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Hirooo

Faction Designer
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Everything posted by Hirooo

  1. I tested that card alot. Since the unit autocasts the shield you have to give the order as soon as it trys to shield. Felt like it was way more slugish compared to shaman. Stats are mediocore and a squishy M unit is probably the worst unit type in t2. Some slight buff like storing the shieldcharge until the player gives order so shield or making it swift or buffing its hp a bit more could make it viable but in its current form its too easy to focus since its M, not super tanky and meele. With 50-100 energyadvantage I am convinced fire t1 can counter them simply by spamming sunstriders splitted.
  2. This replay has sadly nothing to do with a successful use of wanderer. The game was won by a longer t1 with a bad t2 offensive into that nasty against the drake and ghostspears. Spamming reavers mountaineers or literally anything at that point would have won the game.
  3. Timeless One is enough activation. Hightech is probably talking about a 2 card t3. In a 3 card t3 you will add an L counter. For a 2 card t3 you should most likely go tremor silverwind/drones simply because you wont be able to play t3 against most other t3s anyways and want to finish asap. best wishes, xHighrooX
  4. Since Frost wins with magespam anyways neither dryads or shamanspam was an option. If Frost took a well more on close maps you can try to shamanspam and since they are m counters you dont want more than 1 dryad in that spam. Wish regards, XHirooo
  5. @xHighTech @ImperatorSK Whats up with those... beautiful.. angels? Also up for tutoring anybody that reached greenrank in PvP.
  6. You use the card in combination with timeless one so the freezing wasnt that expensive. Very strong unit that made naturesplash in t3 for pure Frost or doublefrost for Stonekin viable.
  7. Unholy Power and Liveweaving are not very effcient spells. Easily countered by cc or disenchant. The only noteable fraction missing this is pure fire and mountaineer is way stronger against pure Fire. Mountaineer is better with unholy than Reaver because you can apply it while fireing so you get some value out of it even if you get cced. Since shadow frost has access to DAs the s counter function of LR is only really needed against nature splashs. Pure nature is way too strong against L units. Fire Nature does not use s units. Shadow Nature is a matchup where Reaver comes in handy for defense. Offensive Ng+Cc is too strong in most cases. Stonekin would have been another usecase for LR but since the stormsingerbuff the matchup should result in a spamm of that unit and a meele one does not do well here. Reaver does not help against any splitt attacks in stonekin. Its only kinda usefull against a mixed deathball. For the crucial matchup pure Fire mountaineer was way better. Shadow Nature DA spam situations can make him usefull. Overall not worth the slot. I mainly played Shadow Frost for a long time. I did not play Reaver in any deck focused on winning (after the nastynerf).
  8. They were useless. You could sadly not stack affinitys in a reasonable amount and the buff was not strong enough to be worth 100 bound power. The thing with abyssal warder is that you reach t3 with pure nature at really high energylevels since SoM and Eps will lead to a powerspike at t2 against an enemy t3 were you will probably spam do/burrower and delay your t3timing a bit. Following that SoM will let you have high energyspikes at t3. This makes Mo a really good choice for pure nature. Gameending basenuke is way better than a grinding "I kill all your units" thing. Nature is very good in supporting Xl units with high healthpools since surge of light heals a single unit for a ridiculous amount. Abyssal Warders healthpool isnt high and his first form is barely worth the support at all. The card is not weak by any means but does not fit in the currently strongest options for pure nature t3. In 2n2 you could probably get away with running two Xl units and that might even be pretty strong.
  9. I am pretty sure the nerf was different and simply added a damagecap.
  10. Great card since it can damage friendly structures. Damage is calculated with all incoming missiles already connected. Deals 2/3 of a units current hp to a single target. This makes things like attacking a nightcrawler rushing onto your skyfiredrake possible before the nasty kills it. Animation is top notch as we can see above. Has a delay before actually doing anything so you can nasty things before a nightguard takes over and get the ng while destroying the unit. Works as a buff so it can be disenchanted in that time span.
  11. Easteregg used to be tier 2(moving it to tier 2 was the bufffix yo) and if it was the first card you played the game didnt realy know what to transform your startingmonument to. So it didnt. You could then create a coloured monument with playing a second card. This would make you tier t2 with 1 neutral 1 coloured orb.
  12. Easter Egg was the strongest promo as long as it gave you a free tier 2. Luckily they fixed that.
  13. This is not daily.... .____. Lets discuss the most a w e s o m e card in BattleForge for the rest of time. This thread is now mine.
  14. Lost Banestone was pretty much useless for PvP. If you go for defensive structures you play CoN since it can actually defend more than one unit. You could suicide units effected by the ability so there was no special upside here. Lost buildings in general have some use. At t3 Lost Disruptor was an interesting card. You can stop any ongoing shrineffects. Not so much use for 1n1 as long as you were not building purely against pure Nature. But especially in 3n3 where SoW was pretty much meta the card became important. I tried around with playing Lost Converter. 55 energy is cheap for static defense in tier 2. 15/25 seconds freeze works for t2 and t3 perfectly fine. Problem is you wont have the corpses most of the time. Timeless one was way better than any cultist master route and while it was cheap most maps are fortunately build to offer multiple attack paths. If we ever get to see a timeless one nerf and s/f really goes cultist master maybe with FoF the Lost Converter might just become viable.
