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Loptous

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Posts posted by Loptous

  1. Deathglider_nature.thumb.jpg.d0e2f2ef77aDeathglide_frost.thumb.jpg.1d1b387bc0679

    My words are at a lost for this card, for I have never used it. 

    I cannot find a particular use for this card other than it's transformation skill, which in this case requires 0 power.

    I cannot test to see how it would work in game because, obviously it is not out yet, but until then enlighten me upon this card

  2. Lost-Wanderer_nature.thumb.jpg.8a9d30532Lost-Wanderer_frost.thumb.jpg.5fb280e7e9

    Heyo I am back and so is a new card to talk about. Anyhow, obviously without a doubt the Green Affinity is far superior to the blue one, because who likes healing more than damage against frozen units?

    I have not the slightest clue of how this card would work in any deck for PVP, when there are far more better options. The only thing I like about this card is the auto cast of shields upon any unit this card sees fit. In PVE this card would alright to use in Battlegrounds and anything can be pretty much used in Campaign. Not sure in Speedruns of course, I hope our dear friend Treim can enlighten us on the value of this card being used in Speedruns. 

    I would give it a 7.1 out of 10 because, it's supporting skills are pretty nice, although the stat line being a little week due to an 80 cost 2 orbed card. 

  3. The stats itself are good as already mentioned but i dont really see a place where it is needed. If you play LSS you really do not need this card as ground presence. Either you play Bloodhorns or just straight up use fallen skyelf( not as fast as XL counters but you have an extra LSS for majority of the map. Also you are not risking of it getting focused down. You really  dont need ground presence in bases when you play LSS, so instead of binding 240/300 power in a ground presence card that might die in fights it is superior to just have a rifle cultists one base behind your LSS( you obviously are not allowed to let anything to slip through and be aware of incomes that might pass the way, so you really gonna need to care about positioning and the way you choose to go). Generally its only usefull to have an XL counter in your LSS deck if you face stonekin maps, as they have generally more High HP XL bosses ( especially true for 2 Player maps). However on those maps Batariel is superior anyways, but thats for a different time. Another point actually is that ground presence can literally fck your air units against Lost Souls. Those nasty necrofurys are not able to focus air units right? well they still can hurt them. When your ground presence is right under your ships, they do take damage( not like the ground presence would live for long anyways).

    Really just not worth to put jorne into your deck generally, unless you wanna build a deck with as much legendary cards as possible :D

    Like Hearthstone, I like all Legendaries :D 

  4. Jorne.thumb.jpg.8340d0dab79de62200ab0c24

    So this card, I think is the only card with the highest base stat line without any buffs. 

    Also I found this very interesting on his Page on the Battleforge Wiki.... 

    Card UpgradeType or AbilityEffect
    Jorne Icu da veia 
    Jorne IIENFIEI O PAL EM JORNE!! 
    Jorne IIIjOU MASE POES

    What is this?

    Anyways, great card for PVE especially in long and hard runs of high difficulty, giving that nice buff to Brannoc and Lord Cyrian is pretty cool.

  5. Nomad. A great card.

    But first, why should anybody consider replacing Scavenger with Nomad? Scavenger is used in pvp because it fills 2 roles: slow and anti-s. Nomad does none of those things, it has an entirely different job. But neither could Scavenger replace Nomad in a pve scenario... (that argument goes both ways).
    Also, Thugs have become the meta for Fire T1 and has become a very essential part of fire T1. Of course you take that card over Nomads (just saying).

    But first, I'll talk about PvE. With the red affinity you can easily overrun enemy T1 fortification. Their damage is insane and all you need are some Sunstriders to cover air. The AA is nice to have, but far too expensive for what it does. It's a bit risky, but with some experience and micro you get a lot of value for that card.

    With the 50% damage buf, it actually has by far the best stats among all Fire T1 cards when you calculate how much bang you get for buck. And it is also has the best stats among all T1 cards in general. The reason you don't see it often is because it has to attack in groups of 3+ so it is easily killable with splash spells like nasty and eruption.

