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Flrbb

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Everything posted by Flrbb

  1. As far as I know, the Fieds shouldn't be selective. Maybe you should report it.
  2. I did not catch that "Unkown Error" text, but here is the log and a screen shot. The error happens (ocasionally) when you drag and drop a card to the trade window. I thought that it occur, when you try trading cards which are either bound to your character or when you have upgraded copies. This time it happend when trining to add a Scavenger. As you notice, the card does not appear in the trade window, but is not displayed in the side bar anymore. As a side note, my Fire Sphere is fits to the above description. log.txt
  3. First, I would build up two different decks for random pve and campaign missions. At least within a four player random generated map you hardly will need any tower. (You could use Kobold Inc. to summon Wolrd Breakers, but that is a differnt story.) A big plus for your towers, though. Not more than a tower in each tier. Also, read the description of Juice Tank very, very carefully. The wells will last longer, thus giving more resources. But the given rate per time does not change. This means, unless you plan to play more than (roughly, because it depends on the capacity of the wells) 25 minutes, you will not need this card! Ice barrier is mainly for supporting Home Soil. Cobold Labratory is another card is another card I like to question. You strengthen your defense, yes. But is it that important to fill up a slot? Well, I do not have enough experience with that card but that is why I wouldn't use it. :/ I do wonder why Chrystal Fiends do not heal a Constuct. Are you sure? For most (basic) needs I'd use Skyelf Templar instead of the Kobold Engineer. He tends to run away too easily. You asked for advice on spells. Frost has not much to do with void (except Shrine of Martyrs), so take only what you really feel needed. I will point out some interesting ones: Home Soil (expensive, for more damage) and maybe Glyph of Frost (if you need some crowd control on T1). Coldsnap (very common crowd conrtol on T2), Matter Mastry is an interesting card, but expensive. Some people swear on Stone Shell, I do not use it. A Frost Shard is handy (instand freze, plus death). Another good one is Shatter Ice. Either use it together with Coldsnap or with Maelstrom. Northland Drake does not deal much damage, nor can take much, its special ability is hard to use (at least for my take). Core Dreadge is a good unit and fun to play. Most forst players do use Avatar or Rageflame (but both are expensive). The cheap alternative would be Stone Warrior. In my opinion, frost and stonekin have not much to offer on t3. In t2, for two frost orbs I like to name War Eagle (together with Ice Area Shield) and maybe White Rangers. For Stonekin I suggest Razorshard (green). They are cheap, do heal themselves and everything around them when in siege mode. These plus a decent t1 or Defenders if you like will give a good t2. I'd say Agrssor is a some sort of a mobile crowd control. They are nice, but cost a lot of energy and do not deal damage - but their knock back is really, really good. As you allready own Chrystal Fiend; yes, use them, too. Typical T4 units would be Wyrm (dunno, why you do not like them, they are easy and uncomplicated), Gemeye (prefer the purple one) and Grinder (any affinity) or Grimvine. If you stick to Construct, I'd use Battleship, too. Both are slow, but they fit together. But I cannot recommend both to you, when you want to play random pve. Maybe this wall of text will help you.
  4. Well, these 70 are bound energy and do only a heal every now and then. Also, if you do not micro manage, the shaman(s) just heal any target - not that what really needs it. In consequence you need more than just "a shaman". I do see players which summon one Shaman per Wind Weaver. As both cost 70, you could double your fire power. "Enemy dead" is the best state of your opponent. If they are dead you can regenerate for 0 cost at your next well. To minimise damage income I'd use a Dryad. 2, if they should buff each other. That is then only 2 Wind Weavers short. Of course this is just my take.
  5. "Pure shadow" is a wicked thing. Shadow worm is a great unit, but has more worth in a nature deck. So my deck won't need four shadow orbs, this is why I could easily splash something into. But I do not want to. I decided against the Death Ray, because it is played best, when having Healing Gardens and Regrowth. Bloodhealing/Overlord might be an option, but it requires more micro management than I am willing to do. As I am currently not used to "play with just one Harvester" he dies quite often. That is why I put Live Weaving into, but if you say it's mostly PvP I will try better and remove it. That saves some management and also frees a slot. Sounds good. And after yesterday's playtesting, I think that good ol' Ashbone fits my style of play better, thus taking Cultist Master out.
  6. ...Not everyone does play fire... And also,.you could argue that those on the outer positions are a bit slower. The question I'd ask is: why not?
  7. I'd add Dryad (reduces damage income, so you don't need much healing), Swiftclaw (somewhat tanky and melee), Shrine of Memory (energyrecyle) and remove Amazon (its for PvP I think), Shaman (very overrated, imo) and Fountain of Rebirth (does not heal that much, but not much personal experience). Edit: The combination of 2 melee and just one ranges unit in T4 is a bit odd. But I'd keep Forest Elder (because of its passive bonus). Healing Gardens rock! But probably only worth in random PvE. Imo, you do need a good, solid unit on either T2 or T3. For my personal taste this is difficult to have with pure nature, a Swamp Drake is quite fragile, at least with my style of play.
  8. The above is German. But it sounds like generated with a translator. Why then not translated into English? ...besides, I do not understand what the OP wants...
