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Ponni

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  1. Ponni liked a post in a topic by Zyna in Patch #400039 - 14 January 2023   
    Hotfix - 14 January 2023

    General Fixes
    Allowed players to add [GM] as a prefix in mails again. Fixed incorrect banner alignments in leader boards and trade. Fixed missing portrait name for card avatars bought with BFP in cosmetics section. Added missing name of map requirement for the quests "A Lone Skywolf", "A Dynamic Duo" and "A Tough Tetrad" again. Fixed an issue with rPvE matches not granting players any rewards .  
  2. Ponni liked a post in a topic by Volin in September Patch Feedback Thread   
    I want to bring this to topic.
    Since the deck just plays terribly tough, I had admittedly put it off a bit. The current 10-player Twilight (2player) seemed very suitable for a showcase, because I could easily build up in peace and due to the lack of spawners of the T4 row afterwards enjoy a nice crisp post-T4 largely undisturbed.
    The replay starts at 9min, because I chatted in between.
    Already the first camp is just a pain, how slow can such a mini camp die, for which one has made such an effort. With any normal deck and this energy pool would melt the camp better.
    Then in the first camp the first wipe, this is simply badly played and completely independent of the nerf. But it shows wonderfully how vulnerable this deck has always been to the slightest misclick. I played the Disenchat a few seconds too early, because I wanted to make sure Gates of Hell (GoH in the further) would hit properly, buffed it and was about 5-10 energy short for GoH - it didn't go through. Since I had to play the CC I stand without energy and kills there -> painful death.
    This is also totally on my head, but shows wonderfully why this deck was not unbalanced before in my humble opinion.
    Orb switch, Bata, Orb switch (shows again why this deck was not out of balance) aaand again, as I could Earthshake the Zapper and the spawner in the last second of my first Bata this is an easy camp now, or?
    12:15min - the Frenetic nerf (like it) hits, I have bad luck and don't get the left Eye, second Frenetic seems to miss too, need to Oink on top. GoH hits, finally some burning Bata and at 12:50min finally some sweet gameplay where my def-buffed Bata almost two-hits himself, quick heal and first camp done. Imagine a Zapper and spawner have still been up.

    Urzach comes with the next camp, very nice if you have 2 Frenetic and both still on cooldown, quick Oink to buy some time. First Frenetic hits, Bata burns, but sadly the spawner dies so slowly from the burn that I need to Earthshake it when the first respawns occur. At 13:45min I have a shit ton of luck that I need no cc for the Eye because dmg is lacking. How many Regrowths until now? Lost track of the count.
    Watch how the buildings at ~ 14 min die. Yeah, not at all from the burn, Bata needs to smash one by one. Was almost about to quit here so much fun is this.

    15min, Bata runs fully buffed into a Negator while tons of enemy CC don't want to see me fighting. Bata life, but shows how things are if you are not totaly on point. Wait didn't I just killed the left spawner (intentionally because of the Eye there and the Frenetic nerf), why does my Bata doesn't burn? I see nothing I did wrong here. I was buffed, Infect was ready and a Burning Bata would have given me crawlers and should have burned the second spawner. Again I see things you have always seen, why I said: It was never totally out of balance. And hell now I'm in deep troubles here, tho I played this quite decent here I'd say.

    Frenetic on the right side hits, but buys me not enough time for another good move and a lot of area is blocked by the dragon, desperate dmg spell does not help. All 3 CC are on perma cooldown and you see wonderful how hard the Frenetic nerf alone impacts this deck in certain tougher situations.
    15:30, still the same camp, new infect (old did almost(?) trigger nothing), new dmg spells and new CC once they are of cooldown. You can see I was not on Q-Attack-and-watch-how-bad-he-is, I fighted like a lion!
    Camp finally down at 16:16 min, and see how many spells this took me and how painfully slow things died.
    Btw we are getting close to first charge issues here. I'm now 3 camps deep into the map.

    17:05min again wating for my CCs to cool down, again the Frenetic nerf hits this deck. Btw I'm not hitting the Negator at 17:20 min accidently, I know if I don't kill this I'm in deep trouble again. Frenetic hits all Eyes this time and the tough situation is cleared, imagine it failed again. Thunderstorm and Bata's autohits do WAY MORE dmg on this last wave as the burning, sad world.

    18:40 min. Now comes the Infester camp and I'm already out of Live Weaving Charges and at almost no heals. Even with full arsenal I've seen soo many Bata dying to this guy.
    Wanted to warp earlier but did not find a spot, then had to panic heal cause I was out of def-buffs. The burning Bata takes only 1/3 of the Willzapper and as I have to manually kill the spawner I focus this in the hope of some burning caused Infect crawlers to spawn behind me to block of the boss a bit, I really get 3 procs of Infect before it runs out... but not enough to solve this situation, this is where I decide to rage quit, this is too painfull and is really no joy.


