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Posts
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Everything posted by RadicalX
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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.
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It's not fixed, it still is the gold farming paradise as an expert run just takes 10-13mins.
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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.
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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.
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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.
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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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And just for that comment I managed to get home earlier xD
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I'm not gonna play as I'm busy this time. So gl to everyone who is participating!
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If you are willing to share your strategy I will cast the replays for sure!
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First attempt for the 2 player map here, pretty slow but at least we got that 6000 gold in the end ^^ Gonna edit this once we improved it Navarr + RadicalX 27:19
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I can't create a PvP match after finishing 1 player rPvE Matches as I remain unteamed in the lobby. That can be fixed by either relogging or starting a new PvE lobby just to leave it properly. I don't know If that ist related to your problem though.
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map of the month - 1 player 29:48 Edit: Went for a second attempt: 27:10 Edit2: 27:01 now Edit3: 24:48 Edit4: 22:37 Edit5: 21:03
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Here is just a short overview of counter methods against CoN 1) Curse Well As Church of Negation takes out 150 power out of the void flow, this means hitting power wells with Curse Well makes it even more effective. The bound power makes counter attacks less frightening 2) Earthshaker This is more of a 2v2 thing and got mentioned here already, but Earthshaker is a very good counter for Churches for a similar reasoning. The Church Player is slowed down due to his defence so he can't punish T4 properly 3) Supression/Sunstriders Guess that got discussed already, so I won't comment on that any further. 4) Abuse the slot instensity Church of Negations requires alot of slots to work (2Nether Warps + Kobold Trick + Church + 3 T3 cards minimum). This means regardless of a Shadow Frost or Pure Shadow T2, the decks well lack some important early cards (Just to name some potential ones: Nightguard, Phasetower, Stormsinger, Knight of Chaos, Frostbite). I've seen Abaaama with a 12 card T3 while trying to get through T2 with Shadowmage and Netherwarp + Aura of Corruption. 5) Win by Score If everything fails, you still can try to setup a solid defense, especially when playing a frost splash, to stall up until 30 minutes. You will most likeley posses a higher score as the churches imply alot of bound power, that can't go through the void circle, which affects the score in a negative way on the long run.
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There are quite a few cards, that dominate the meta game and completely prevent variety in the PvP environment. Only Fire and Shadow T1 are viable once people reached a decent level and that is quite unpleasant. We are in a turret T1 meta, where Frost and Nature can't compete. Turrets do have insane damage and tankiness, higher range and don't reward micro management at all. Phasetower -> 900 damage for 60 power is way more than any T1 unit could offer. Due to the splash you can take center wells vs Frost and Nature without any advantage. -> Even after the teleport 900/600 stats remain insane especially since there are no Siege units in T1. -> 40m range can force you to engage into the turrets as they can be placed at the edge to attack your power wells while your units can't reach them. -> Even Fire T1 can't beat Phasetower without stationary turrets itself, which is a disaster as Fire should be the faction, that can deal with turrets. The most reliable counter to Phasetower ... is Phasetower. -> 50m teleport range every 30s is faster than some Frost units (you can kite activated Imperials with Phasetower ...) -> Archers are sometimes bugged against Phasetowers. Their damage rotations apply about 2 seconds later (probably as the projectiles travel to the initial position of the tower). This makes it much harder to burst down aggressively placed turrets with your ranged units. -> While other turrets are risky and require initial map control and safetly to be built, Phasetower can be constructed at a much more safe spot and Teleport into the important areas or just jump over cliffs to remove some natural safety provided by the map. Mortar -> 1575/700 stats for 50 power is still viable in some T3 scenarios (this may be slightly exaggerated as it requires all shots to hit) -> if splash is included, the tower has a 55m range, which gives huge zoning potential, strong siege potential for close well situations and can be abused over cliffs. -> Center Well + Mortar is gg against Frost on map control based maps and forces nature to play more aggressive unit compositions, that are weaker in combat The Frost nerfs -> After Ice Guardin and Homesoil got nerfed Frost requires at least 8 T1 slots in order to stay relevant. -> Map Control issues still may kill the faction as you can't rush against Mortar -> Frostmagespam outperforms IGs on big maps in mirror matches and against nature. That results in stationary gameplay that is quite boring to play I personally would like to see harsh nerfs to Phasetower & Mortar in the future & maybe a revert of the IG nerf as it is more micro rewarding than a homesoil revert. Feel free to discuss!
