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darklionking

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Everything posted by darklionking

  1. Write me a cheque for the time when I'll be active again
  2. the problem is solved, apparently the game didnt run on direct x 9 anymore. I changed the settings in the config file therefore
  3. Sadly this didnt work. Any other ideas? I recognized, that I usually play in a lower resolution than 1920x1080 if this changes anything (the problem is there despite of trying it on different resolutions though)
  4. Yesterday while starting the game the notification "settings detected" popped up. Since than the game resolution doesnt seem to fit my screen anymore (despite both beeing on 1920x1080), border scrolling only works good on the top (on the sides and on the bottom it sometimes moves a bit) and the shown cursor position is shifted from the original position. I already deleted documents\battleforge, tried to change the resolutions of both my screen and battleforge and reinstalled the game, but the problem remains the same. I would be very grateful if someone could help. Greetings
  5. You seem to be pretty new to this game - balancing cards was (and should be) a normal process in battleforge. Cards like Treespirit, Deep one, Voidstorm etc got all changed.
  6. With this kind of argumentation we could also implement an "instant win" button, wich can be pressed right at the start of the game. This would save much more time and charges than amii monument. As it is now it has massive advantages without any drawbacks which makes the card broken. And I dont blame you are anyone else who uses this card because everyone tends to use the strategy which is the fastest and easiest. But that doesnt change the fact that the advantage delivered by this card stands above every other card in Pve and that it should be changed (when the developers are at a point at which they can start worrying about balance)
  7. The easy solution to it is to add the shrine of war to your bar on the left, so you just have to click on it instead of searching the building on the map.
  8. only switching weapons/state of the unit costs refund 100% (defenders, ghostspears, spearmen etc.) . All other unit abilities like attacking abilities (f.e. nomads) and unit switching (nightguard, parasite swarm) refund 90 %
  9. As far as I know the supporting units/buildings split up on the active units. So for 6 Razorleafs you would need a total amount of 36 passive Living towers to get the maximum buff (not really worth it, 1-2 Razorleafs are enough for most scenarios). Further i would recommend you to use Treespirits as they give a better transition out of the t1, can move, are cheaper and they can be used with breeding grounds to make them even cheaper in t2 (for living towers it would be good to have a partner which has access to construction hut). Another good support is this t3 portal (red affinity) to give an extra damage boost and to give the razor leaf a good healing, but you also have to calculate it in on the active units side.
  10. In the case of phasetower I like the idea of giving it half the attack power/extend his vulnerable time after the shift. For the Mortar there should be a stronger nerf. The cost increase to 80 energy should be a sufficient method. The defensive capabilities create a big imbalance against nature t1, while on the offensive the efficiency of a mortar spam is the bigger problem. As it is now a fire player can take an extra well with close to zero risk (due to the low cost of mortar) against nature (and against frost as well I guess) and is additionally able to defend easily against the snowball effect which should give nature the upperhand in a later t1 stage. The idea of giving nature or frost a building counter in t1 does not solve the initial problem. Nature as well as frost would have to spend an extra deck slot, which would further increase the size of the t1 to make it playable against smaller t1 like shadow and fire. Wintertide is already available to lower the damage taken on frost units and to prevent the knockback (the knockback is not the problem against shadow and fire). To give nature and frost a t1 siege unit would be quite fatal for shadow and fire as the support is to strong (remember that sunderer with shields is a good tactic in 2on2, where you have 2 payers to defend the unit).
  11. Neither of them is crap or useless. Lost Horror can be a good t3 option in PvE. Wrathgazer in combination with Nihil Altar can be a very strong PvP combo but requires a lot of micro management and has a hard time against timeless one (because he crashes the evacators woe - no cc zone). There are quite a few old replays of ulv with wrathgazer and I believe a new one from Radicalx in 2on2.
  12. same problem here. Got a dc after receiving the booster and the "the booster cant be opened" message with the disappearing booster.
  13. That's right (even if cliffdancing is as annyoing in top tier as it is in low tier, but it's not an autowin), but with your "top tier" deck you should win on low/mid tier even if it takes a few more minutes. Because you can't choose which opponent you will face in PVP (and therefore should be prepared to play against high tier players as well as low and mid tier) I would recommend to use a deck which works on all tiers. And to come back to the originally discussion: Scavenger is definitely more usefull in PVP than nomads are
  14. Because you want to have the best possible deck in PVP. It's like building a machine - if you want to know if it works well there is no point in watching how it works at half speed. Means against low/midclass opponents there are tons of cards which would somehow work (for example nomads), but only games against good opponents will show if the build was good.
  15. count me in too for 1on1 and 2on2 also searching for a 2on2 mate
  16. Thanks to sunwu for the great addition Dryad: as you mentioned the blue one is essential the green one was only a fun option iin a shadow nature deck to prevent the assassin's from being unable to shot after using their special ability Treespirit: the green one has poison damage and the purple one could shoot through shields - the green one was slightly better but in the end it doesn't even matter because they were both op Amazon: can't remember the effect of the green one for pop the blue one was the right one to chose because of the damage reduction against beasts Lightblade: the purple one took less damage while the red one made more damage so it depends on in what tier you mainly use the lightblade. If you want to use it as a damage dealer in t1 you should take the red one and if you want to counter l units or even xl units in higher tiers to get them away from your buildings or units the purple one is the one to go with. One of the both pulls was resistent to disenchant if I remember it right (could be the red one) Frost bite: the effect you described goes to the purple one Phase tower and motivate: as you mentioned you could see both off them as optional but motivate is more essential then the tower the tower is just used if you have problems/ want to gain advantage against nature and frost t1 (sometimes shadow too) and had a deck slot for it Disenchant: in 1on1 you normally used the purple one because otherwise you had a hard time defending against every shadow splash in 2on2 the green one was much better as long as your mate had cc and/or protects Ep: it is not needed you can watch old dekka replays without ep som and do and he managed to play a good pure nature without it but it is surely harder Ghost Spears are optional since there is twilight brute which is very strong (if I remember it correctly the strongest my counter in t2 as long as enforcer didn't charge) Windhunter: would call it core the green one is the better one especially against pure frost but could be that lagops used both affinities Spirit hunters (green) are core in stonekin Mountaineer: used him instead of stone Tempest and it worked pretty well In pure shadow t3 there was this big eye which was fun with nihilism altar and evacators woe but I think ulv was the only one to use it frequently
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