    Of course you could have even played better a few situations, but I fighted like a lion and most parts where not even close to bad gameplay. But even if a few of our top player may be able to come out a little better, is this what you wanted to achieve? You can see in every camp that the burn does so little dmg that it would almost be no difference if you cut it at all.
    The more and more people I speak with the clearer it gets: Almost every decent player sais "It is sooo painful to play I cut it at all". Seen a few Batas in random matches the last weeks, mostly they where depended on the player walking with them as we have seen in Cocos replays.

    I don't even say that it is the worlds ending that this deck is of the list, but I have to stand up against: "It is more enjoyable as prepatch" Literally nobody shares that feeling and I hear and see a lot support for my point of view.

    Haven't played much random 10s in the last months, how's the win-rate there evolving? (excluding motms) I mean it was always a mode where the best teams could loose a match, what is fine. But as the early in some 10s always took a lot of time (thats why it is fun) I wonder how things are going there? I seen many games that were won in the last 1-2mins because of people rushing the post-T4 in only a few mins with Batas. But as there are Banzais, Bloodhorn and other spell decks this may be a minor problem. Just asking questions
     
     
    2022-10-28_16-04-22_RPvETwoPlayers_diff10_s47334_Volin_time_0_19_26.0_v259.pmv
  3. Kilikem liked a post in a topic by Ponni in QOL and multiple accounts   
    Well, speak with newbies on the server, which I have done a lot, and it is from there I make these comments. They are not just stated because I would liked to have had all cards from the re-release day. Many I have spoken with are not around any longer...people won't spend weeks and months any longer which is needed to get anywhere in this game. You can accept this or not but the facts are the following:
    - Checked last night, 160 people online.
    - Boosters opened last two days, 3500
    Ever so declining from the re-release day, expected, yes, but is it enough to keep the game at good terms with new players. I would say not.
    Again, for an experienced player (like you and me who now have all cards, for me after around 500 ingame hours) it is not a problem. But tell that to a newbie, yeah, after 2-4 months you can start to be competitive with 1 or 2 really good decks and after 6-12 months you have a full collection. They will just laugh and leave...
    As a final comment, we have left EA behind us since many years now and I dont understand why we still compare things with that time. Actually, to me it was better under the EA years because then you could progress faster if you wanted. Now everone (except us vets then...) needs to follow the holy slow path.
    // Ponni
  4. Ponni liked a post in a topic by SunWu in QOL and multiple accounts   
    Yes, this is why it would be horrible to take away the free decks again (like he proposed earlier). PVE still has about 200 cards wich are not OP, but playable. In PvP every colour has only 25-35 viable cards including 15 or more wich are must haves. Some of them are really expensive and without them you can't comepte. The free decks do not only cut down on the grind a lot, but also give a quick instruction on what's meta. (And you really can't compete with non meta decks, take away 2 or 3 random cards from a topplayers deck and he should have problems going ranked with that.)
  5. Kilikem liked a post in a topic by Ponni in QOL and multiple accounts   
    There is no point in arguing anything about this particular thing, eg. grinding like crazy until you get bored out of your senses and leave. It has been done multiple times in the past and still the devs and others claim this is the way to go, not realizing in the making we have lost a lot of potential new map breakers...but I give you kudos for trying!
    // Ponni
  6. Ponni liked a post in a topic by Kilikem in QOL and multiple accounts   
    as i said multiple times. i do not think allowing multiple accounts and promoting it is the correct move. but we literally have a system in place that if i am to believe the post on the rules will literally ban you automatically even if you are just multiple people in 1 house hold playing with different accounts. you think THIS is the correct way to stop people from abusing the game? no...just make the game rewards better and they will have no need for the accounts. rules/systems in place to prevent someone from multiboxing is an entirely different story. i fully agree people should not be allowed to multiclient and cheat to complete missions.
    now imagine if they have many more odd fun achievements so you get rewarded for your time trying these self restrictions. they would even give you new ones to aim for. now imagine spending 45 minutes challenging yourself with a 2 orb only run and getting...like 50 BF and 300 gold, because that is how it is now.
    i'll just quit responding here i guess because you seem to not even be listening. its not about just getting stuff faster. its about being rewarded for your time.
    i can tell you as a fact that out of the 8 players in my group who play i am basically the only one who sticks around after my daily missions are done. 
    i have tried to offer some suggestions as well as voice my complaints. what more do you want from me? i already said i will move on with the issue and make a new thread in order to try and provide better conversation about improving the game....
    thanks. i really appreciate hearing this from someone who has been around longer 🙂
  7. Ponni liked a post in a topic by LEBOVIN in Ocean end game - game crash   
    @T1421 @Ponni @DeleriuM @Kapo @Treim @kenjil @Dallarian The fix for the Ocean crash should be available on the test server by now. Try to reproduce the error there. I hope you can't anymore  
    If so, these post can be moved to resolved aswell: 
     
