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RadicalX

Beta Tester
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Everything posted by RadicalX

  1. 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
  2. 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)
  3. 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.
  4. 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.
  5. RadicalX

    nerf amii monument

    It's not fixed, it still is the gold farming paradise as an expert run just takes 10-13mins.
  6. 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.
  7. RadicalX

    BF Memeville

  8. 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.
  9. 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.
  10. 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.
  11. RadicalX

    The Stress Test Open#4 26.01.19

    And just for that comment I managed to get home earlier xD
  12. RadicalX

    The Stress Test Open#4 26.01.19

    I'm not gonna play as I'm busy this time. So gl to everyone who is participating!
  13. RadicalX

    rPvE map of the month rankings January 2019

    If you are willing to share your strategy I will cast the replays for sure!
  14. RadicalX

    rPvE map of the month rankings January 2019

    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
  15. 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!
  16. RadicalX

    rPvE map of the month rankings January 2019

    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
  17. With the recent events of implementing the reward system, grinding and the open stress test I got to feel again how underpowered some of the cards in Battleforge were. While there were definitely some overpowered cards there were also alot of super underpowered ones, that never got any attention. I would argue that at least 10-15% out of the cards were almost unplayable. Most of the time you would pick some op cards, build up your deck and start farming tokens, while some cards will be left behind for like ... forever. I'll leave this thread as a simple idea for possible future plans since I'm aware, that balancing isn't priority for the devs right now. The cards and potential changes don't affect the overall gameplay (because they will remain weaker than really powerful cards), but it would lead to more diversity and refreshing playstyles. I will always comment about why changes are necessary. Most buffs would result in buffs for PvE, because even though there are some cards, that would seem great for PvP, this gamemode is more sensitive for balancing. I just included cards, where I'm 100% certain, that they have no potential of being broken after receiving their potential buff. Also most of the changes I suggest are very simple and don't go into any deep or complex mechanic, so it's easier to predict possible outcomes of potential changes. In general there are some things, that are completely underperforming: -> The majority of turrets are underpowered. Outclassed by the top tier buildings like Necroblaster or Church of Negation there isn't much room left for alot of the basic turrets with underwhelming abilities and low dps -> Pure Decks are simply weaker than splash decks. In order to fully solve this problem Enlightment & Amii Monument need to be nerfed, because most pure T4 cards are just used in nature splash decks, because of the superior healing support. But this isn't part of this thread here, because these changes would affect gameplay massively. To add some last words before heading into the list: These cards will probably remain underpowered after their nerfs, but maybe a little bit more fun to play. 1: Strikers Strikers are probably the weakest swift unit in Fire T1. Outclassed by Scavenger and Nomads no one would ever pick them up. In fact they are a nonfactor in PvP because they are too expensive, S units and melee creatures. Buffing them sadly isn't easy, because once they are viable things can go out of hand due to the looter ability (just look at thugs), but a small buff would make them a little little bit less underwhelming. Possible buff: Cost down to 85 power (from 90) 2: Fire Bomb Probably the most unfun card in the game. Takes ages to build up, covers up a small radius and gets destroyed up on activation. While there aren't any QoL buffs, that can make this way easier, at least some additional damage would give that underwhelming card something, that makes it worth to play in PvE Possible buff: Damage up to 950; 2200max (from 715; 1650max) 3: Executor This guy is supposed to execute things. But in PvP he's underwhelming and ends up getting kited forever. To make this card at least a little bit more useful a slight damage buff would help, especially since he has an ability, that muliplies the bonus Possible buff: Damage up to 650 (from 600) 4: Lifestealer Lifestealer is supposed to deal alot of damage, because the turret can't move like Phasetower and also loses hp once it attacks. The idea is similar to what worked for the Shadow Mage. But that card has something to make up for it's weakness, while Lifestealer just has some unspectacular dps. Possible buff: Damage up to 1625 -> 130 per hit; 195max splash (from 1380 -> 110 per hit; 165max splash) 5: Soulsplicer (Red) I think everyone who used to play with the green affinity knows who powerful Soulsplicer can be. Sadly the Red Affinity is completely underwhelming (I think it was the only rare card worth as much as a common in the AH). 