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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. I think it is fine as a featur. The camera should be locked while you are paused though, so you can not get a big information bonus.
  2. @Irysunna Convoy all-time record is5:52 or 5:54, so thats quite a big time difference. The 7:10 might not be signicantly slower in the grand scheme of things, but at least you had to actually clear all the necassaary monuments Also i don't want people to play with the Gen1 cards but just play the map without skipping t4 base(unless they want to stay t3 which is totally viable on some maps). As you mentioned there are other very good cards nowadays that will still make the map way easier than they originally were.
  3. Where did i or anyone in this thread ever state that this has to happen now? I simply stated that Amii-Monument is the most broken card, at least from an PvE perspective. I agree that balancing things out will take a lot of time and should not be done before finishing the game. That does not mean that possible changes can not be discussed within the community. To add onto that when starting to balance things out you should most definetly start with the most glaring problems which Amii-Monument is definetly one of. This does not mean that i even think it should be the first card to be tackled. PvP should get that honor as its the main competitive game mode. The argument that everyone has the choice to play it is utter nonsense imo. Might as well add a card that instantly ends the game when hitting t3 and 500 power (as mentioned before) as you have the choice not to use it or find a way to beat the game even faster. After all creativity can beat anything right? Just find a better strategy and get good. Matter of fact however is that Amii-Monument is necassary for at least 80-90% of speedruns and speeds up the time considerably compared to playing without it. That in itself would have been fine if using the card took any skill at all, as in you have to fullfill certain requirements to use the card as is the case with many speedrun glitches in other games which often require crazy amounts of precise inputs, training etcetera. That is not the case while building Amiii-Monument. Just plop it down and your instantly t4. You can argue that thats just how it is and deal with it, well then why bother with balancing at all -> just deal with it . I am aware that this change will impact how maps are played and there are other problematic cards that are blatantly way too good compared to other cards in the game. You might say that is because all the other cards are to weak and we should buff those (or just say deal with it), but you should quickly realize that there is a couple of really strong cards and a lot of really weak cards with a decent amount somewhere around viable. I merely suggest that those cards that are way too good get turned down a notch and buff the weaker cards so that the spread of useability gets a lot smaller. I don't really mind if there is cards that are generally stronger than others - that's just how it is, but the ones that are just so far ahead of anything else should be pushed down a bit to a reasonable level. Also would you be kind enough to explain to me this bigger picture that you seem to be so knowledgable about? Seemingly fixing a card that circumvents map design by its own design and therefor forces players to play the map the way it was originally intended seems to not be everything. You can not possibly mean deck building because those maps were created with a lot less (and often) weaker cards in mind and were still beaten by people so it doesnt make the game unplayable either. While Amii opens up interesting deck builds such as playing t5 you could still do that with most of the changes proposed. So you can't mean those either. So please enlighten me as you seem to be very knowledgable about this bigger pciture you're talking about Also which card do you propose should be up for balancing first if not Amii? Or is it all perfect as is and we should just work with it instead of trying to better the game?
  4. Shrine of Memory comes to mind immediately as an effect that only works dor 1 player and gets shown there
  5. Maybe as a little addition: This doesn‘t mean that i will/would never share replays with the community. I just believe it is wrong to have it as the default option.
  6. It is not the case that I remember all the strategies either. I probably remember a few pieces and bits of information more than most players but a lot of strategies or pieces of them are wildly known or on Youtube. Putting those together again is still a lot of work with research and trial and error. I don‘t quite see why i would share that instantly with just about anyone. You got the pieces relatively freely available - do your research and use yor own time on or wait for someone to publicize them freely. Even is this new stage there is already a new strategy for Guns of Lyr which took several evenings to get to, before you even practiced it. Dwarven Riddle we did research and found out a piece of information that we didn‘t know beforehand and helps greatly. Again multiple hours of research. Convoy we had to reverse engineer the whole strategy as well and are STILL working it out after multiple evenings. Similar things can be said for Soultree, Slavemaster and Sunbridge on my end. Why would anyone have the right to just access those gains without my consent. I obviously don‘t expect people to share their strategies either. It is half the fun of speedrunning anyways. Seeing the little improvements of time or the elated feeling you have when you find a new piece of information.
  7. For a bunch of maps showing the deck makes the used strategy relatively obvious which results in a similar issue as showing the replay, if to be fair to a smaller extend. I understand that it is probably interesting to see the decks used for the best times but the effort to build and develop those decks and strategies still get undermined.
  8. Treim

    Must pick cards

    To expand maybe a little bit more on my answer: I think you can always play around missing 1 card that is considered „Core“ or „Meta“ for factions. F.e. Abomination —> Play spell heavy with inferno, double cluster explosion, thunderstorm and then use Grimvine or Nightshade Plant with maybe Skycatcher. In that type of deck Abonination is still nice because it makes melee bosses and income much easier with its ability, but must play —> definetly not. SoL —> Play Shaman T1 archers —> Phasetower/Nox, Dryad/Mana Wing/Shaman, Mine/Nomad/Eruption/Blaster Cannon, Frost Mage/Home Soil. There are options to play around anything as long as you don‘t restrict yourself with too many things. I think it is fair to assume that there are Meta cards which if you don‘t have enough of them your deck becomes significantly less effective, because the workarounds often are at least a tad bit worse or require additional deck slots. If you consider any card isolated though there are however no „If you don‘t pick this, you‘re fckd“-cards
  9. Update Edit: @MephistoRoss I think this one can be closed?
  10. Treim