  8. shroomion liked a post in a topic by Ponni in Shrine of War   
    Please stop it now. This void manipulation has been there from the start of the game, I guess it was developed as a feature. Funny then 12-ish years later we found this to be a problem...
    // Ponni
  9. Ponni liked a post in a topic by Zyna in Decomposer   
    I think the statitics for PtD and Ascension are a bit flawed here. If any of the 12 players have decomposer in their deck, it will count as a "Decomposer match". The numbers may also be somewhat flawed in general since they just mean that decomposer was in a deck. Here is a similar table which also has the condition that decomposer needs to be played at least once. Here the numbers are somewhat skewed in the other direction though, because matches which just end after e.g. 30 seconds count towards the total match count.

    Campaign maps - Standard
     
    name used_percentage PassageToDarkness 24.4094 Ascension 18.0651 BadHarvest 9.0022 Empire 8.9844 RavensEnd 8.9600 KingOfTheGiants 8.1039 Blight 8.0798 Titans 6.1930 Convoy 3.9597 SlaveMaster 3.5615 NightmaresEnd 3.0911 Crusade 3.0114 Sunbridge 2.6276 NightmareShard 2.4569 PvECommunity2P 1.7619 PvECommunity4P 1.4420  
    Campaign maps - Advanced
     
    name used_percentage PassageToDarkness 29.5522 KingOfTheGiants 13.5343 Empire 11.8093 Ascension 11.1253 RavensEnd 11.1189 TheGunsOfLyr 11.1071 BadHarvest 10.1430 Titans 9.9856 Blight 9.8344 PvECommunity4P 7.2848 TheDwarvenRiddle 6.2045 Convoy 5.5627 Sunbridge 4.7130 Crusade 4.5852 NightmaresEnd 4.3546 SlaveMaster 3.9979 NightmareShard 3.2905 TheInsaneGod 3.0109 PvECommunity2P 2.5000  
    Campaign maps - Expert
     
    name used_percentage BadHarvest 90.4072 PassageToDarkness 58.4894 TheGunsOfLyr 47.9506 TheDwarvenRiddle 26.1229 Empire 19.4461 KingOfTheGiants 18.3970 Ascension 16.4360 RavensEnd 13.3122 SlaveMaster 12.5455 TheInsaneGod 11.2327 Convoy 10.4208 Titans 7.6923 Sunbridge 7.1506 NightmaresEnd 6.8105 PvECommunity4P 6.6830 Crusade 5.1586 Blight 4.6988 PvECommunity2P 2.0384 NightmareShard 1.7138  
    Random maps - Level 9
     
    name used_percentage rPvEFourPlayers 30.1400 rPvETwoPlayers 6.8872  
    Random maps - Level 10
    name used_percentage rPvEFourPlayers 10.8617 rPvETwoPlayers 1.2810
  10. Ponni liked a post in a topic by Volin in Decomposer   
    Yeah, thats why I said "ofc we are not speaking of feeding here at all." I mean, I did less random groups lately then I did in open Beta, but still from my feelings the number of seen Decomposers is alot lower. This is one of the reasons why I love such overall statistics, because they help you to get away from the often very extreme personal point of view.
     
    Me too! That means that almost 1 out of 10 matches is played normal. Given that 9 farmruns are maybe around the same amount of time then doing the map the normal way, this is indeed surprising to me. And this is a nice prove, that people who want to do the map normal, still find mates to do so.
    This is not to argue for or against, I'm out of it and continue to think all arguments have been exchanged. I have confidence here in our balancing team that they will make the right decisions (because I personally can no longer say whether I would like to see a nerf or not)
  11. Ponni liked a post in a topic by Zyna in Decomposer   
    @PonniSince you asked, here are some stats, For each map, the amount of matches where any of the players has decomposer in their deck are divided by the total amount of matches on that map.

