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Posts posted by Pyneappole

  1. This is something I thought of during the original Battleforge when I realized playing fire frost (2 fire, 2 frost) results in zero playable XL melee units, whether it be T3 or T4. Now I think FireFrost can be even worse if you go three frost, one fire, as the fire doesn't contribute much outside of emberstrike, boom brothers, shrine of war, and earthshaker. At least if you go three fire, one frost, you have access to earlier spells that are still useful in T4, like homesoil, coldsnap, but it still seems worse than just going two fire, two frost.

    Now I think the worst combination would be 3shadow/1fire or 3fire/1shadow. Three shadows, gives you access to things like death ray and plague (yes I know you still have frenetic and infect, but you don't need three shadows for those). Plague is cool, but death ray doesn't go up to its full potential without a reliable healing spell given by nature. You also don't have access to bloodthirst. On the other hand, 3fire/1shadow gives you access to unholy hero fire dragon with fire sphere, which can do a lot of damage, but you lose out on infect and frenzy.

    What do you guys think is the worst dual combination?

    Dallarian likes this
  2. If you guys want to be lazy, you can go the promo grinder/viridya route and use the PvE bandit steel guards to make promo commandos. No new reskin needed, and I'm assuming you guys will probably not use that skin for a new unit anyway because they are way too similar to commandos in appearance.

  3. Title: Befallen's curse (red, but not purple) has A LOT of bugged interactions

    Description: All of the following only occur on units under the influence of Befallen's curse (red) BUT not purple.

    Wrathgazer cannot attack units under the influence of Befallen's curse (red).

    Lost grigori (both affinities) cannot use their disintegration ability. They will try but will fail and the ability still gets used anyway (cooldown occurs, but I don't know if power gets spent because I tested in forge).

    Lost banestone cannot use their ability on units under influence of Befallen's curse (red). Again, it will try and the ability gets used like Lost grigori. Dying breed doesn't seem to have any problem.

    Church of negation cannot disintegrate units under influence of befallen's curse (red). However, shadow worm has no issue with its disintegration ability

    Reproducibilty: Always

    Eirias and Mynoduesp like this
  4. EDIT: I messed up. Remove Thugs from the picture





    It is an error that they all share




    They are all holding their weapons/shields in the opposite hand as their artwork shows. You can argue that it isn't necessarily an error because they could swap weapon hands, but that doesn't really work with the shields. Also, because Amii Phantom artwork was done by the SR artists, they are as guilty as the original EA artists.


  5. In the campaign map Siege of Hope, the city of Hope lies in the upper-right corner of the map and serves no purpose other than for that little cinematic box that shows at the beginning and end of the campaign. I put a fully charged Altar of Chaos bomb in the middle of Hope (because I don't know, screw those guys) and completely annihilated the city, which will actually result in an automatic defeat. I think this is an oversight, because there is nowhere in the mission objectives that says "people of Hope must survive".

    On a more grief-able topic, the campaign map King of the Giants, you can use Amok + a melee unit (range units won't do damage), to kill Jorne, which results in a soft-lock of the map. This can easily be accomplished with a bloodhorn (because it follows amok orb requirements, has XL damage bonus, and is swift), + unholy hero. Might want to consider fixing that.

    Kapo and Metagross31 like this
  6. Achievements aside, I'm not saying to use enlightenment in pure nature. I'm asking why should I play 4-orbs of nature instead of playing 2 or 3 orbs of nature with the rest being splash, and using enlightenment for making forest elder? Enlightenment is good at getting a single unit (ie batariel), but it is not practical for repeated use (ie an army of batariel or using coat of protection). The advantage that 4-orbs of nature has over 2 or 3 orbs of nature + splash + enlightenment forest elder is that with 4-orbs of nature, you can build an army of forest elder more practically than if you tried to enlightenment out an army of forest elder. But forest elder's abilities don't stack, so building an army of them isn't much better than building an army of colossus or grimvines.


  7. I've been trying pure nature on rPVE, and minus the multiple trainwrecks that come from willzappers, I've noticed a problem with pure nature that doesn't happen with pure fire/shadow/frost: Enlightenment to summon the 4 orb card. The downside of using enlightenment to summon pure cards as opposed to going pure 4 orbs is that it isn't practical for building an army or for using spells. You don't really gain anything from building an army of Forest Elders, so why should I bother going 4 nature orbs when I can go 2 nature orbs, use enlightenment to summon a forest elder, then use the other two splashes to support with other factions. Unlike other factions, Nature doesn't have a 4 orb card that can justify going full nature rather than just using enlightenment to summon forest elder. Yes, using enlightenment would require an additional deck slot, but I'm not sure if pure nature has that problem.

    4 fire orbs can build an army of Batariels and Molochs, while still having access to fire dragon and fire sphere. 4 shadow orbs can build an army of Shadow Worms, while still having access to death rays and plague. While building an army of Dreadnoughts isn't much better than building an army of forest elders, 4 frost orbs gives access to two different kinds of coat of protection, while still giving access to ironclad and shatter ice. So, in any of those cases, going enlightenment to summon the 4 orb pure cards doesn't necessarily justify using it over building the 4 orbs.

    Things that utilize three nature orbs like mind control and colossus doesn't solve this problem, because then I build three nature orbs, enlightenment a forest elder, then use the last orb to give me access to earthshaker or matter mastery.

    The reason I can see going 4 nature orbs in rPvE without enlightenment is to play a heavy micro-support where you do build an army of forest elders, but instead of going off on your own, you have each forest elder follow a different player. Which is fine, but the success will heavily be dependent on the competence of the other random player. Also having a forest elder follow a batariel-solo player doesn't benefit them much other than using the healing ability because i'm not sure if the green forest elder's buff ability stacks with unholy hero.

    I think nature will need a new 4-orb spell in order to bypass this problem, preferably one that can deal with buildings.

    Cocofang likes this
  8. I need gold for upgrades so I join a 4 player level 6 rPVE game (because I might as well get the daily reward as well). Then 1-3 players are AFK. Their orbs and wells are there, but they don't make units/do anything. Sometimes the leader of the group somehow "leaves the game" yet his orbs and well are still there. Otherwise they are still in the group/game. Is this some disconnect bug, or are people just afk to get the rPVE reward? If it's the latter, how do I get around this because I don't have the upgrades to sufficiently do more difficult rPVE.

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