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I once made a test to check the actual values of this bug. Nether Warp is supposed to heal for 200 hp, but witch the bug it can get to more than 900, which is quite a remarkable difference. I was in talk with some guys from EA about quite a good amount of bugs. They always told me they would fix them, but never ended up doing so ... For the Netherwarp bug it's probably quite under the radar as just a few decks really suffer from it. All Mages need to be around the same place, which makes them vulnerable against AoE burst damage and you can' t split against cc. The 4 fire splashes do have Lavafield & Shadow Frost can deal with it easily by using high hp nasties (Lyrish Knight to give an example). Pure Frost can use War Eagle to intercept the bug abuse as a scream forces a long range port in oder to dodge it (scream can be cancelled, so there is alot of outplay potential). Shadow Nature can use cc + nasty or an early root aura before the mages get into attack range (you just have to be aware, that oink + phoenix doesn't work before nether warp is played as you can dodge them easily). For stonekin you showcased a pretty solid counter combo by using lyrish knight & Stone Tempest which worked despite a wasted crystal fiend. Razorshard is also a very potent counter against Mages, I personally don't like using them though. The only deck, that really suffers is pure nature as it has no knockback, no burst & no way to rush instant T2 by pure shadow unless you are very close to the orb. I ended up picking up spikeroot in order to survive the early game in this matchup as the ranged attack bursts down shadow mages, which works very well, but isn't really fun to play. Balancing wise it is just a minor issue. That said the Magewarp playstyle is easier to execute than the proper counter strategies. So even though there is reliable counterplay, people that aren't familiar with that kind of playstyle may suffer alot, so a potential fix of this would be definitely a good thing for the quality of games. Your first solution is the one I do support. Just remove the constant refreshing and everything is fine. The second one would break nether warp for defensive uses as it would be a 20s hard cc against enemies. Server wise this shouldn't be a problem as the "permaport" already works once units do have the green dryad buff
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Pretty cool idea to give the card an own identity that really fits to an Executor. That said with these numbers a free execute would be quite broken in 2v2 against stuff like Lifeweaving Sunderer and also may be a problem with dazed units as they are spawned with 50% hp. Adding tools for the stronger factions is quite a problem. Nature (in 1v1s) and Frost (1v1 & 2v2) do have a huge problem to keep up anyways.
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fathom lord + drones + ashebone (+XL unit) is a decent T3 aswell. There are alot of viable options in T3, depending on meta and your personal playstyle.
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If you look for a shadow nature deck I recommend starting with Shadow T1 as it is more solid overall and easier to learn in the first place. High dps units are nice to provide a strong early game, that synergizes well with the strong early T2 by shadow nature. Just to give a strong deck example for a Shadow Nature deck T1 Dreadcharger Forsaken Nox Nasty Motivate Phasetower Nightguard T2 Nightcrawler Darkelf Assassins Amii Phantom Shadow Phoenix Ensnaring Roots Curse of Oink Surge of Light Hurricane Aura of Corruption T3 Silverwindlancer Ashebone Pyro Shield Building Lost Grigori (Purple) If you prefer playing a 3 card T3, you can pick up Ghostspears in T2 (they are quite useful against pure Fire) or the Burrower for some easier, but slightly less effective attacks. If you have any questions regarding the deck, just let me know.