    Campaign maps - Standard
    name used_percentage PassageToDarkness 35.9955 Ascension 32.6199 Empire 15.1042 BadHarvest 13.5707 RavensEnd 13.1328 Blight 12.5150 Titans 11.2018 KingOfTheGiants 10.9950 Convoy 6.8841 PvECommunity4P 6.4888 SlaveMaster 5.8498 Crusade 5.3855 NightmaresEnd 4.7486 NightmareShard 4.5319 Sunbridge 4.2641 PvECommunity2P 4.2381  
    Campaign maps - Advanced
    name used_percentage PassageToDarkness 40.2985 Ascension 37.1483 TheGunsOfLyr 21.6562 PvECommunity4P 21.0884 KingOfTheGiants 19.2003 Empire 18.3099 RavensEnd 17.9451 BadHarvest 17.7158 Titans 16.4844 Blight 16.2293 TheDwarvenRiddle 13.9569 Convoy 9.8866 SlaveMaster 8.0141 Crusade 7.8074 PvECommunity2P 7.3077 Sunbridge 7.0674 NightmaresEnd 7.0041 NightmareShard 6.8242 TheInsaneGod 6.4232  
    Campaign maps - Expert
    name used_percentage BadHarvest 91.7773 PassageToDarkness 68.0524 TheGunsOfLyr 61.4198 TheDwarvenRiddle 43.1285 Ascension 42.9437 Empire 28.3441 KingOfTheGiants 28.3294 PvECommunity4P 26.7319 Convoy 22.1411 RavensEnd 21.5033 Titans 17.4075 SlaveMaster 17.3196 TheInsaneGod 16.5959 Blight 14.5030 Sunbridge 13.2432 NightmaresEnd 11.3855 Crusade 9.9595 PvECommunity2P 7.9137 NightmareShard 6.9473  
    Random maps - Level 9
    name used_percentage rPvEFourPlayers 41.5978 rPvETwoPlayers 12.2017  
    Random maps - Level 10
    name used_percentage rPvEFourPlayers 29.1335 rPvETwoPlayers 6.1983
  12. Ponni liked a post in a topic by LEBOVIN in Decomposer   
    There are many campaign maps where u complete all objectives even in speedrun because they are all mandatory. The most simple solution is to just handle gold gain as it is done with bfp right  now. The longer u play, the more gold u get, directly tied to ingame time.
    Then regardless of with or without decomposer as long as you play it fast and efficient ur gold gain is screwed.
    Edit: All factions have a tool (most of them t1) to influence power flow and depending on the language u chose, some of these examples also have the mismatch between tooltip and functionality regarding the "own units" thats often cited for decomposer:
    - Banner of Glory: Interaction to manipulate void return
    - Decomposer: Interaction to manipulate actual power pool
    - Construction Hut: Interaction to manipulate building expenditures
    - Breeding Grounds: Interaction to manipulate unit expenditures
  13. Ponni liked a post in a topic by GreenSapphire in Decomposer   
    I briefly want to mention, that while I'm on the Skylords Discord server most of the time I'm playing I have a lot of contact with newer players. None of those so far tended to say that the game is fundamentally broken. Most of those players say that a lot of expert maps are way too hard and even tho they saw tactics on youtube or in replays they can't finish a lot of maps because they are "just too hard to beat without working together". 
    The part I just don't get is, that @cocofang seems to be not playing since weeks, at least not at any maps besides rpve. 
    And here is the foundation for my frustration: Being out of touch with those players you desperately trying to represent.

    Besides @Ponni wrote something I personally did not really think about before: How much grind is needed to play this game? 
    This game worked in a time where the playerbase was 15, playing after school until bedtime and repeat this on the next day. It certainly was this way for me back in the ea-days. But now most of the players are at least in their twenties, not having the amount of time to play. 
    So what exactly is the amount of hours you want people to spend before they beat expert maps for the first time? How many people do quit because they notice this game is way too much grind and way too repetetive? 

