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Dutchy

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Everything posted by Dutchy

  1. Viridya is one of the promo's I use the most actually. In many casual runs on pve, in rpve in some decks and in pvp in my shadow deck.
  2. Please go to our Discord and contact us via #contact-staff.
  3. My favorite card(s) would be the Nether Warps. It is so much fun to use and so versatile. Both cards warps friendly and hostile units a short distance. The green affinity heals all units affected an the blue affinity slows them all down to walk speed. Both sides of the card requires ground presence to cast. In pvp, you can use it to dodge important spells from your opponent like a Coldsnap or abilities like the Timeless One. It is also great to combine it with cards like cultist masters to get the Nightcrawlers right into the action. Nether Warp can also be used to get your enemy away from a well last second before it is killed. When an enemy unit is escaping with very little help, you can use the warp to get it back in range of your attacks. Because the units do not continue walking by default after they get warped, it could surprise your opponent and lead to an easy kill. The card is also able to dodge projectiles. For example, if an Windhunter in rpve attacks your Batariel, you can warp the Batariel while the projectile is flying and the it will take no damage and does not get affected by the paralysis. In rpve, it is used to cross some walls to assists yourself or your teammates so you/they don't have to walk around an edge. In some campaign maps, you have to defend against units that out range your Necroblasters or Church of Negation. An example could be Defending Hope or Crusade where twilight dancers attack your bases regularly. A quick warp can get them in range before they destroy your buildings. A deck where both Nether Warps are often in the deck is the Construct rpve deck. In combination with Benevolent MO (or Dryad G) there is no debuff when you warp. This allows the possibility of the double warp which is awesome to do! To get a fast time in Bad Harvest, this trick can be used near the end and between some Stonekin lords too. In Speedruns the card is also utilized. As mentioned before, in Bad Harvest to get to your goal faster. With the card, it is also possible to jump over some gates. A few examples are Convoy, KotG, Titans and Nightmare's End.
  4. Hmm, I wanted to choose Shadow/Nature (Amii), but that option is not there 😕
  5. Hello Franaty, On 18-12-2020 was the full release of the game. All account have been reset. Which was announced since the start of the Beta. On release, there have been multiple quests and achievements added to the game which makes early progression very rapid. Kind regards, Dutchy
  6. Hey Krasy, Your t1 is in both decks perfect. Mountaineers is mainly a personal preference. Alternatives could be War eagle or Stormsinger. On t3 I experienced that 1 unit is overall enough, especially with spell support. My choice would be the Core Dredge, but Avatar works too. Shrine of Martyrs should be an auto-include in a pure frost deck with freeze spells. On t4 you run 4 different units. I would cut battleship as it feels a bit out of place, I would pair it more with a construct deck. I wouldn't run Amii Monument -> Regrowth. The sustain you got from the Dreadnought + all the shields will 9 out of 10 times be enough. Because the deck is also more on the side of creature heavy, the power you spend on Amii Monument would be kind of a waste as it basically blocks the same amount of power as a Ironclad does. Depending on charges, you can also choose to add the other Ironclad as those, besides spells, are you most reliable damage For the Winter witch, do not spam those, 3 should be enough at all times.
  7. Who wants to help us out, it is a lot of fun 😄
  8. This map is so close to amazing. Really! Just the final touches and it will be comparable with the existing maps, if not better then some.
  9. Hey RookieN, I just did the map on expert a few times with Arabika, and the map felt different than the last time I played it, which is good, as it was more of a challenge. However, we collected a few points that stood out to us when we theory crafted on how to beat the map and when we actually played it. - The walls. Because you can fly over some walls, the units will rocket into space, which makes them difficult to control. this is especially notifiable at the bottom entrance of the top left A. I do not mean you can cross a wall, but more on the sides. - Because the camps are filled with high difficult enemies, the easiest strategy is to wait for a huge army. Because there is no real timer to make you rush the camps. The only real limit are the charges. (FYI, The topside was done with pure fire) - We felt like there needs to be more pressure on the player on the top side, as he can basically wait for power for 20 minutes without getting punished. Maybe some patrolling waves could spawn every few minutes that gets stronger each time. - The Bottom is super easy to defend until minute 24, when the abomination spawns. Before that you can easily wait for power and defend with a rioters retreat and commandos. and later on with 1 or 2 necroblasters. - The final wave at the top right seems not complete. There were 2 waves and then the attacks stopped, which felt very underwhelming as you have to wait 3 minutes for nothing. Either make 1 big wave and no timer, or have constant waves for 5 minutes. - Which the top defense for 5 minutes, the bottom is doing basically nothing. After the top timer has run out, the top is doing nothing anymore. Of course, you could bring your units down to the bottom after, but that would make, even on expert, the ending way too easy. We thought that maybe the top timer and the last bottom wave could happen simultaneously. - This map feels like a t4 less map. Without Amii monument, you will need to do 95% of the map pre t4. Of course, this is not a bad thing, but it seems weird you get t4 so late when you barely use it for anything. - A small bug we found, after we killed an A camp, it was still shown on the mini map until all of the camps are killed, which could lead to some confusion. - Obvious map abuses and "dirty" tactics: The cliffs are all really thin. With a combination of undead army and Scyth Fiends, you an get to the last 2 orbs without any problems. Maybe you could make that wall more thicker so this would not be possible. Another cheap trick would be to use white rangers and go underneath the camps and kill them with their ability. Because the first two A-camps are in the form of a C, they will not walk towards you and attack, but stay stuck inside the camp.
  10. If you want to test some cards, you can play them from the auction house into the forge. There is also the option to play on the test server. Here you have access to every card and every upgrade. If you want to play on the test server, please start the SkylordsRebornUpdater.exe, to ensure you have the most recent version, and then close the updater. Then navigate to your BattleForge installation folder, and start the "LauncherTest.exe". Hopefully this helps you.
  11. Yes, but I played both expert and advanced before the last update haha (last wednesday). I will try again somewhere upcoming week.
  12. The way it felt with the 2 games I played, it was about advanced difficulty. On expert I wouldn't say we need more difficult waves, but more waving overall with less downtime between them. for example, not waiting till the previous wave is ll dealt with, but non stop waves ( or almost).
  13. I noticed the expert was the same as advanced when I tried it 😛 . What difficulty do you target with the current balancing?
  14. I just played the map on advanced. The map was really fun to play. We tried it with buffed WBG's. However, there is 1 point that was strange to me. In the top right, there was a timer. When it hit 1.40 minutes left, nothing spawned anymore. which made our newly constructed defense useless. Besides that, great map and will definitely try it on expert as well
  15. @Majora You got to represent us dutchies 😛
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