Wish to contribute to the project by donating? Heads up to our Patreon -> https://www.patreon.com/skylordsreborn

Jump to content
  • Announcements

    • InsaneHawk

      [Important] Open Beta Delayed   01/21/18

      We made an important announcement about the open beta, please read it carefully : https://goo.gl/nnSfpN  


  • Content count

  • Joined

  • Last visited

About indubitablement

  • Rank

Recent Profile Visitors

697 profile views
  1. Closed Beta Access Giveaway #1

    >>> imo
  2. The PvP Deck Builder Compendium

    edit: disregard this. I was very wrong. Damage-wise, purple Nightguard is 10% more efficient than Nox (11/power vs 10/power) and has 5 aoe. Nox have 17% more healt per power (7.7/power vs 9/power) and counter Ice Guardian. I would argue that purple nightguard are better than nox againt frost with the following statements: Damage is more important than healt, because you want to kill as many MA as possible before your opponent cast Home Soil and Wintertide. MA are often clumped together making 5 aoe quite useful. Ice Guardian should be ignored, by microing your units away from them, untill there are no MA left. Coutering Ice Guarding is somewhat irrelevant unless they are on your well or dazed. Nightguard is still useful in t2.
  3. The PvP Deck Builder Compendium

    WIP. Only T1 and some T2 for now. T1 Purple Nightguard can help, if you have trouble against Master Archer spam. Skeleton Warriors are useful against shadow and fire T1 due to them not having a small counter that isn't medium size. After activating their ability they have 1332 effective hp. Phase Tower is extremely powerful against nature T1. Swiftclaw or Amazon as your main swift unit. Windweavers or Treespirit as your main ranged dps. Firesworn is still somewhat useful in t2 as large counter. If you take down a well by brute force with Sunderer, expect your opponent to retaliate with the army that killed your Sunderer and probably take one of your well. Mortar Tower can often pay for itself after firing only once. Ice Barrier's main purpose is enabling Home Soil and Ice Guardian's frost ward, but it can also absorb area damage(from Windweavers, Treespirit, Nasty Surprice,...) and enable Lyrish Knight's surge of strength. T2 You will want one shield generating card. I recommend Area Ice Shield. Ice Shield Tower's shield absorb 880 damage, unlike Area Ice Shield And Frost Sorceress which shield for 660 damage.
  4. delete

    225% damage(1823) if attacking nightcrawler, burrower, fire stalker, scythe fiends. 150% damage(1215) agains almost anything else on t2. (doesn't get bonus agains darkelf, defender, ghostspears, rageclaws, ripper, spirit hunters, stone tempest, harvester, lost reaver, mountaineer and a few more that you never see in pvp.) 966 effective hp for only 60 power.
  5. delete

    It is hard to make a list of the "best" cards (if not impossible), because of how often cards are mixed and comboed together. I tried looking at card by themself, but for some card (like Harvester) which are never used by themself, I gave them a more arbitrary rank. All in all, this list is just a showcase for some of the better pvp cards and shouldn't be taken too seriously. At best, this list can give a rough idea to a new player on what cards he should use in his deck.
  6. delete

    +Frost mage, Stone shard, Abyssal Warder(frost affinity), fallen skyelf, mountaineer, thugs Enlightenment: is 240 power + a t4 card(~200). If you can afford to save 440 power and not lose, you should have already won. Maybe I can see it used with earthshaker, but, for the same cost, pure fire can play juggernaut+disenchant+stampede, so I dunno. Avatar of frost: added with queekqueek and deathglider. Mana Wing: what is the point of this card? It's an S counter, but most S units you will see in t1 are archer. A single sunstriders squad, for example, can take out a mana wing in 10 sec and have 90 hp left for 83% of the cost. I guess they can apply pressure at multiple space, but you will not take out any well with its 20 dps anyway. Amazon+werebeast: is 155 power. Fire and shadow can make 3 archer squads and burst the amazon then the werebeast without suffering casualty. Frost (probably the best case scenario for that combo) can make a frost mage to take care of the werebeast while 2 archer squads take out the amazon. Nature will root melee units. Mo: is simply too easy to counter. Root, oink, coldsnap, timeless one... and you are 300 power behind for 20+ sec. Also, on t3, XL units have to be border line overpowered (juggernaut) to be worth playing because of the many strong XL counter (giant slayer, fallen skyelf, fathom lord...) Harvester: is useless against frost splash because of lyrish knight and cc. Nature can cc chain it. Fire can disenchant, leaving you with a mediocre body for it's cost. For these reasons, I can't justify rank 1. Rank 2 is still pretty good, but you can play pure shadow t2 without it.
  7. delete

    Hi, could you delete this post. Thank you I will redo this list better and list core for evey deck up to t2 instead.
  8. Twilight transformation questions

    1: Does the initial unit die? (important for unit like slayer) 2: Does the initial unit bind power? 3: Does the unit transformed into bind power? 4: Does it cost card charge to transform into a unit? 5: Does Enlightenment work with transformation? If so, does transformation "consume" Enlightenment? I'll add this information to our wiki. Thank you.
  9. The legendary forum game "count"

  10. Current Proposal: Rewards

    In lol, the matchmaking system isn't random. Those who lose a lot of games play with those that have a similar win rate. If you have a ~50% win rate you will likely never see it. I propose this system for the BFP reward. It's a more elaborate version of what I said earlier. "Earning BFP for completing a map." (the numbers would preferably vary based on the average game time of a map(e.g. the BFP cap would be bigger in 2v2 than 1v1 as 2v2 tend to last longer.)): A minimum amount of BFP earned. So that short pvp game and speed running isn't penalised.A linear increase in the BFP reward. So that longer games aren't penalisedA BFP cap depending on the average game time of said map. That way, you can't afk indefinitely and cash in a huge reward after the game.A minimum time spent on the map to earn any BFP at all. That way, trading very quick win in pvp isn't possible.Twice the BFP for winning. So that you can't earn too much BFP by afking in a map then leaving at the optimal time.Maybe a small BFP boost that increase after each month(?) (example: twice the BFP for the first 10 win) for new player that start playing a few months after the game just re-launched so that they can keep up more easily with older player, but still get the same experience that older player had.The pro would be: Multi accounting isn't a viable way to earn BFP. You aren't penalised for playing a lot during the weakend, but rarely during the week. You can play whatever you want and still earn BFP! You don't feel like you are "wasting time" when you are doing a map and know you won't earn BFP. The con would be: There will always be a fastest way to earn BFP. BFP won't be a limited currency and will be grindable. (BFP would also be grindable with daylies only in a much less fun way.) edit: the algorithm for BFP reward would look something like this: BFP=10+(2*time) time>4min BFP cap = 70 *2 if it's a win
  11. Current Proposal: Rewards

    If I may put my two cents in, people are going to trade win and multi-accounting to make the most out of their time. This remind me a bit of league of legends where the best way to farm IP (the equivalent to BFP) is to intentionally feed the opponent then afk in the jungle in hope that they end the game within 7-8 min. I expect those who do that to get burnout of league of legends pretty fast. How about simply earning BFP for completing a pvp or pve map. That way multi-accounting or win trading isn't the best way to earn bf and you get to do whatever you enjoy the most at the same time, because, I think, the fastest way to progress in a game should also be the most enjoyable as it is the path most people are going to take. As for keeping people playing the game for longer, implementing new contents (new cards, maps, game modes...) over artificially lengthening the game using a hard cap for BFP is, in my opinion, the way to go.
  12. Map Editor [Activation Guide]

    Ladadoos, check the 4th image. This is what I did. .