    Talking about strong tactics being hold captive by "toxic elitists" is just so out of focus of the actual discussion.
  14. GreenSapphire liked a post in a topic by Ponni in Decomposer   
    Again, account progression and map rewards are different issues that just happen to overlap with Decomposer.
    - No, everything is tied together. The "problems" we see now with Decomposer are only symptoms of a larger issue. Of course we could only pinpoint each and every issue by itself, but I do not believe that is the right way to do it. But if we then are to pin point every issue for itself then start from the other angle instead with rewards and progress mechanics of this game which is more urgent I believe. 
    The problem with Decomposers function not being intended is just a small faction of the entire deal and not a main point. Although I highly doubt it would still be able to do what it does, had the game not faced an early decline and death. The question is what effects the card has.
    - Strangely then it always circle back to what is written on the card when discussing the points here. Anyway, we will never know what would have happened should the game have survived the terrible EA years.
    The second the Decomposer tactic is used a good chunk of the game (if not all of it) plays out significantly different to the point where it isn't even vaguely comparable to a strategy without it. Supercharging one player has huge ramifications. The fed player has much more agency in the round and can progress at a much faster rate. Meanwhile every point of energy transferred from the feeding players equals less agency for them.
    - Get some stats out in how many matches this card actually is played for a win and we could possibly have another direction of this discussion. 
    Since orb-tiers function as force multipliers (every point of energy spent on a higher tier nets greater results) the boosted players power grows exponentially as they use their advantage to skip ahead. That reaches a point where one players performance vastly overshadows what otherwise could be done by the entire team without Decomposer.
    - Again these opinions on what the game is or what it is not...referring back to the point above, how much of a problem is it, is the card available in all decks all the time? 
    It also interferes with two parts of the game that no other mechanic can: The starting power of each player is theirs alone and players cannot trade power they have acquired.
    - Who has told you that this is how it is supposed to work? Is there a manual or instruction that I have missed reading?
    This shows that the Decomposer tactic fundamentally warps the game when it is used.
    - Cannot argue on this as it is correct.
    It is so strong that even people that rely on it as a speedrunning tactic to achieve faster times on certain maps made the admission it's broken. But it is a tool that significantly boosts performance, so where things drift apart again is that some people want to keep it because its power is what they desire. A repeat argument is that some fastest times on multiplayer maps could no longer be achieved without Decomposer and by a big margin at that. So if that is true then there is absolutely no question about its excessive power.
    - I dont have all necessary information to way in on this one, but I suppose a four player setup on BH possibly could render a very fast time too, with one runner, one going T2 helping the runner out with certian things and two feeders/supporting figures of some sort, without Decomposer...there are 8 orbs in the starting area of BH and to my knowledge you only need 4 (or possibly 3 looking at the current fastest time?) to win the map.
    Something being too strong is also not always related to it seeing play everywhere and all the time, that's a misconception. Niche tactics can be unreasonably strong when their circumstances align. Because what matters is how it plays out when it can be utilized. Nobody would argue Enlightenment is a weak card because it can be used to prematurely summon Emberstriker or because it isn't very useful on maps where T3 and T4 are very close to one another. Or, just to illustrate the point further with a different example, say in a team VS team egoshooter players only buy cheap pistols in one round but a certain pistol is much more powerful than others. So despite this strong pistol not seeing use in rounds where all kinds of weapons can be bought, it's still too strong within its niche.
    - It is also a misconception calling out things being too strong actually being too strong, in game and in the forum there is this throwing OPs around you without really understanding the mechanics and practice needed to get things right. Not everyone will succeed in their first try with these strategies, not even their second try will be successful I dare to say. You need to invest a lot of time in order to perfect it for it to be successful and strong in the end. This notion on "everything is so easy with this and that", well, strangely enough then why do we only see a rare few people on top of the leaderboards? I understand not everyone wants to do the speedrunning stuff and they want to play their one deck. But, taking away things from people evolving the game is not really how I would consider things. 
    Now, with Decomposer there comes this feeder/farming thing, meaning anyone can succeed completing a map just by spawning troops. But then I suppose we should stop the carry aspect which is there in pretty much every multiplayer map. I have played so many matches with people that I and usually one or two of my friends have carried to a victory, is that a bad thing? They have hopefully learnt something and the next run they do they might contribute more or even succeed on their own.
    You mostly measure its power by its effectiveness when there is an opportune situation to use it. Those circumstances being more plentiful only elevates an issue further. Similarly, while the Decomposer tactic cannot be used on singleplayer or maps where orbs (and their necessary force multiplier) are too far apart, when the situation allows for it, it provides power like nothing else.
    - Yes, it does.
    Additionally, all of that has to come with the consideration that Decomposer is a T1 card. That means that one of the most powerful tools in the game, that can entirely warp how a round plays out, and intersects with the fundamentals on how energy works between players, is available at the very moment you start a map. If you'd compare tactics within their respective niches is there anything even vaguely similar to the power the Decomposer tactic enables? The argument that finishing times for maps would be much slower implies not.
    - I have thought about this one too, however I do not see the problems like you that sharing power is a problem. To me, and others, its a feature. But, it is a very strong card for being a T1, agreed, there are others too though, like Motivate, Surge of Light and Suppression which in certain setups can turn the tide, but perhaps not as strong as Decomposer I grant you that.
    And, like I stated previously, the tactic can always find its way into average play and warp it with its power and influence. Attempting to preserve it by changing other things in the game to accommodate it would mean that it's still there, waiting to be a problem again.