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https://www.youtube.com/watch?v=-LAzuMCkw2I& There you go
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Shadow Insect is a possibility, but requires high micro and a low ping. Otherwise the clunky ability + lag will be quite a pain. I had way more success in the CBT phase with it than right now. Fallen Skyelf combos well with Shadow Insect as you can burst down L units like Virtuosu with its ability. So either pick both or none of them as consistent dps suffers from cc as a hardcounter to this card. Shadow has pretty great Anti Air anyways so it's not like Fallen Skyelf is essential in other areas. Satanael can be very strong, but requires alot of buffs to be played around. You need Blood Healing to make him work with his ability (since you do have Unholy Power already, a pickup could be a good idea) Nox Carrier is bad. Either needs Portal Nexus to work or will never reach your power well. Mutating Frenzy has a bad stat cost efficency and too many stacks will result in a quick death. Wrathgazer needs Altar of Nihil to be viable. This way you could avoid any crowd control as a hard counter. I don't think there is a stronger T3 combo in the game right now than Nihil + Voidstorm as it could not just kill everything of your opponent but lead up to 400+ permanent advantages in one second. Makes pure Shadow from one of the weaker T3s to reaching Timeless One level (In 2v2 it is the strongest T3 you can play if you can coordinate plays with your teammate).
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Okay I watched the replay and it was pretty much the issue that I assumed earlier. Your void level lowers itself by 250 from picking up T3 and this makes Eruption for Cannon Tower trades more than effective for your opponent. What is more important though: You mentioned, that you outplayed your opponent and were in a good spot to take the T3. That wasn't actually the case. You lost T1 by a wide margin and this shows in the power scaling. You did well in T2, but still you were slighty down in power at the end of your T2 (1805 vs 1824), so there was no lead at all during the time you went T3. Since there was no power lead in the first place you ended up losing as Fire Nature doesn't have the strongest T3 in this game. If you don't pick up such a greedy powerwell in T1 you will most likely be able to win these type of games before any cannon towers hit the ground as your mid game was quite good and it's fire natures strong point anyways.
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Multiple decks are quite easy to aquire, as alot of cards are used across all decks (Hurricane, Roots, Burrower, Kobold Trick, Lavafield, Nightcrawler, Darkelfassassins and so on). So once you finished your first PvP deck getting the second one will be much easier. Farming the stuff for my PvP decks was still a painful grind though, but for me it was just unpleasent because we had to spam the same thing over and over again. Spam RPvE to get gold Spam Soultree Expert to get gold Spam King of Giants Expert to get experience for the upgrades Repeat From my perspective a solid achievement/quest system needs to be implemented to give us challenges across the board so every map and part of the game has a solid reward rather than just being forced to spam the same map over and over. There is a thread in the forum to collect ideas, so it would be great to get more of them as it grants a higher pool of potentially good quests and achievements. @SunWu II. Once ranked PvP will be back, getting up to rank 10 there should be no problem anymore.
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Would be useful to see the replay in order to give you more effective tips on how to deal with cannon tower spam. Usually an investment in every single base is very expensive and grants you alot of tools to either pick out one base that is unprotected or brute force through one single spot with Virtuosus since the power pool is split up onto a defence in multiple bases. Also you may want to check if your T3 timing maybe ended up being the problem. It shrinks your void level by 250 and if you do this too early, you end up struggling against a strong T2 spam. So this means even trades end up being in favour of the person, that is on the lower tech level and Eruption for Cannon Tower will favour the Stonekin player. Fire Nature has an excellent T2 with alot of tools to attack with massive power efficency. If you do have a solid power lead in T2, there is a good chance to finish the game there aswell. Your T3 is most likely just a tool to close out games with a huge power lead.
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@Hirooo get in here @Toggy Thanks for doing these tournaments! It's awesome. I don't like the map pool though. Yshia is just the worst PvP map that exists in this game. Playing Pure Fire + X there is a default win. Also I think Turan > Zahadune & Danduil > Nadai as starting maps, but that may just be my personal opinion. Just don't pick Yshia into the fixed mappool as the map is not fair at all.