    Must pick cards

    There are no such cards, that must be picked every time. Ther certainly are cards that offer a lot of things and are very good, but a must pick in a general sense. Maybe you could make that statement if you‘re talking map specific but for a general scnerario there are no must pick cards.
  11. You activate it before you use your heals. That way the heals becomes that much more effective. I recommend assigning a group the building so that you can easily access it
  12. Level 3 is stil possible with tier 1. Not sure about levrl 4. It will at the very least not be a comfortable run. Agree with your general point though
  13. At least there is a lot of room for improvement
  14. @Th3S0uL As stated before: all replays will be released upon early February. It doesn't sit well with me developping/applying strategies for this map and giving them out for free as that is also part of the competition imo - That is especially true because Pathing is such an integral part of the game, especially in 4Player. Maybe @RadicalX will cast some of the replays? No worries though - they will be publicly available - just as a majority of my old replays for past motm's
  15. Ah happens to rarely to me that something destroys my orb mid building except myself. Thanks for clarification there. Not sure about th exact numbers 75 25 might be correct as well. Hmm interesting. Didn‘t actually know that only toggle refund 100%.
  16. The deck above is tuned moreso towards random PvE where towers are absolutely useless with 2 exceptions. I would probably replace healing gardens and ray of light for 2 towers such as Mortar/Makeshift tower and Tower of Flames/Volcano/Comet Catcher. That leaves Ray of Light in a weird spot because it only really shines with healing gardens. So i would replace that with Surge of Light probably.
  17. Ensnaring Roots you can use in t2 still as it is a very flexible skill and affects all ground units no matter the tier, soeven in t4 you can get some value out of it. Hurricane i would tend to avoid in higher tiers as the amount of archer squads, where Roots is worse than hurricane tend to become fewer and fewer and also less of a problem. Ensnaring Roots furthermore has inbuild synergy with Mines, it is at least worth thinking about. It depends a bit on which other choices you make and with how many open slots you are left after you got all the core cards and maybe a few cards for personal preference.
  18. Pretty sure you loose all the power. as you tend to build them up again for 100 power that is your net loss as the other power is bound permanently anyways ( as you don‘t destroy monuments without the intention of rebuilding them instantly). Essentially you bind an extra 100 power to that monument. That‘s at least my understanding of it. Correct me if I‘m wrong,but i don‘t think any power from the monument or destroyed wells goes back into the void or the usrable power pool upon destruction (except when a monument still in buildjng process is destroyed)
  19. rPvE = random PvE = Battlegrounds. New York already did a goob job of lining out some of the core cards you should be looking for in PvE and rPvE. There is an interesting diacussion going on about Shaman in another thread (about a Nature PvE deck). The TL;DR of my opinion is that Shamans are often more of an optional card, especially considering that a lot of players don‘t use them as a backliner/support unit only but let it attack often as well. Only on a couple of Expert PvE maps are they truly „required“ to play that map efficiently. Considering that their price is absolutely inflated i would not recommend putting a high priority on it whatsoever if you just started and are short on BFP unless you really need the card for a specific expert map. There is plenty of options for a start. If you want to go for damage with supportive spells, then fire natur is definetly a good place to go. I would recommend going fire nature or nature fire in that case for t2, as it enables you to have damage (Lavafield) and cc spells (oink) relatively early into the game. If you go pure nature or pure fire you tend to get only of the 2 things (generally). The t1 you pick is dependend on what you want to focus more, a controlled style with nature that complements the cc in t2 with cards like Surge of Light, Ensnaring Roots and/or Hurricane or a more aggressive style which complements the damage side in t2 with Mine and Eruption. Both starts are fine and are solely dependend on your personal preference. T3 i would personally tend to go towards a 2nd fire orb as you only really loose access to fathom lords but gain access to Inferno instead. Other possible carsds for such a t3 would be Deepocil worm, Equilibrium and Revenge as well as Giant Slayers. T4 Abomination is a must as is Cluster Explosion and Regrowth. ln T4 heavy maps such as rPvE you can further use Twilight Pestilence, depending on if you use Revenge already
  20. Your English is totally fine, don‘t worry. Do you look for a PvE/rPvE or PvP deck? It would be helpful to know these things because the game modes have different priorities and therefor require different types of deck compositions and cards @Marvvster
  21. I highly doubt this will ever happen. The devs stated since the beginning that thy don‘t want to split up the (already small) community. So unless the community absolutely massively grows we will probably only ever have 1 server as sad as that is for players that live far from europe.
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