    - Sure, however, I see no problems with that, to me the problems here (eg. the BH farming stuff) is a thing that over time will not be a problem any longer. With how the reward system is setup, as long as the gold is needed it will be a "problem". But, is it not natural that people also learn how things work and then fine tune their game getting better in understanding how things work? Do we not want newbies and others to grow in this game and get better? Also one thing I really want to mention here, not everything about this game is unit centric, there are so many combos you can do with buildings and spells. I have decks which are both, but most decks of mine tend to be spell centric with the support of buildings and units. Point then is there are multiple ways to play this game, which changes like this and others I fear might come is that in the end we all should build huge armies waiting at T4 for 5 mins before we start the end game.
    Not to mention it would always have to be considered when making future balancing/progression decisions. A repeatedly brought up concern is how PvP balancing limits and affects PvE balancing. But what about how a mechanic like this would unjustly limit design space on multiple fronts for the entire game? What can, cannot and must be changed because of how it would interact with this excessively strong mechanic is a question that will always have to be considered. And if something is missed the game is in shambles once more until that is addressed.
    - Referring back to the point above on stats for the use of this card, is it used in all matches played I can agree we have a problem, if it is only a fraction we will only try and solve a problem because of opinions. If it is somewhere in the middle we can continue this discussion. 
    Finally, to touch on the aforementioned PvP again, it was already noted that Decomposer can be problematic in 2v2 and 3v3. Orbs are accessible from the start and therefore the force multiplier by one player ascending tiers faster could prove oppressive. It's simply not meta yet but that can change.
    - Now I will be extremely bold and post a very unpopular thing (referring back to the initial sentence of the start posting of this thread). Looking at the statistics, 0.8% of all multiplayer matches played PvP and PvE are 2v2 and 3v3, in fact, only 3% of all matches played in this game are PvP. I will then state I think we need to get our priorities straight here when it comes to what we should do sorting out "problems" in the game for whom. 
    All of these problems have nothing to do with account progression and only with Decomposer.
    - Well, that is one opinion, my opinion is the opposite, a lot of things/problems cannot be separated from each other. 
    // Ponni
  15. LEBOVIN liked a post in a topic by Ponni in Decomposer   
    Addressing the symptoms rather than the "disease" will not help in this case as @wanky points out above. Please ask yourself the question, why do people resort to these gold runs on BH? My answers to this question are the following:
    - Quick gold is needed to enjoy the game with fully upgraded cards. I suppose then a 3 minute run (a common BH gold farm time) is preferable to a 15 minute run (a common casual rpve 9 run) to get ~4000 gold. You will get 5 times the amount of gold doing this, case closed.
    - If you have a deck consisting of 3 UR, 3 R, 3 UC and 11 C cards, it will require 185525 gold, this is then either 2h19mins of BH play or 11h40mins of rpve9. One of my favourite decks consist 4 UR, 7 R, 4 UC, 5 C, which equals BH time, 3h18 mins or rpve9 time, 16h40mins. That is then for 20 cards, then there are another 500+ cards to upgraded, on top of my head then I take the 185525x25 and then you end up with a shitload of time spent to upgrade cards, case closed.
    If you wanna fight stuff then fight this, it takes too long to get places in this game. Fighting Decomposer will only lead to other ways to get quick gold. Then in the end everyone will reach a threshold when gold becomes useless and then farming runs on BH (and other maps) will be obsolete.
    For the card then and for me personally, without a few runs in BH as a feeder, some runs on other maps as a "runner" I have hardly ever used Decomposer. To me it is generally a pretty useless card, still I defend it as it brings a nice niche use in extreme speedruns with the feature "power sharing". For the void manipulation factor there will always be better solutions, I believe, as T1 usually is over in a matter of minutes...
    In fact, it would be interesting to see the usage of this card in the total number of matches played. I asked @Zyna for these stats in Discord but have not received any replies to it yet. So, I go back in time a bit with a reference that Kubik posted like a year ago (before the reset yes...) where card usage was shown in matches played:
    https://gist.github.com/Kubikx/189d173c337e4d996382cc59b0bf7919
    There Decomposer is on place ~115 of most played cards in matches. I guess that figure is roughly the same today so what is the problem here really? People are not playing the game how it is "intended" to be played? How is it then intended to be played? Until we see proof of this card being used in every match played every day all the time, only then I could start agreeing we have a problem card. Now it is only a niche card, viable for a limited set of activities, such as speedrunning for best times and farming gold, as it was "intended"...
    // Ponni
  16. VM9797 liked a post in a topic by Ponni in Decomposer   
    Addressing the symptoms rather than the "disease" will not help in this case as @wanky points out above. Please ask yourself the question, why do people resort to these gold runs on BH? My answers to this question are the following:
    - Quick gold is needed to enjoy the game with fully upgraded cards. I suppose then a 3 minute run (a common BH gold farm time) is preferable to a 15 minute run (a common casual rpve 9 run) to get ~4000 gold. You will get 5 times the amount of gold doing this, case closed.
    - If you have a deck consisting of 3 UR, 3 R, 3 UC and 11 C cards, it will require 185525 gold, this is then either 2h19mins of BH play or 11h40mins of rpve9. One of my favourite decks consist 4 UR, 7 R, 4 UC, 5 C, which equals BH time, 3h18 mins or rpve9 time, 16h40mins. That is then for 20 cards, then there are another 500+ cards to upgraded, on top of my head then I take the 185525x25 and then you end up with a shitload of time spent to upgrade cards, case closed.
    If you wanna fight stuff then fight this, it takes too long to get places in this game. Fighting Decomposer will only lead to other ways to get quick gold. Then in the end everyone will reach a threshold when gold becomes useless and then farming runs on BH (and other maps) will be obsolete.
    For the card then and for me personally, without a few runs in BH as a feeder, some runs on other maps as a "runner" I have hardly ever used Decomposer. To me it is generally a pretty useless card, still I defend it as it brings a nice niche use in extreme speedruns with the feature "power sharing". For the void manipulation factor there will always be better solutions, I believe, as T1 usually is over in a matter of minutes...