  9. Hello, finally I took a heart and bought a harvester. Now I need a generic deck to casually play PvE, up to advanced, 2 and 4 player maps. Attached is my current build, but I guess it is not that much "optimized". Any suggestions how to get more from 20 cards shadow and neutral? My break down: T1 - Forsaken (to mount walls), Dreadcharger (to have a swift unit), Soul Splicer (green, took it because I do use it in rPvE, too. dunno if really needed in PvE), Motivate (to get more of the units) and Phase Tower (to have an early tower in game). If I had a slot more to spare, I'd add Decomposer... T2 - Harvester (do anyone would suggest some sort of backup unit? like Shadow Mage or Darkelf Assassins), plus Life Weavin and Unholy Power to buff Harvester, also Furnace of Flesh. My thoughts: do I need healing like Viridya or Nether Warp (green)? T3 - definitly Soulshatter and Infect and Necroblaster. I need a unit, too. But absolutely unsure which to take. Ashbone or Cultist Master? T4 - Nercofury (for some defensive), both Grim Bahir and Overlord (and Blood Healing)
  10. Assuming your deck only contains ultra rare cards, you would need 616000 gold to fully upgrade. This equals 140 rounds of rPvE9 (with four players), when collecting 4400 gold on average. Further, if you need a bit less than 20 minutes per game (with matchmaking quite fair to assume, I guess), that would equal 45 hours of gaming to fully upgrade. Hmm.
  11. In rPvE, to have a slight motivation to reach your T2 first, you should add a gold chest to each orb at those wells/orb. Thus, there will be some sort of race whose name pops up first. But each T2 would need a chest then. This would lead to more gold (and also an easier daily quest). To compensate, you could lower the gold given from those chests and also rise the amount of chests needed (maybe from 7 to 10, dunno).
  12. If you use a melee unit, then walls matter not that much.
  13. Most spells would work for you. But that is some very "active" support, meaning you have to switch between your units and whatever she is doing. Edit: those typical support buildings bind lots of energy and are bound mostly to nature ... with spells you are free to chose your orbs.
  14. Yes, up to yesterday the trade error "unknown error" is still there. Happens really rare, though. Next time I see it, I'll try to make a screenshot.
  15. This might be a bug, but maybe it is a design choice... When at the end game statistics/upgrade rewards, and the game leader creates a new game you are emediately transferred to the new game overview to chose your position. This means, you cannot view the end game statistics anymore, also you cannot save the replay and so on. My suggestion is, don't transfer players to the new game, but give him a message "..has created a new game".
  16. Which affinity of the Batariel do you use, when stomping with a single one (with enlightenment and stuff) through rPvE 9 with four players?
  17. NAME: Trade error / still there SEVERITY: 3 LOCATION: In trade window, when two players try to exchange cards. REPRODUCIBILITY: happens every now and then, didn't found a pattern DESCRIPTION: while in the trade window, there is some sort of desynchronization which is noticeable when closing the trade screen, either by abort or trying to do the trade. There is is the unknown error message SCREENSHOT/VIDEO: the appearance is the very same as the older trade bugs, so no new screenshot ADDITIONAL INFORMATION: the bug does happen less often than before and all other topics I have found are in the resolved section. But it is still there. I haven't found a pattern, also tried to provoke it with no success. The tendency to happen increase when: staying longer within the trade window, exchanging more cards, probably when exchanging cards you also have a upgraded version or the account-bound ones. Exchanging single rare cards does allways work, I guess. Dunno, really.
  18. I have played each campaign map on easy mode and almost each map on advanced, now trying expert level. Means, the lowest difficulty is quite boring to me. I do not want to brag about this. It just means I am not interested in any open games from the first difficulty level. Therefore I like to suggest an option to hide any open games from the world map (the sum per campaign mission) - not the map specific overview, of course.
  19. Somewhere I've read that you plan more possible deck slots. Even with the current amount (not completely used from me) I do have problems finding the right ones. There is one divisor for the tutorial deck. Maybe you should add more categories like "PvP", "PvE", "rPvE" and "map specific".
  20. In some way you are right. I do use Mo and Blood Healing for comfort reasons. Anyway, thank you for your input on new cards - especially I totaly have forgotten that Inferno exists. :) If I remember correctly, the nature Frenetic Assault slows the target to walking speed and the shadow version adds a (very small) life degen to all units within the circle. As all units will stand still and fight each other, why do you recomend the nature affinity? You wrote something about fire start. Downside would be that resource booster comes availabe one tier later. And that I am not used to fire t1. I suppose Mine and Nomad (green) would be enough? Even for Lost Souls in rPvE9?
  21. This is my current deck. In general, I'd say Shadow Phoenix would be better than Shadow mage, but when T3 is close to T2, then the Mages are definitly more stable (with Soul Splicer). This deck destroys camps wery well; Infect, Cluster Explosion, Stampede. But it really struggles against two things: single unique enemies like Nyxia (Only a few Bloodhorns can attack simutanously, I do spam Ashbones in that case, works ok-ish) and even worse: other small groups of enemys on the run. Bloodhorns are not very effective against those. Usually, Infect and Undead Army don't work on those (because not dead yet), Lavafiled and Soulshatter do not kill all of them. It just takes ages to kill them. This is why I 'd like some advice, maybe a card I overlooked. Aura of Pain is the least used card (and also very, very ineffective), so I do have a spare slot. Which card to substitute? Thanks in advance.
  22. Oh, sorry to mix that up. It is somewhat confusing, though. In the announcements there are two stickies: "Open beta" and "Open stress test", so I thought they are basically the same and the name is interchangeable. Also, after a second read, the timestamp of both entries differ a lot. My bad. Anyhow, I (as someone who is not born with this kind of developers slang) would think that a stress test is done before a beta release, as I assume a beta would be the last thing before a official release/version. Not all information in the Open Beta is outdated, so I like to suggest you un-stick it and copy/paste the valid infos into the other thread.
  23. I am confused. Isn't this the open beta right now?
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