25% extra damage is legit useless, especially when you think about what motivate gives to Shadow T1. Possible buff: dmg buff up to 50% per unit (from 25%) 6: Northguards Outclassed by Frosmage and Masterarchers as an S-Counter in every way. Melee units need some benefits over ranged units if they aspire to be useful in any situation. Making Northguards a little bit stronger leaves them as cool stat-monsters for PvE, that will be useless in PvP anyways. Possible Buff: dmg up to 700 (from 630) 7: Defense Tower Its single target dps (680 per 20) is lower compared to some other T1 UNITS with equal cost (like Wrecker). The tower needs more damage to be in consideration for any kind of play. Especially since the other Frost turrets do have some cool abilities, that leave the Defense Tower in a poor spot. Possible Buff: dmg up to 975 -> 78 per hit; 117 max splash (from 68 per hit; 102 max splash) 8: Tunnel I think the Tunnel System offers so much potential. But right now it's just not worth it using the thing, because you have to invest deck slots and alot of power to make combos work around this card. I recommend making this card cheaper since it allows more potential for cross map plays in both PvE and PvP Possible Buff: Cost down to 30 power (from 40) 9: Envenom (both affinities) A pretty situational card, but it has its specific use for PvP tournaments, because the poison negates Ravage healing. A very cool counter against instant T2 rushes from fire splashes against nature. Sadly it's still a 70 power card negating a 50 power spell, that is useless in every other scenario. It's okay, that Envenom costs more than Ravage (it's still a T1 vs a T2 card and the 150 power malus from going T2 needs to be considered), but for a card, that does nothing than a little bit single darget damage 70 power is a high investment. Possible Buff: Cost down to 65 power (from 70) 10: Morklay Trap Pretty much the same useless card as Fire Bomb just with a cooler animation. The ability is quite expensive and the damageoutput for such a high time and power investment is way too low Possible Buff: dmg up to 1100; 3300max (from 880; 2640max) 11: Rocket Tower One of the more outdated cards. It does next to no single target damage and is more of an utility card with it's M-knockback onto multiple targets. I think it isn't suited to be a pure Fire only card and definitly weaker than Pyromanic who fits way more into the pure fire deck. Adding this card into different decks makes it way more interesting for some cool combos Possible Buff: Orb requiredments down to 1 fire + 1 neutral orb (from 2 fire orbs) 12: Eliminator Not just weak in general since it's a casual melee unit without outstanding stats, but also has a useless ability. The buff to a specific unit class is a nice idea, but the values are simply underwhelming, for a 50 power spell Possible buff: Ability cost down to 25 (from 50) + affected friendly units don't lose any hp anymore (from -5hp per second) 13: Ripper They are supposed to be some sticky annoying units with their ability to soak up corpses to regenerate hp. Most of the time they simply die before they can soak up anything though. Makes them feel underwhelming especially when Darkelf-Assassins are around. A bigger hp pool would give them their own identity and also some sweet nasty potential. Possible buff: hp up to 840 (from 780) 14: Mountain Rowdy The damge reduction idea is quite nice, but the radius is waaay to small. You won't be able to make any use of that in a real scenario, therefore there is no reason to play this card. Slow Melee cards without any special abilities tend to be quite useless, so buffing the ability would give some cool additional feature to pure Frost PvE decks Possible buff: Ability Radius up to 40m (from 20m) 15: Phalanx They used to be unique with their reflect ability and setting this up in combination with Lightblade was a pretty funny combo, but apart from their ability Phalanx are just underwhelming and only used in PvP as a nasty bot. Their damage is nonexistent and making them more useful would be a nice addition for some PvE decks, because they are a very intersting card, that is still quite tanky. Possible buff: Damage up to 850 (from 750) 16: Frost Crystal The thing is waaay weaker than cannon tower. So the only reason to use that card is its freezing ability. But that thing has a nonexistent radius. A ranged unit, that is attacking the tower directly is still out of the freezing range. This make this turret totally pointless and without an increased radius I don't see a single reason to use it in