    In fact, it would be interesting to see the usage of this card in the total number of matches played. I asked @Zyna for these stats in Discord but have not received any replies to it yet. So, I go back in time a bit with a reference that Kubik posted like a year ago (before the reset yes...) where card usage was shown in matches played:
    https://gist.github.com/Kubikx/189d173c337e4d996382cc59b0bf7919
    There Decomposer is on place ~115 of most played cards in matches. I guess that figure is roughly the same today so what is the problem here really? People are not playing the game how it is "intended" to be played? How is it then intended to be played? Until we see proof of this card being used in every match played every day all the time, only then I could start agreeing we have a problem card. Now it is only a niche card, viable for a limited set of activities, such as speedrunning for best times and farming gold, as it was "intended"...
    // Ponni
  17. wanky liked a post in a topic by Ponni in Decomposer   
    Addressing the symptoms rather than the "disease" will not help in this case as @wanky points out above. Please ask yourself the question, why do people resort to these gold runs on BH? My answers to this question are the following:
    - Quick gold is needed to enjoy the game with fully upgraded cards. I suppose then a 3 minute run (a common BH gold farm time) is preferable to a 15 minute run (a common casual rpve 9 run) to get ~4000 gold. You will get 5 times the amount of gold doing this, case closed.
    - If you have a deck consisting of 3 UR, 3 R, 3 UC and 11 C cards, it will require 185525 gold, this is then either 2h19mins of BH play or 11h40mins of rpve9. One of my favourite decks consist 4 UR, 7 R, 4 UC, 5 C, which equals BH time, 3h18 mins or rpve9 time, 16h40mins. That is then for 20 cards, then there are another 500+ cards to upgraded, on top of my head then I take the 185525x25 and then you end up with a shitload of time spent to upgrade cards, case closed.
    If you wanna fight stuff then fight this, it takes too long to get places in this game. Fighting Decomposer will only lead to other ways to get quick gold. Then in the end everyone will reach a threshold when gold becomes useless and then farming runs on BH (and other maps) will be obsolete.
    For the card then and for me personally, without a few runs in BH as a feeder, some runs on other maps as a "runner" I have hardly ever used Decomposer. To me it is generally a pretty useless card, still I defend it as it brings a nice niche use in extreme speedruns with the feature "power sharing". For the void manipulation factor there will always be better solutions, I believe, as T1 usually is over in a matter of minutes...
    In fact, it would be interesting to see the usage of this card in the total number of matches played. I asked @Zyna for these stats in Discord but have not received any replies to it yet. So, I go back in time a bit with a reference that Kubik posted like a year ago (before the reset yes...) where card usage was shown in matches played:
    https://gist.github.com/Kubikx/189d173c337e4d996382cc59b0bf7919
    There Decomposer is on place ~115 of most played cards in matches. I guess that figure is roughly the same today so what is the problem here really? People are not playing the game how it is "intended" to be played? How is it then intended to be played? Until we see proof of this card being used in every match played every day all the time, only then I could start agreeing we have a problem card. Now it is only a niche card, viable for a limited set of activities, such as speedrunning for best times and farming gold, as it was "intended"...
    // Ponni
  18. DieToPlay liked a post in a topic by Ponni in Decomposer   
    Addressing the symptoms rather than the "disease" will not help in this case as @wanky points out above. Please ask yourself the question, why do people resort to these gold runs on BH? My answers to this question are the following:
    - Quick gold is needed to enjoy the game with fully upgraded cards. I suppose then a 3 minute run (a common BH gold farm time) is preferable to a 15 minute run (a common casual rpve 9 run) to get ~4000 gold. You will get 5 times the amount of gold doing this, case closed.
    - If you have a deck consisting of 3 UR, 3 R, 3 UC and 11 C cards, it will require 185525 gold, this is then either 2h19mins of BH play or 11h40mins of rpve9. One of my favourite decks consist 4 UR, 7 R, 4 UC, 5 C, which equals BH time, 3h18 mins or rpve9 time, 16h40mins. That is then for 20 cards, then there are another 500+ cards to upgraded, on top of my head then I take the 185525x25 and then you end up with a shitload of time spent to upgrade cards, case closed.
    If you wanna fight stuff then fight this, it takes too long to get places in this game. Fighting Decomposer will only lead to other ways to get quick gold. Then in the end everyone will reach a threshold when gold becomes useless and then farming runs on BH (and other maps) will be obsolete.
    For the card then and for me personally, without a few runs in BH as a feeder, some runs on other maps as a "runner" I have hardly ever used Decomposer. To me it is generally a pretty useless card, still I defend it as it brings a nice niche use in extreme speedruns with the feature "power sharing". For the void manipulation factor there will always be better solutions, I believe, as T1 usually is over in a matter of minutes...
    In fact, it would be interesting to see the usage of this card in the total number of matches played. I asked @Zyna for these stats in Discord but have not received any replies to it yet. So, I go back in time a bit with a reference that Kubik posted like a year ago (before the reset yes...) where card usage was shown in matches played:
    https://gist.github.com/Kubikx/189d173c337e4d996382cc59b0bf7919
    There Decomposer is on place ~115 of most played cards in matches. I guess that figure is roughly the same today so what is the problem here really? People are not playing the game how it is "intended" to be played? How is it then intended to be played? Until we see proof of this card being used in every match played every day all the time, only then I could start agreeing we have a problem card. Now it is only a niche card, viable for a limited set of activities, such as speedrunning for best times and farming gold, as it was "intended"...
    // Ponni
  19. LEBOVIN liked a post in a topic by Ponni in PvE Contest#3 Ocean until 30.04.21   
    That seems to have done the trick, twice in a row now with no crash, thanks!
    // Ponni
  20. Ponni liked a post in a topic by LEBOVIN in Ocean end game - game crash   
    Pretty confident this can be fixed soon, but will have to wait until the end of challenge as the changed map would break all replays otherwise.
  21. Ponni liked a post in a topic by Volin in Decomposer   
    Agree in all points, and even more: Many have this "frame" but still have troubles to encounter several situations as hard BG10 camps, several bosses like Nyxia, Hellhound, Fallen Eve, Infester or have troubles encountering willzappers, or have troubles with orbswitching which prolly needs some practice to feel safe with it. All not that easy as many people say
    Batariel alone is far from beeing OP, and finding nice synergys that is what card games are about in my opinion. But hey, back to topic: Decomposer
     
