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RadicalX

Beta Tester
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About RadicalX

  • Rank
    Devastator
  • Birthday January 10

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    Male
  • Location
    Germany

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  1. RadicalX

    Current Proposal: Rewards

    From a competitive side a slower grind would be a problematic aspect for the game. Right now I want to talk specificely about the huge entrance barrier for PvP as I'm not as experienced at the competitive PvE aspect as some other guys here in this discussion. In order to start playing PvP on a competitive level you need at least 1 upgraded and nearly fully charged deck. Otherwise you are at a clear disadvantage, as nearly every single upgrade changes trading patterns. Witthout upgrades you can not use your charge upgrades aswell which simply weakens your late game capabilities by alot. I will start with Lost Souls because it is very popular and one of the cheapest decks. 8*4 Common Cards 4*4 Uncommon Cards 8*4-3 Rare Cards (Motivate charges are unneccessary) 0 ultra rare cards (There is Mountaineer, but 4 mounties are more expensive than the entire deck and you can play without him) Keep in mind that these are specific cards and more than 80 percent need to be obtained through the market. I can't drop an exact bfp number here as the market is way to inconsistent, but from experience it takes about 5-6 weeks to get these cards for an average player. Without these cards you will be unable to compete with serious intentions. If this time window would be even greater after the reset, it would be a serious hit for the PvP scene. A new player would be forced to compete with hardcore players, who are the ones that invest the needed time to get their cards and upgrades asap. Less cards, less upgrades and less experience create a very frustrating triple disadvantage. Something else I want to talk about is the amount of rewards you get for playing PvP. The current gains are worse compared to the token system. Back then you got honor tokens for each victory, that were somewhat valuable for upgrades as rPvE mostly gave you Battle Tokens. Sorry for being a little harsh here, but right now the amount of gold you get in PvP is just useless. In order to upgrade the Shadow Frost deck I mentioned above, you need 168.000 gold. I'm not sure about the maximum value for PvP gold gains, is it 5000 or 6000? (I will show potential grinding times for both values, both are equally low) The god lvl PvP player, that has a 100% wr and plays PvP in a world without que times and loading screens gains 5000 (6000) gold/h. To gain a fully upgraded Shadow Frost deck this means 36 (28) hours of straight PvP gameplay. To be more realistic: The average PvP player has a 50% winrate and has about 20% playtime loss due to que times and loading screens (something like 10 minutes playtime, 3 minutes loading/searching). This reduces the gold/h to 2800 (3360). To gain a fully upgraded Shadow Frost deck this means 60 (50) hours of straight PvP gameplay. Trying to upgrade something like that is atrocious. And keep in mind that alot of other decks like pure Fire require even more gold (246.000) to get upgraded. If this is your first PvP deck you will be forced to play with a competitive disadvantage during that time as everyone else will just farm PvE and get a serious upgrade advantage Just in comparision: An average PvE player can still go for 4player rPvE 9 in order to farm gold and do 3 rounds in an hour which equals 12.000 gold/h. A very good cPvE speedrun player can get waaaay more. If you are here in the game to play PvP, you will be forced to invest gold, bfp and alot of time into PvE even if you are not interested in the game mode.
  2. RadicalX

    Estimated time for release?

    Right now the average player gets 7 boosters & 1050 bfp at best in one week. Getting 21 promo cards from that is impossible (Even a single one could be considered lucky). The people, who got these insane amounts of cards and bfp were simply abusing an unstable market that allows huge benefits through effective trading.
  3. RadicalX

    All-time fastest speedrun rankings

    rPvE 10 1p 14:45, this month is truly super easy.
  4. RadicalX

    Frost T1 PvP Guide by RadicalX

    Thanks! Yes, I want to make a guide for every T1 faction. It may take some time though due to current exams.
  5. RadicalX

    Frost T1 PvP Guide by RadicalX

    Yeah, Nature is almost finished. I'm looking to extend the existing guides aswell as I've got more & better replays to showcase some scenarios now.
  6. RadicalX