    Some people prefer the green ability because it is easier to use and give you some good macro abilities and a lot of staying power, given that you are not overrun by a vast superiority. So, in pve it is a matter of personal taste. And since Scavenger isn't really a good pve card, Nomads are a really great swift pve asset.

    Moreover, it's a very good starting card for rPvE, as well as user friendly and fun in general. I preferred using Thugs + Sunstriders, as those are a bit more risky to use but on top of it, give you additional resources. But that's a story for a different time

    Anyway, green Nomads have unique properties for Fire 1 standards and you know what? There were top tier players who used Green Nomads to beat Frost T1. So it's far, FAR away from being a bad. Especially in pvp. Most notably "Legend" who inveted this strategy. But this was near the end of BF.

    Because Frost can't kill Nomads (or anything, really) very fast their passive heal really starts to kick in. And unlike Shadow and Fire, Frost does not have instant damage spells that would deal splash damage.

    And if Frost has a scary looking army that could kill Nomads? lol, run away.

    9/10

     

    Btw. is there are reason we only discuss T1 cards now?

    I knew it had some use for PVE but not so much for PVP in my opinion, but then again what do I know lol.

    Well said again

  6. Nomad_nature.thumb.jpg.d9cb0317b5d1bb547Nomad_fire.thumb.jpg.c9d8d18ae904b05c03d

    So taking this card over scavenger does what again? I just find this card too expensive, and to get the buff at least two more have to be around to make them actually useful. Then after upgrading them like 2 times I believe they learn an ability called Sky Scare. The Sky Scare ability does like 600 only to flying units, which sounds pretty good except the 100 power cost. Having at least three of these is going to come at the costly price of 225 power, during the early game, because I see no use of these late-game as much in PVP. PVE this card would alright I guess, it can trample smaller units but still I would rather have a Scavenger, Firesworn, and a Sunderer. I would even go Thugs before this and or Strikers. 

    I am sure that someone running a bandit PVP deck which included early game Fire units would most likely go for Scavenger in terms of scouting, capturing wells, etc. 

    This just seems to pricey as an early game card where you are trying to set some dominance on the field by wasting as little power as possible, to capture wells and orbs. I rate this card 5/10, although having a decent stat line when upgraded, and some uses for PVE, it's pricey power costs to be useful is something not wanted in PVP to turn a game around or to initiate one.

    What do you guys think?

  7. Shaman.thumb.jpg.e5baaf64540432bc2d3b3c1

    Now I am not sure if anyone remembers this being of the most wanted nature cards, and for a very good reason! I remember them selling these for 200-400 a piece, just because of how good it is. 

    The basic Shaman card only heals 120 every 5 seconds which in itself is very good.

    Every upgrade the card gets, gains 10 more healing and some nice HP buffs, making it pretty tanky and a very good support. The only things I can find that would counter it would be mainly Shadow cards such as: Nox Trooper and Shadow Phoenix. While on the other factions, I find it hard to counter because, it's only counters are Medium units, and units above that range obviously. 

    Although like most nature cards, the power cost is pretty pricey, which is pretty much the only cons I can find within this card.

  8. Wrathblades.thumb.jpg.f9f5ce639c8e3cd9de

    Let's talk about a more interesting card. About Wrathblades, the Burnout skill makes them deal 30% more damage for 20 seconds, unlike the skeleton warriors, who die after the use, these guys will just deal 30% less damage for 40 seconds.... Although I can find very useful things to do with this card in 20 seconds, I still do not see a point of putting this on instead of skeleton warriors, dreadcharger, forsaken, etc. Anyways if I was to take this card, I would find great synergy with Life Weaving, Motivate, etc. But after 30 seconds are over, the card becomes useless, and your probably better off killing it for some soul splicer meat or something. 

    Overall I really do not like this card at all.

  9. Home-Soil.thumb.jpg.355ee1a7aca9b956f3af

    Now this card at least from what I have seen, is one of the most used cards in any deck that consists of frost. Unless someone happens to go more early game nature cards for a stonekin deck. I find this card very good against Ravage, another early game card that is used in most fire PVP decks. Combining this with the ice barrier is a pretty sweet combo and can ensure many victories. This even has some relative use late-game, since the attack buff is not a fixed amount, rather 40% attack.

