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indubitablement

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Posts posted by indubitablement

  1. On 2/3/2018 at 7:54 AM, Hirooo said:

    And you really dont want to use purple night guard against frost in any case. That wont help you against MA spam.

    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:

    1. Damage is more important than healt, because you want to kill as many MA as possible before your opponent cast Home Soil and Wintertide.
    2. MA are often clumped together making 5 aoe quite useful.
    3. 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.
    4. Nightguard is still useful in t2.
  2. WIP. Only T1 and some T2 for now.

    T1

    purple.png.a3ef60402d19d154f9d9816443605f0e.png

    core.png.e24775ed5b7dc6b077a1c983066d6285.png

    5a78ea8cb5e02_shadowt1core.png.6c55bcc9eee0654a7c765ccf30de3cc5.png

    optional.png.12fbb9afcc55474ac6a00ad4e315a17b.png

    • 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.

    5a78ea9516afa_shadowt1optional.png.c08662b452945d020a5d5065ccdf014f.png

    green.png.5a73803350350b09851d9fed433267ee.png

    core.png.e24775ed5b7dc6b077a1c983066d6285.png

    • Swiftclaw or Amazon as your main swift unit.
    • Windweavers or Treespirit as your main ranged dps.

    5a74ff3e7ba1d_naturet1core.png.c3458183afb9280d387ece311848a287.png

    optional.png.12fbb9afcc55474ac6a00ad4e315a17b.png

    5a74ff833acb3_naturet1optional.png.aedcb980d2dfb7fd4c91cac3d1c428d9.png

    red.png.bfa2395826cef41a820b978d15a51a18.png

    core.png.e24775ed5b7dc6b077a1c983066d6285.png

    • Firesworn is still somewhat useful in t2 as large counter.

    5a78eac0aeb61_firet1core.png.938400a33fd760ad7e0a9ff7fb69cec8.png

    optional.png.12fbb9afcc55474ac6a00ad4e315a17b.png

    • 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.

    5a78eaca1292d_firet1optional.png.8d18dc229e8379fc5df81125c8645032.png

    blue.png.9c3241d408d7d290b9ce50f7c2dd6ab6.png

    core.png.e24775ed5b7dc6b077a1c983066d6285.png

    • 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.

    5a7500cf9da9e_frostt1core.png.4a4ceadb26a7ae88fccba61f21eb26ed.png

    optional.png.12fbb9afcc55474ac6a00ad4e315a17b.png

    5a7500cb65ced_frostt1optional.png.77789d4ff7e980fc016a1b1bbf363db1.png

     

    T2

     purple.png.a3ef60402d19d154f9d9816443605f0e.png

    5a7901dc55777_shadowpuret2.png.db9c5e63fc5dcf100f344fe9beb63e5b.png

    green.png.5a73803350350b09851d9fed433267ee.png

    5a7901e783f80_naturepuret2.png.9a89d9f048c8da1a0da082e9cc7f6554.png

    red.png.bfa2395826cef41a820b978d15a51a18.png

    5a7901e531969_firepuret2.png.5e1a1a76ca8748d6d03d0899f9efd332.png

    blue.png.9c3241d408d7d290b9ce50f7c2dd6ab6.png

    5a7901d575297_frostpuret2.png.d34c240820bd3d3a4b965c16f6be70e2.png

    • 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.

    5a78fee17de29_frostpuret2shield.png.6255e51098dd498b9afdcf1f244198af.png

    Loriens likes this
  3. multi accounting is never completely preventable and i trust this team to find the best/ a very good way to deal with it. I never saw someone in my 3000 normal/ranked games feeding the enemy team intentionally to get IP faster. I think youre a bit overdramatic.

    Earning BFP for completing a map is even more abusable. Bad Harvest speedrun takes around 3 minutes. Passage to darkness about 6. By giving out BFP for winning PVP you wouldnt change anything though. People would just trade wins: let me win this game and you will get the next game for free. Every of those systems are 'abusable'.

    Implementing new cards requires a lot of balancing and creating high quality PVE maps is a really hard task as well. And we do not even know if we are allowed to do that  do to EA still owning the rights on BF. With community maps and the already implemented system there is at least some new content coming into the game though.

     

    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 penalised
    • A 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

  4. 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.

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