  22. Volin liked a post in a topic by Ponni in Decomposer   
    Agree and like your comments, just a slight off topic "correction" that a lot of people seem to forget. Bata in himself is rather useless, at least in tough end camps in rpve. Reason he is being "op" is a combination of his own features and the supporting cards, like Life Weaving, Unholy Power + Hero, Frenetic, Infect, Nether Warp, Regrowth, Disenchant, Earthshaker,  Curse of Oink, etc, etc, etc. Without these cards Bata is mediocre at best...
    Edit: Sorry, forgot to mention the enablers here, eg. the "horrific" void manipulation features, FoF + Cultist Master or SoW...they are a big reason to Bata being so called "op".
    // Ponni
  23. wanky liked a post in a topic by Ponni in Decomposer   
    Agree and like your comments, just a slight off topic "correction" that a lot of people seem to forget. Bata in himself is rather useless, at least in tough end camps in rpve. Reason he is being "op" is a combination of his own features and the supporting cards, like Life Weaving, Unholy Power + Hero, Frenetic, Infect, Nether Warp, Regrowth, Disenchant, Earthshaker,  Curse of Oink, etc, etc, etc. Without these cards Bata is mediocre at best...
    Edit: Sorry, forgot to mention the enablers here, eg. the "horrific" void manipulation features, FoF + Cultist Master or SoW...they are a big reason to Bata being so called "op".
    // Ponni
  24. Alishmass liked a post in a topic by Ponni in Decomposer   
    Agree and like your comments, just a slight off topic "correction" that a lot of people seem to forget. Bata in himself is rather useless, at least in tough end camps in rpve. Reason he is being "op" is a combination of his own features and the supporting cards, like Life Weaving, Unholy Power + Hero, Frenetic, Infect, Nether Warp, Regrowth, Disenchant, Earthshaker,  Curse of Oink, etc, etc, etc. Without these cards Bata is mediocre at best...
    Edit: Sorry, forgot to mention the enablers here, eg. the "horrific" void manipulation features, FoF + Cultist Master or SoW...they are a big reason to Bata being so called "op".
    // Ponni
  25. Ponni liked a post in a topic by Alishmass in Decomposer   
    this feels like someone has a vendetta against the decomposer+BH
    decomposer has uses in just a few maps as is mostly the case with many other cards like embalmers shrine+shadow phoenixes or mark of the keeper or manawing or nightguard (and quite a few more)
    theyre all kinda broken and op if you look at them from a certain angle.
    in my oponion these are just (smart)solutions to certain problems or sometimes workarounds 
    for example in nighmare shard, the first camp only has melee units around it and they are numerous and strong and really hard to defeat (maybe impossible?) so lets use manawings to easily kill them all without any danger
    or for example go play behind enemy lines with just nightguards for t1 and swap for twilight horros (not sure if thats their name) that the enemy cannot handle (by the way how are they considered t2 for nightguard to be able to swap them) and easily clear t2 and t3 and magically get t4 with amii and game over. you can also use phoenixes that never die because of embalmers shrine 
    you get the idea.... some cards in some maps just do soooo well
    so is the case with decomposer (though im not saying it should or shouldnt be rebalanced)
    but i think Batariel is even worse than all of them.
    since it is super op almost everywhere.
    for example in rpve. it easily clears a base that another player would need to send 5-6 t4 units. you all know how it is, no need to explain. 
     
     
     
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