  15. This card would be perfectly viable for PvP if the explosion was a ability you could trigger manually as long as the unit is full hp. M conter was very rare for t3 but could hardcounter silverwind lancers because the lifesteal vs high hp low dmg M units was perfect. But besides offense there are better L conter and to defend against an Xl ashebone was way better since he was ranged and did not suddenly explode. Which is the weakest point of the card. If you successfully get a situation where your unit trades good or defends against any basenuker it blows up. And the dmg is not huge. To ignore this unit attacking your tremor worked completely fine. And to siege with an Unstable Demon required you to stop attacking for a while to loose hp or he would explode before even killing a well if he was left alone. So if you want more diversity in PvP t3 the small change to make it an active ability might make this card really strong
  16. Nice to hear what you think is most likely good in PvP. From time to time people played PvP tbh and found some interesting things about whats good. They even had a ranking system. Some basics: A destroyed power well equals 1000 energy destroyed from killing units or casting spells. So the long term value of cursed well is pretty good. If you have a setting where you can efficiently defend everything most of the time like with church of negeation spam you need something to get ahead in power. Thats where cursed well helps. You dont need to successfully attack you just need to get near a well and defend with 150 e less in the current pool. This can be done with decks build around it. Those decks are extremely boring to play against. That you believe PvP is about something else has sadly nothing to do with what was actually played.
  17. Cursed well is not 250 power. Its ~100 less. (Could someone create a U3 database please?) The only scenario where this card is super strong is when you can create a very stale situation with haveing a very strong defense and needing a way to get a powerlead. Since this is very boring for both players and I dont see a reason why we need a card the makes churchspam or any form of non-interactive playstile stronger I am happy with adding a 0 at the end of the energycost. Cursed orb is a interesting card but way too expensive for what it offers. Reducing the energycost by 50 might make it something to play around with.
  18. Well at least for me freemka was more known for his aggravating playstile around towering himself in with iceshieldtowers. Best pure frost player probably dragondave.
  19. Nature t1 is fine in every match up with out treespirits but a mirror where the card is a free win. The one point where nature would need help is against magespam and thats sadly treespirits only weakness. A single t1 card being able to block every kind of aggression in the form of micro intensive t1 fights without clear winners is not healthy for the game. But we had the treespirits discussion already if I remember correctly. Phasetower and mortar are necessary to defend when the energylevel rises. What could be a fair change here would be to increase the amout of damage a phasetower takes after being ported and/or the duration. This would make it easier to attack when you can force a port and easier to defend when the phasetower was build nearby to siege. For mortartower I dont see a reason at all. The card has no offensive use as long as we arent well to well and there are way stronger well to well colors than fire. The card can be outmaneuvered on some maps if used defensively. Its not usable for cliffing since you require a ground presence to trigger the ability(there are one or two spots where this is slightly abuse able but this wasnt really done so far). You can doge the damage when attacking in small numbers so the card is great for defending at the point where its needed. Massive unitamounts by rising powerlevel. Concerning the topic of bandits in 2n2.. Bandits got viable because the cc and protection it needed came from another player. The offense it has is not stronger than fire nature or pure fire. There is no huge combopotential in a splitt DA + Nc attack. Homesoiled firedancers or root wildfire for example are on a different level than that disenchant aoc root you get. I dont see any reason to assume buffing the bandits t2 for 1n1 should make this deck suddenly broken for 2n2. But this all depends on the change and we did not talk about any exact change so far. I am not sure about stormsinger. The buff made it a core unit in every single frostsplash and thats kinda scarry. But buffing fire frost is fine. Pure frost is probably hitten harder by the fact that opponents now have more ways to deal with air and had a great m conter already. Stonekin profits alot tbh since air was a bit of a problem. Shadow frost can use stormsinger but it does not buff the fraction as much as fire frost or stonekin. So ye might be a bit on the strong side but the aspects that are buffed seem fine to me. Shield building gives non frost splashs the t3 option for building protection. Since the normal lack of those frostsplahs have an edge in t3 so I am against weaking this card or even adding orbs to its requirement. Timeless one is still overpowered. Should get nerfed. Probably increase the cost of timeless one by 15 or something along those lines. So some other topics: Juggernaut is a key card for pure fire but being able to one shot 3 wells is a bit over the top. Thats the kind of basenuke the game got rid of by changing tremor nasty soulshatter etc. Reduce the damage of stampede. Reduce its cooldown too and its energycost. Make jugger a big thread but none that can demolish the game in 1 second. This allows non frostsplahs to have a shot at defending a Xl unit that can not be cc'd most of the time. Dryad (blue) should only affect the units of one player. Just like SoM was poorly balanced for 2n2 the dryad aura effecting both players allows the strongest t1 in the game to force every other combination into t2 or mortarspam. Dryad + Noxspamm with heals/shamans supported by hurricane and root is ridicules. So reducing the damage reduction this combination offers might make it possible to play a decent t1 against shadow nature.
  20. I dont know his opponent so he is probably gold rank or low green. Thats why his t1 is so horrible and Maran gets a huge lead. (btw a scavenger rush has nothing to do with what is happening here) Frontal attack while trying to get a mortar up followed by taking a close well to frost t1 is already game over. This is probably sparring grounds since Maran decides to go t2 instead of spamming IGs with MAs for the free win. Huge power lead + close well advantage is very very huge for frost so the game was over right there. So after this won game MaranV has 3 wells more at the point his opponent goes t2. That should be a free win under any circumstances. I dont know what you want to prove with this replay but if it had anything to do with the topic of firedancers being balanced or overpowered we can say that after a won game Maran trolls a bit and loses 2 wells to walldancers.
  21. And like asked here: How about windhunterdisenchant? And can you currently disenchant lightblade(both affinities)? @cdkillroy You better explain this.
  22. Its about disenchanting with green before you disintegrate.
  23. Thats true but disenchant green blocks every debuff from being applied so if it is already on the unit is stops disintegration. As I wrote you need to have an disenchanted Juggernaut.
  24. Has 66 posts and I dont remember to have ever seen him ._.
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