    T1 Fire vs T1 Nature

    Some basic tips when playing against Nature -> Early engagements do favour Fire, while Nature has the stronger late T1 scaling -> Try engaging from multiple angles to dodge effective CC placements -> When using Eruption, make sure to always finish off at least 1 unit with it, otherwise Surge of Light may end up being way to effective. -> Firesworn is strong when S units get used, but loses against massive amounts of Dryad -> While Nature is strong at beating T1 units later into the game, it is very weak against T2 units, so make sure to get a good timing to tech up
  7. RadicalX

    PVP Energy Question

    Hey! It takes 3 minutes and 20 seconds to get the costs back into your power pool If you cancel an orb during constructing you regain 75 power. This means if you rebuilt it you lost 25 power. It definitely is worth it to cancel monuments if you are sure it's not going to survive. Everythings gives 90% void refund with a few exceptions (repair costs 100%, toggle abilities 100% (Ghostspears, Spearmen etc.), lost wells and orbs 0)
  8. RadicalX

    The Stress Test Rookies! 23.02.19

    Nice to see a rookie tournament, definitely going to watch it. If you get at least 8 participants, I'd donate 1500 bfp to the pricepool to make it a little bit more interesting.
  9. RadicalX

    Snapjaws damage weird/wrong?

    You are correct, snapjaws deal 160 single target damage per 20, if their damage is applied. As it is a splash dmg card it could possibly max out at 288, leaving its damage value at 224. The card description is calculated by: (single target dmg + max splash dmg) / 2 The small splash radius leads to a damage loss against squad units, which makes it even worse, so most of the time you can only make use of them as a supporter due to their debuff ability.
  10. RadicalX

    nerf amii monument

    It's not fixed, it still is the gold farming paradise as an expert run just takes 10-13mins.
  11. RadicalX

    nerf amii monument

    First of all I want to summarize some information about the Amii Monument as alot of arguments here are based on some missconceptions. 1. Void Level Amii Monument (U3) shrinks your voidlevel by 264. If the building gets destroyed and you are forced to reconstruct it you lose 39 power out of your voidpool. Classic T4 shrinks your voidlevel by 300. If the building gets destroyed you lose 100 additional power to reconstruct. Additional Information: - Amii Monument can be combined with Construction Hut to reduce the costs. - Amii Monument does not trigger the T4 entrance Barrier, so if you lose any orb you can't rebuild it as you need to spend 300 Power. In order to circumvent this you need to deactivate your Amii Monument, rebuild your orb as "T3 orb" and activate the Amii Monument again. This takes some time but reduces permanent power loss to 114. - Temporary Power losses are irrelevant in PvE due to the easy access to void manipultion. This leads to alot of misscalculations. 2. The market question (why is Amii Monument not as expensive as some other rare cards?) First of all the Market doesn't reflect a cards strength perfectly. Some prices are inflated like the Shaman as he's somewhat of a fan favourite without being super essential for PvE. You don't need charges in order to use an Amii Monument effectively as it is restricted to a single use anyways. This has great implications on the market as it reduces the demand. 3. Stategic advantages - You don't need to fight for your T4 spot (which is heavily guarded on some maps) - your permanent power loss is lower compared to normal T4 - As you skip T3, you can save multiple deck slots in your deck - Since you can build Amii Monument at a save place, you usually don't need to defend it, which makes it easier to keep up with your economy. - Specific map conditions like soultree T5 are somewhat pointless 4. Can skill compensate the Amii advantages? - The most skilled PvE players rely on Amii Monument in order to get top speedrun times on more than 60 percent of the maps. Without Amii Monument you can't compete with the top times. The data from so many months of speedrunning are crystal-clear in that regard. What change for Amii Monument is good from my perspecitve? - Increasing the bound power to a point where Amii Monument always ends up being more expensive than a classic T4 (400+). With that cost you would have a risk when playing the card while keeping its identity of granting early T4 access. In order to find a good power number it requires some stat cost efficiency analysis aswell as some testing in the first place. Once you removed the global Amii abuse fest you could lower the cost of the active ability to support strategic diversity based on orb switching a little bit.
  12. RadicalX

