in one of our patches by reducing ability cost and increasing movement speed, but the card still only reaches a 1,5% pick rate across the most played rPvE difficulties. Fire Worm is in a slightly better state in comparison due to being more flexible. It is quite cheap, very mobile, can use the 40m range for focus fire or the dive passive for some decent aoe damage. It is not amongst the least played T4 XL units, but I would certainly agree the active ability is quite unsatisfying overall.
  3. Hey, Generally speaking unit sustain spells tend to have a higher uptime requirement compared to damage spells. Furthermore, gameplay gets more disrupted when losing access to sustain compared to the absence of damage spells, which sometimes just get used to accelerate the clear. Cards like Regrowth also do have quite low cooldown, so they can be applied quite frequently. I can go through the mentioned spells one by one, explaining the reasoning behind existing spell limitations. Lost Evocation tends to require less charges in general, because its buff uptime is demon life time + 20 seconds. This is 45 seconds by default and can even get extended by using cards like Revenant's Blessing. Plague is one of the best damage spells in the game. It even gets paired with offering in order to reset the spell cooldowns. Charges are a balancing lever here. Twilight Pestilence probably was seen as a primary damage spell with its huge spread radius, but considering the damage is not nearly as impactful as splash alternatives like Noxious Cloud or Cluster Explosion, the card will see a utility oriented buff with a charge increase to 12 in our upcoming Twilight update. Amok is one of the most powerful cc spells in the game and the charge limitation is more of a soft cap, because charge refresh rate is powercost / 2. The cooldown only increases from 30 to 45 seconds on upgrade 3. I think it's totally fine to argue for 12 charges in this case, it wouldn't necessarily change too much. Noxious Cloud has 30 seconds uptime and the poison doesn't stack beyond the existing damage cap on multiple casts, so the spell rarely should be used more than once per camp. Even though the cooldown is only at 20 seconds hitting charge limitations is quite unlikely unless you are attempting to solo multiplayer rPvE maps on the highest difficulties. I argee a charge increase for Maelstrom would be beneficial given that decks which are reliant on Maelstrom usage as a damage and cc source usually miss access to reliable damage tools. Frost cards also tend to have slightly more charges than other factions. Maelstrom originally was a much more expensive spell with less AoE damage and Frost used to have no access to void return, so a charge issue never became evident back then.
  4. You can see the amount of reamining camps in fog of war, the camp areas are slightly darker. Abominations have solid single target XL damage, which is their main priority. Besides that they are mostly meatshields in the middle of a camp and provide spell presence. Focus fire can be achieved through ranged units. Damage spells like Thunderstorm can be helpful additions to the deck and help with cleaning up smaller units quickly. Unity always needs to be active as it makes sure your army doesn't die. Any form of cc is great and Curse of Oink is almost always worth using. Not only does your damage income get reduced, it also can increase your effective damage by disabling units which would otherwise use their cc abilities against you.
  5. The deck seems fine for beating any rPvE adv++/6. I rebuilt it and tried to roll maps for either LS, Twilight or pure Nature. Got a twilight run, which should be a good example for how this deck needs to be played in order to progress smoothly. Unfortunately, I did not get any double camps here. The two cooldowns you need to look at are Twilight Pestilence and especially Cluster Explosion. Everything else can just be used to clear the first camps after your T4. Got the replay file here: 2024-10-18_20-07-05_RPvEOnePlayer_diff6_s61659_[GM]RadicalX_time_0_16_35.8_v267.pmv In regards to your question on how to clear camps with a classic front to back army in rPvE: 1) Boss units first. They don't respawn and usually deal too much damage to be ignored. Only switch focus if you need immediate void return from your Shrine of War. 2) Take down the spawn buildings. In your case I would highly recommend adding Earthshaker, but you can also use Skycatcher at rPvE 6. 3) Focus cc threats and anti magic zones. Things like Willzapper, Windhunter, Lost Dragon, Mark of the Keeper or Banestone can really disrupt your army. It is recommend to hit cc units with your own cc first. 4) Get rid of main damage dealers. Usually these are just the XL units with a few exceptions like the Volcano. If things get really tough, you can remove a spawner, reset and then fight the camp afterwards. This will work, but is far from ideal because you will lose time and probably burn through more support spell cd's compared to setting up the unity + pestilence combo properly.