any game. Possible buff: Freeze Radius up to 40m (from 25/30) 17: Sunken Tempel The card is producing mediocre units for 200 power. With 120 bound power through the building it would take ages to make it worth it. You would need like 6 or 7 ability rotations, which is impossible to achieve in any game. Making the ability rotations cheaper would allow to at least increase the value over time. Possible buff: Ability cost down to 60 (from 80) 18: Healing Well The card is charging up way to slow. Even though it caps at like 265hp regen per second, the pool is exhausted way too fast and also regenerating at a 20hp per second rate. That means it takes 2 minutes and 30 seconds to charge up ... which is an eternity. Right now this Nature T2 building is completly inferior compared to a shadow T1 building (Soulsplicer) in terms of healing power, which is sad. Possible buff: Recharging speed up to 60 per second (from 20 per second) 19: Twilight Minions Early game Twilight units are simply inferior to some other ones. Just compare Twilight minions with ghostspears (who are more versitile and tankier) and you will realise why noone uses them. Increasing the stat efficency would be necessary so that they can somewhat keep up with their counterparts, allowing people to properly build up some Twilight PvE combos later on) Possible buff: hp up to 840 (from 780) 20: Slaver This guy is an L counter with an awful stat efficency. It is completely inferior to all other L counters Fire Nature has (Mauler, Gladiatrix and even Firesworn). His damage is lower, the guy costs more and it's a melee unit. To make it at least somewhat fair, the unit shouldn't cost more than all these other units, who are even stronger statwise. Possible buff: Cost down to 70 (from 80) 21: Banditos Banditos are underwhelming, because they are S-Melee units with stats that could be equal to a T1 unit. The only thing that makes them somewhat strong is their ability, which allows them to get very good dps values that remains unused though especially for the green affinity. Allowing the card to be spammed easier would enhance its passive ability and make give the card some new fresh power. Possible buff: Cost down to 50 (from 60) 22: Bandit Launcher Another underperforming turret with mediocre stats & a weak suicide ability. But I feel like destroying the building through the ability is more than enough punishment, it simply shouldn't cost additional power. Possible Buff: Ability cost down to 0 (from 20) 23: Skydefender Anti Air turrets are just useful in specific scenarios. Such an expensive & situational card simple isn't worth a slot in every deck. You can simply pick up casual turrets, that are more versitile and have a similar cost stat efficency. By enhancing the unique strength of this building (which should be the high dmg against air units) it simply shouldn't be more expensive than other casual turrets. Possible Buff: Cost down to 65 (from 80) 24: Stone Hurler Another underperforming Turret, that is way too expensive. No one would ever use that thing, just compare it to cannon tower, which does nearly double damage. In order to make turrets more usable simply reduce some of their high cost, because without the high amount of bound power they can be used to cover certain spots and will be picked over units in at least some scenarios Possible Buff: Cost down to 65 (from 75) 25: Tower of Flames The basic stats are fine, just the ability is a little bit underwhelming. You would never spend 50 power to use that thing. Making this ability cheaper would enhance its possibilities, because you could also use it to increase the burst Possible Buff: Ability cost down to 20 (from 50) 26: Frontier Keep 250 bound power for a card that offers nothing but a little bit of defensive crowd control is nothing but a joke. Like noone would ever spend a single bfp for that building, which is in contention of beeing the most useless card in the game. Even a huge buff would leave this card in a place, where no one would consider playing it, if he goes for serious gameplay Possible Buff: Cost down to 150 (from 250) 27: Sylvan Gate The nerfing approach for root network was "nerfing the individual power of some cards like razorleaf, but add some more strength through complexity to the root network system". Sadly it isn't as strong as some other defences and in a weak spot. Buffing the supporting cards around the root network would strengthen its overall power without making some of it's key cards too overpowered. Reducing the cost of this card would also be nice since this big defence requires alot of bound power which often isn't effective. Possible Buff: Cost down to 90 (from 110) 28: Mind Weaver The ability is so underwhelming. Spending 100 power to get control of a mediocre unit for 20 seconds is something that wouldn't be worth it even in T2 or maybe even T1. Just compare it to the other mindcontrol cards and you will realise how outdated this ability is. Making it cheaper and spammable would give some fresh air to this mediocre