    BF Memeville

  13. RadicalX

    Build in Expert Strategy Replays

    Just my thoughts onto the PvP idea: I personally do like it, but just keep in mind, that some people don't want certain matches to be seen (testing new or special decks, tournament prep, practicing to play out losing positions and so on). Having this for ranked games is a good idea, but for sparring games not so much. And regarding the speedrun discussion I really do agree, that certain map strategies simply are way more valuable compared to PvP, which makes it reasonable to hide the strategies.
  14. RadicalX

    Tournament rewards

    I really like the idea. Pretty much rewarding every player, who participated successfully (by that I mean playing all games without leaving the tournament before getting eliminated), would make this more appealing for people who are a little bit unsure about playing PvP in a tournament environment. In case I do get to win some bfp again in the upcoming tournament, I would be up to donate my price to make this possible.
  15. RadicalX

    Suggested card changes

    Hey! I went through your list and it was interesting to read. That said, you are targetting a good amount of cards, that are affecting the PvP meta and getting proper balancing here is not that easy. The balancing system is very sensitive, small changes could weaken entire factions (especially the fragile ones). I went through the list and these are the most dangerous changes: -> Starting mechanics: If you change orb switches in such a way, that there is no power return, scorched earth would be completely broken in the first place. The card is strong already (especially in 2v2) and destroying a monument in PvP is a significant loss as you are down at -75 or even -175 until you rebuild the orb. This would be nothing but a pure Fire buff aka. empowering one of the most powerful factions in PvP. -> Charges on low cost spells are irrelevant as there is next to no low cost spell that gets spammed to the limit of its charges (Motivate being the one exception). So this change would be nothing but a direct nerf to Motivate, when it's played in aggressive T2 factions like Shadow Nature. 1) Envenom has its use as a counter to Ravage. It can take a small buff, but 50 would be over the board in the first place as it gives nature an easy way to execute units effectively. 3) Frost Sorc is in a decent spot in the current meta, where it's the core card of the fire frost faction. I think she is in a fine place as a supporter and doesn't need a damage buff as it would be viable in a spam against Fire T1. 6) Nasty surprise is in a very good spot after setting down the damage cap to 1,5k life points. A nerf would just buff Frost based T3 factions like timeless one even further so you would pretty much buff Shadow Frost as a faction and also empower cards like Curse well, which is arguable the most broken T3 card in this game. 9) not targeting the true Phasetowerproblem, that it does provide to much damage due to its splash and high range 11) I'm pretty sure that the looter ability gives you the power immediatly already and it's not going through your voidpool. 14) Yeah Treespirits are in a weird spot right now, where they get outshined by the classic "op strats" like phasetower or mortar, but they provide a good amount of power in combat against units. Pretty hard to balance them properly due to their weird attack burst rotations 16) Wintertide is a big buff to 2v2 Frost Shadow, where you spam Forsaken with it. In addition to that I think the card is unhealthy as it's not rewarding skill, so making it viable would be bad for some T1 matchup (especially Frost vs Shadow) 21) Changing Darkelf Assassins is a bad idea as they are a core unit of every Shadowsplash faction. The implication this has on a faction like Bandits is quite insane. In addition to that there is alot of counter play for almost every faction (okay pure Frost sucks against S, you need Frostmage or Icefang Raptor, that are not optimal, but that's about it) 26) Also just a buff for pure Fire, that uses the Gladiatrix (p) since you want Disenchant Green for your Juggernaut 27) Gravity Surge is strong, but T3 Air Units are simply not part of the meta, so Stormsinger is more than enough. I wouldn't go below 55 power cost for that one. 33) Pretty sure, that Razorshard is only that strong, because the splash damage got calculated poorly. Rather than having 50% extra splash damage it has 150%, which brings 300 damage per hit onto a wellcluster. After the hit delay it is definitely possible to micro around the shots with some good unit management.
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