  6. Hey, try to avoid losing your army at all cost for the reasons you mentioned. A few solutions to tackle double camps in 1p rPvE missions: 1) When playing decks with large XL armies make use of unity. This card is a massive boost to your durability and also increases the efffectiveness of damage reductions like Twilight Pestilence (frost affinity), which is related to how the damage redirection works. 2) Green Peace is an incredible cc tool to keep a dangerous second camp busy until you finished clearing the first one. It's a great card to solve these situations in particular. 3) Focus the spawnbuildings as early as possible. Earthshaker really helps here. 4) Cluster Explosion is incredible against stacked camps. Use the red affinity as it's strictly better damage wise. 5) If you need even more durabilty for any reason Healing Garden can double the effectiveness of your healing spells. But Twilight decks should be fine without it. I hope this is helpful.
  7. I guess more tools to adjust Rogans position would've been very helpful. Additional Nether Warps, Tunnel + Burrow Ritual, Portal Nexus or creative stuff like Amok + Deep One pull allow you to set up a meaningful strategy, but with the existing restrictions it comes down to one Nether Warp to meaningfully adjust Rogans cleartime. Pathing gets incredibly important as a result.
  8. If anyone has latency issues, you can use shift + rightclick to set waypoints in advance.
  9. You can combine Abyssal with Promise of Life and sacrifice him right away. You get a new XL unit while triggering the passive, which provides a very durable frontline without binding any power. With Shrine of Memory or another form of void return provided by an ally you can spam spells from this point and support them accordingly. Thunderstorm, Revenge and Swarm are pretty solid options, any Enlightenment combination is good too obviously. Considering Abyssal splits up into a lot of units over time I like to pair them with Timeshifter Spirit for the strong AoE heal, but that's more niche. Spore Launcher was related to a potential future card change, it does not enable its own archetype right now.
  10. I agree, that Frost is at an advantage in the matchup against pure Shadow right now. A few considerations for the matchup: - Nightguard is still very good against War Eagle. She will neutralize a lot of the pressure a Frost player can throw at you. Assuming you can make good use of Netherwarp to get your hands on some of the unbound eagles, it might open up a direct win condition too. - The main reason I mentioned Nox Carrier is the value that comes from stacking unbound unit counts over time against the low dps of Frost on T3. This is a different playstyle from building a lead through kicking powerwells, which can be tough due to Amii Ritual. In order to execute the strategy you prioritize getting a lot of rippers and keep them alive for some time so you can launch a major attack once void returned to your power pool. There will be a few buffs to some of the cards pure Shadow wants to use on T3 next patch, Nox Carrier is one of them. - A possible move to cheese Frost or hyperscaling players in general is to handshake a lot of bonus wells in the early game (ideally you want 8 or more). This opens up an economy which not only allows a fast T3, but also makes T4 an actually realistic move. Frost does not really get map control, so by contesting the center in the early game you can secure the orb spots for such a strategy. Pure Shadow has quite a few flex slots, so there is space to prepare for this without really sacrificing too much early game strength.
  11. The general issue with Nightguard was how she trivialized a variety of expert maps. Convoi and behind enemy lines are some of the best examples here as these maps could be solved almost entirely by spamming Nightguards. Building up an unbound L-unit army while simultaniously turning off any dangerous patrols took the entire challenge an expert cPvE map is supposed to be. After the nerf you can still utilize Nightguard by taking Rageflames and Devastators, but the maps still offer complexity through Stonekin Warriors/Twilight Horrors respectively. In regards to Titans you can just pull the units away from the MotK to make the Deep One swap easier (will also provide a much better angle to kill the Swamp Drake). I think you got a very good point in regards to Parasite Swarm upgrade progression. This should be adjusted as the U3 bonus was never directed towards PvE usability.
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