turret (especially since it's an ultra rare card). Possible Buff: Ability cost down to 25 (from 100) 29: Twilight Hag A sweet card with a nice idea. The ability has potential, but the unit is waay to squishy to be played in any serious way. Most T1 unit do have a better health/power efficency. Possible buff: hp up to 900 (from 785) 30: Stone Launcher Why in the world does the ability cost 70 power? Stormsinger can do the same thing for less power in T2, while she is a mobile unit. Even gravity surge is cheaper. I don't see any reason for this ability to cost any power, because Stone Launcher is just an anti air turret without much use. Possible buff: Ability cost down to 0 (from 70) 31: Boom Brothers The approach of giving the ability XL konckback was nice, but the card still need some survivability in order to survive the T4 stage in any way. Most of the time XL units are way easier to support and scale well with percentage heals, while most smaller units in T4 end up beeing left behind. Possible buff: Hp up to 3000 (from 2555) 32: Emberstrike The M damage for this low cost unit is apparently very good. Still there is the same problem mentioned above for smaller units. They need something to stand out. While I played this unit alot during the last weeks I felt like the card would be way more amazing if you could simply spam the ability, which isn't possible right now with the high cost (even though it is just 50 power it stacks up once you start using it multiple times). The card has the potential to provide fun gameplay, but simply is too expensive in order to do it effectively. Possible buff: Ability cost down to 10 (from 50) 33: Fire Worm T4 Worms feel so underwhelming. They do have such amazing mechanics, that allow some crazy plays, but right now it's simply not worth it, because their damage output is way to low. While I agree with the idea of having a low hp pool onto these high mobility units, there is next to no use for them when they don't do enough damage even though you are able to use its abilities on a high level. Possible Buff: Dmg up to 6000 - 600dmg per hit; 900max splash (from 4800 - 480 per hit; 720max splash) 34: Magma Fiend The dps is quite nice, but the ability is so weak, it somewhat feels like you lose strength, because of the long duration of its animation. I don't see any reason for this ability to cost that much power for next to no benefit Possible Buff: Ability cost down to 50 (from 100) 35: Fire Sphere The card has many downsides. It takes alot of charging time, it even requires 3 fire orbs, it is quite expensive, yet it does just decent damage. Dealing with one of these heavy "weights" makes the card way more interesting to use and somewhat worth it for someone who invests 3 of is orb into fire. Possiblte buff: Cost down to 100 (From 150) 36: Bloodthirst This card is a T4 single target healing spell, which is inferior to Ray of Light unless you've got a dps monster (like Batariel). And Ray of Light is an AoE spell ... and it's cheaper ... and it's a T2 spell. Possible buff: 330 hp regen per 1000dmg (from 165 per 1000) 37: Void Maw This card is an ability bot. It has the combat stats of a decent T3 unit which is simple not enough to be played in higher Tier environments. In order to keep the unit somewhat useful a bigger hp pool would be nice so doesn't end up dying in these big T4 fights. You also could make better preparations for your ability usage. Possible buff: hp up to 2500 (from 2090) 38: Shadow Worm This card is only useful with its ability, which is still worse than the church of negation one. But I don't think buffing its ability would be useful, because this doesn't buff the weak pure Shadow PvE faction, but more the enlightment version. Therefore I do think it would be more useful to buff the damage of this unit, which is underwhelming for a card, that requires 4 Shadow orbs. Also I don't think buffing the raw damage would go over the board in combination with enlightment usage, because you only use the shadow worm in nature splashes for its ability which has to remain untouched as long as Enlightment exists. Possible buff: dmg up to 5500 - 550 per hit; 825 max splash (from 4000dmg - 400 per hit; 600 max splash) 39: Infernal Chain I do think the card has some potential for instance in combination with overlord, who would take less damage while regenerating with its ability, so could make some tank out of it. Sadly the infernal chain costs alot, which makes this kind of play mediocre and is simply not worth the deckslot. But I think with some good micro and a small buff to this card it has potential to be used in some scenarios and would also provide healthy gameplay Possible buff: Cost down to 100 (from 150) 40: Plaque I think this spell is somewhat outdated and it simply doesn't do enough damage even when it's hitting it's max value. A strong damage buff would be nice so this card starts seeing at least a little use in our games. Possible buff: Dmg per target up to 150/s (from 100/s) 41: Winter Witch The card is a