    I find this card very good, and I am sure most of you would think the same way 

  10.  Santa-Claus2_promo.thumb.jpg.eaf02043c7c

    Welcome back my beauties, the Daily Card Discussion is back! Now since the formalities are out of the way, I want to talk about Santa Claus.

    The only thing I can kind of think of as benefits for this card, is escaping. Using the Blue Gift and Christmas Peace on a stack of enemies can be a perfect opportunity for escaping. The Red Gift's regen buff is pretty nice although there is a catch to this card... The abilities are only active in the Christmas Season *dun dun dun*, which means this card is useless, case closed!

     

  11. Altar-of-Chaos.thumb.jpg.7d19212c9cbb2ca

    Let's get out of good card territory for awhile and discuss a rather questionable card, the Altar of Chaos. Well obviously by the orb and power cost, this card is definitely made for PVE. I find it hard to use, because during this time of phrase, you would want more big scary creatures to dominate the battlefield rather than sacrificing them to this in order to obtain a rather good AOE explosion. It almost seems futile though that in Battlegrounds PVE depending on the difficulty, enemies tend to have more and faster spawn rates. This card can only pull off a temporal removal and gathering units to sacrifice to this card is so pointless. Why is it pointless? Well, I believe that having more units to go and attack is better than a 250 power cost building. Now if it actually did damage without me having to reactivate it all the time, sure why not. Unfortunately this card falls down due to it's lack of consistency, sure you can get 1500 damage off without having to sacrifice a single unit, but 1500 damage is not that much in later levels and instead requires more spell casting and large monster grouping. The only way to get it above 1500 damage is to sacrifice units to this card, but during the late phase of the game, why would you? And the damage scales with the health of the creature, so yes sacrificing some dark elves or whatever that is not a T3-T4 monster not including a Harvester, are the only option for making this card deal useful damage. The max damage is only 9000, which I seriously doubt anyone would do and after shooting off a charge, it has to reload, and it did not specify how long it has to recharge for. Also one last reminder, this card deals the damage to hostile and friendly, so yeah, it would of been like decent if it only hurt enemies, but............you know.

    Give rating here!

     

  12. Lost-Reaver_shadow.thumb.jpg.488bad37e6cLost-Reaver_fire.thumb.jpg.0d7674e79e997

    Hey look its everyone's favorite lost soul's card, Lost Reaver hurray!

    Actually this card is not even bad. I find it more of a tank/distractor in a way due to the Tainted/Infused Mob. The upgrades seem pretty good on it as well, giving the creepers some more health, giving the reaver some more attack damage, and even -10 seconds off Tainted/Infused Mob if I read correctly. Lost Reaver also has some good synergies with Lost Dancer and Nasty Surprise. Especially with Nasty Surprise, the damage is just insane, just watch this video here

    Overall pretty good in my opinion, I just find the power cost a little high, 100 would seem a little more reasonable.

    Vote here!

  13. Crystal-Fiend_nature.thumb.jpg.8ee1fcb18Crystal-Fiend_frost.thumb.jpg.594478d5d7

    I have no clue who would play this card... I mean Manawing is better as far as stat lines go. But it would seem to be impossible to play this without it instantly dying, and the power cost is not particularly satisfying to the eye either. My vote is just going to be bad on this one.

    GIVE RATING HERE!

  14. The-Incredible-Mo.thumb.jpg.6c6c89f0b485

    Even though I never had one of these, until the very end of Battleforge, I really liked the effects on this one!

    I don't know how viable on PVP this would be, but for PVE this would be great. Even though the power costs for these effects are a little high, the effect is pretty decent to say nonetheless. I especially like the Wrathful Mo part, thunderstorms are very nice. The 20% mitigation is cool and lasts until the thing is destroyed. The benevolent Mo is probably the best one though. Making all units immune to major debuffs is very game changing in PVE, because of all those pesky poisons, traps, and such.

    Overall looks good, in my opinion, what do you guys think?

    UPDATE: I also have taken the liberty to make this a little more clear of which card is good or bad, so I added a poll below. This will now be included with every discussion I will put. And besides I like looking at polls :P 

    http://strawpoll.me/6273772

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