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Pyneappole

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  1. Dallarian liked a post in a topic by Pyneappole in Can we get new achievement-locked avatars?   
    Maybe it can use some of the new SR artwork that you guys made. I feel like it can be appropriate and a secondary drive for getting the achievements done. People can have a promo mana wings avatar, but that doesn't mean they completed the achievement. Also it's not like it would have an effect on gameplay or economy.
  2. Majora liked a post in a topic by Pyneappole in Can we get new achievement-locked avatars?   
    Maybe it can use some of the new SR artwork that you guys made. I feel like it can be appropriate and a secondary drive for getting the achievements done. People can have a promo mana wings avatar, but that doesn't mean they completed the achievement. Also it's not like it would have an effect on gameplay or economy.
  3. Volin liked a post in a topic by Pyneappole in Can we get new achievement-locked avatars?   
    Maybe it can use some of the new SR artwork that you guys made. I feel like it can be appropriate and a secondary drive for getting the achievements done. People can have a promo mana wings avatar, but that doesn't mean they completed the achievement. Also it's not like it would have an effect on gameplay or economy.
  4. Metagross31 liked a post in a topic by Pyneappole in Can we get new achievement-locked avatars?   
    Maybe it can use some of the new SR artwork that you guys made. I feel like it can be appropriate and a secondary drive for getting the achievements done. People can have a promo mana wings avatar, but that doesn't mean they completed the achievement. Also it's not like it would have an effect on gameplay or economy.
  5. Dallarian liked a post in a topic by Pyneappole in What do you guys think is the worst dual orb combination for casual PvE/rPvE?   
    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?
  6. Eirias liked a post in a topic by Pyneappole in Befallen's curse (red, but not purple) has A LOT of bugged interactions   
    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
  7. Mynoduesp liked a post in a topic by Pyneappole in Befallen's curse (red, but not purple) has A LOT of bugged interactions   
    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
  8. SpiritAlpha liked a post in a topic by Pyneappole in What do all these units have in common?   
    EDIT: I messed up. Remove Thugs from the picture

     
    Hint:
     
    Answer:
     
  9. Metagross31 liked a post in a topic by Pyneappole in Crusades can be griefed/softlocked if you build structures at the bottom of the map to block the fire units from moving   
    Even if the structures get deleted, the fire units won't move. If the fire units don't reach the top of the map, the game will never end.

  10. Mynoduesp liked a post in a topic by Pyneappole in Crusades can be griefed/softlocked if you build structures at the bottom of the map to block the fire units from moving   
    Even if the structures get deleted, the fire units won't move. If the fire units don't reach the top of the map, the game will never end.

  11. Ultralord liked a post in a topic by Pyneappole in What do all these units have in common?   
    EDIT: I messed up. Remove Thugs from the picture

     
    Hint:
     
    Answer:
     
  12. Dallarian liked a post in a topic by Pyneappole in What do all these units have in common?   
    EDIT: I messed up. Remove Thugs from the picture

     
    Hint:
     
    Answer:
     
  13. Metagross31 liked a post in a topic by Pyneappole in What do all these units have in common?   
    EDIT: I messed up. Remove Thugs from the picture

     
    Hint:
     
    Answer:
     
  14. Metagross31 liked a post in a topic by Pyneappole in Bugs/Oversight in Siege of Hope and King of Giants   
    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.
  15. Kapo liked a post in a topic by Pyneappole in Bugs/Oversight in Siege of Hope and King of Giants   
    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.
  16. Cocofang liked a post in a topic by Pyneappole in Pure Nature 2.0 - Main Thread   
    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.
  17. Gnougnou liked a post in a topic by Pyneappole in Increase Resource Booster radiusfrom 20m to 25m   
    Because some people just want to watch the world burn
     
     

  18. Loriens liked a post in a topic by Pyneappole in Increase Resource Booster radiusfrom 20m to 25m   
    Because some people just want to watch the world burn
     
     

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