nice support card for pure Frost decks, but with its high requirements it is just way to expensive to use it properly in offensive scenarios. The card doesn't do damage anyways, but the shield is not worth the high power and micro investment. In order to make it a decent supporting unit it would be nice to make the Shield ability for free, so it's worth it building up the 3+ frost orbs. Possible buff: Ability cost down to 0 (from 100) 42: Battleship The card is slow as hell, but also doesn't have any special combat stats. Only the ability is somewhat useful, but that doesn't make the card viable at all. It's fine having these slow cards in a Frost deck, but without any strength to make up for that there is no reason to use a card like that. I feel like a nice buff would be a general enhancement of its combat power, so it ends up beeing a stat monster, so you get something for the very high power investment Possible buff: Dmg up to 5625 - 150 per hit; 225 max splash (from 3750dmg - 100 per hit; 150 max splash) 43: Grove Spirit The problem is somewhat similar to the winterwitch, especially since other healing spells are just somewhat op in comparison to what this card offers for the price of alot of power and a deckslot. In order to make it somwhat useful a cost reduction of the heal is necessary. Possible buff: Ability cost down to 40 (from 90) 44: Primeval Watcher An outdated card, that has in interesting mechanic that brings free crowd control into the mix. But in order to offer that crowd control in big T4 fights you need to get into the middle of the fight, which requires a big amount of hp. That's something Primeval Watcher lacks completely. Increasing that hp pool would be nice and add a supporter function to this card, that fits the nature style. The damage output from this card isn't relevant anyways. Possible buff: Hp up to 5500 (form 4650) 45: Artillery I really do like the card, it is cool and fits the bandits style with a big nuke attack, mines and a cool animation. Yet it is a mediocre T4 building and used rarely, because the immobility is a huge problem for T4 buildings anyways. Making it cheaper would be quite nice, because you don't have to invest that much bound power into a non mobile object. Possible buff: Cost down to 170 (from 190) 46: Deepgorge This card has a similar problem. You just don't use many buildings in T4 anymore, that don't have long range (or global) effects/abilities. They just bind power and slow down your overall tempo in through the game. Deepgorge simply isn't worth the power investment. Possible buff: Cost down to 180 (from 225) 47: Earthern Gift The card is rare and you can buy it on the AH right now for 10 bfp. I haven't seen any player in this game use this card once outside of the forge. The effect is cool, but the orb requirements are very harsh. In order to provide more diversity in gameplay you could reduce the orb conditions, so you could really use this card (to support church defences for instance) Possible buff: Orb requirement changed to 1 Frost; 1 Nature & 2 Neutral orbs (from 2 frost & 2 nature orbs) 48: Ravenheart Such a beutiful promo card, but just way to expensive to be used. Investing 350 power for this legendary card feels underwhelming. You can play these cards just once in the game and then you get something that has worse stats than your classic units. The combat stats aren't even that great. Possible buff: Power cost down to 280 (from 350) 49: Shatter Ice I think the idea of this card is nice, because it synergizes with the overall pure Frost gameplay. But even though it does alot of damage it still doesn't feel like it's enough, if you want to go pure Frost with your deck. I think a small damage buff would increase the fun you will have with this card by a big amount. Possible buff: dmg up to 4000 per target; 12000 max (from 3300 per target; 9900 max) 50: Easter Egg Just kidding, Easter Egg is op I feel like these changes would be some big improvements for alot of cards and decks, without touching anything relevant balancing wise. If you disagree with anything or if you think I missed some major points: Tell me and let me know what you think about this
  18. RadicalX

    Church of negation

    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.
  19. RadicalX

    Netherwarp Green bug abuse

    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
  20. RadicalX

    Executor Rework

    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.
  21. RadicalX

    Help shadow/nature

    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.
  22. RadicalX

    Help shadow/nature

    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.
  23. RadicalX

    All-time fastest speedrun rankings

    https://www.youtube.com/watch?v=-LAzuMCkw2I& There you go
  24. RadicalX

    Pure shadow pvp

    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).
  25. RadicalX

    Cannon tower spam

    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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