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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. It is not about the card idea, the card was merely an example for terrible game design as it lets you skip parts of a map. While Amii Monument does not do that to the same extent it has a diminished effect like that in that you basically can skip the part of actually clearing t4 the way the maps were designed to do it. You were never supposed to clear your t4 with a bunch of t4 units. While Enlightenment can be argued to break that pattern that card can only summon 1 unit per cast with a pretty significant cast time. Amii Monument allows you taking/killing your actual t4 with a bunch of t4 units with basically no drawbacks. I don't hate the card, i am merely pointing out that it breaks the game in a way that needs fixing. Maybe a more fitting desciption of the card and what it allows you to basically do is this: Relocate every unit between your t3 and t4 to a different part of the map. Thats basically the same result. Tell me that's not broken. As much as people complain about Lost Spirit Ship or whatever, this is just so much worse imo. P.s.Also Amii Monument actually is exactly like the imaginary example card i posted at least on Soultree. Get T4 -> Build Amii Monument -> Win map, gg ez.
  2. Well then changing it to a 4 orb card shouldn't be any issue. You can still do use all the 5 orb decks but the cards doesn't break the game pre t4.
  3. That depends on your deck build as there are decks that dont take more or less units in t3 regardless of playing amii monument That is mostly true for splashes that play 2 shadow orbs in t3. You probably will use Frenetic Assault and Infect regardless of playing Amii Monument and additionally probably also use Cultist Master for void manipulation. Those 3 cards are a perfectly able to clear any t4 as well and i actually run it like that. I know it is exceedingle rare people use that setup but that makes the slot technically still a downside - however minor it is
  4. I don't know who you are playing with but they can not be very good fire t1 players. Lost Souls fire has by far the easiest time because you can cast 3 mines before they expire. With a minimal amount of experience it gets very easy to place them in a way to kill Lost Dancers as well as the front line. Fire does great if the 2nd camp is close because you can at the very least destroy the spawn and a majority of a camp with just 3 nomads + Mines + Eruptions. With a half decent player fire offers the best spell support in t1 if played correctly. If push comes to shove you can always easily solo clear t3 with the cards mentioned above. On top of that Fire easily allows you to trap incomes and alleviate a ton of pressure that way as well as negate the close base factor in about 80% of the games you have one because generally speaking the incomes pulls the base. You can circumvent that with Nomads. Fire Dragon is a good unit but it has issues regarding orb requirements. Fire Nature you are better off just doing Abominations with spell support instead of Fire Dragon and supposedly Grimvine. While Fire Frost leaves you with Constructs (i guess). Fire Shadow you got bloodhorn but you sacrifice Frenetic Assault, Resource Booster and Infect to get a card that is worse than Bloodhorn at boss killing anyhow. Imo only really worth playing if you play Pure Fire. At least from a purely efficiency point of view.
  5. By that logic you could just create a card that requires 500 power in t4 and instantly ends the game. Not a viable PvP card and therefor shouldn‘t be an issue right? It is however bad game design and Amii Monument falls in that same category. The card completely and fundamentaly changes the way the game and therefor maps are played while having no drawbacks except that you have to use a deck slot on it. The card is broken on so many levels that i can not fathom how Phenomic ever thought the card being fine as it is. Bad game/card design should be enough reason to change cards even if they not necassarily effect other players directly
  6. You put them in your battleforge replay file and can watch them as a replay ingame
  7. I think you can get to the options menu by pressing ESC aswell. Not 100% sure but you miggt wanna try.
  8. Well to be exact Dragons debuff ALL ranged units, including air units. It is just that Incredible Mo functions as a buff the counteract that debuff. The problem however is that Lost Dancers negate all buffs on a unit but as they can only attack ground units you get the end result that ranged air units are unaffected by the dragon debuff but the ranged ground units will still be affected as they will get attacked by a Lost Dancer rather sooner than later. so basically it is "Lost Dancer debuff counters Incredible Mo buff which counteracts Dragon debuff "for ground units while for air units you only get "Incredible Mo buff counteracts Dragon debuff"
  9. Stonekin is one of the slowest rPvE deck in the game due to a lack of damage options. you shouldn't have any issues completing 1 player maps though. I use that in 4 player level 9's, With a few tweaks solo lvl 10's should be no issue at all: Replace Stone Warrior with Amii Monument and Frost Shard with Aggressor. If you lack charges you can replace Thunderstorm or Equilibrium with a 2nd Gemeye or Grinder. Ice Tornado is purely for killing the spawn building. Home Soil and Ice Barrier is good even in later stages as you can place it close to your Gemeyes for a damage increase. Try to get 3 Grinders relatively early on to get the healing going. Frostbite to increase damage against bosses or key units in a base. Revenge can be swapped with Stone Shell if you really want but Stonekin generally has enough healing and lacks the damage so every bit counts. That's why i prefer Revenge over Stone Shell. T1 can be swapped with nature but Home Soil adds on nicely in later stages of the game and with frost t1 you don't lose any extra slots for it. Edit: Basically any deck but maybe pure nature and pure frost is faster than stonekin but it is very noob friendly. i would advise you stay with this deck for a while as you currently seem unable to even micro manage a few Giant wyrms. - No offense.
  10. Currently i use: dryad, windweavers, Surge of light, ensnaring roots, Shadow phoenix, embalmers shrine, furnace of flesh, cultist master, infect, frenetic assault, Batariel, enlightenment, regrowth, equlibrium, disenchant, shrine of war, unholy hero, unholy power, life weaving orb order is: nature >shadow>shadow>nature >nature swapped to fire
  11. What do you do about maps that have multiple different decks? the support decks are pretty straightforward most of the time, but Blight f.e. requires very different decks for every position.
  12. having those bases on lvl 10 is pretty common. Though they generally are not that close to your t2 that the towers can shoot it right away. On random maps and with a non specialized deck for those situations you have only really one way to beat those maps: When only the towers attack you, wait for a bunch of power before you get t2 and then just spawn all the t2 units you need right away and attack to at least take out the spawn building and preferably the towers aswell. You can then generally take yur t2 without any pressure before you can clean up the rest. If the whole base attacks your t2 right away you can only build a pretty big t1 army and then wait for a bunch of power before building t2. use your t1 army as a meat shield until t2 is up and then clear the spawn building and towers first and preferably the ranged units after that as those are generally the ones that are responsible for the whole base attacking you. Tbh though - unless it is map of the month (which is as to date not available yet) - just restart upon seeing it. Clearing until t2 of a different map is generally way more time efficient and those maps are not that common.
  13. To add to the mentioned above. I tend to even orbswitch after enlightening my Batariel ending up with 2 shadow, 1 nature and 1 fire orb. That allows me to both use frenetic assault as well as disenchant and shrine of war. Buff the Batariel can be one of the few decks where void manipulation with Cultist Master + Furnace of Flesh is not enough after all. Note that this IS a bit of a risk as in if your batariel dies you have to swap back to nature to enlighten him again which is actually a pretty huge time loss. I liked to have Infect for Lost Souls map so you can pull out the later bases and get some crawlers first that can work as a meat shield and distraction as your buffs don't work really well on those maps with lost dancers debuff ability. They are also usefull in twilight camps to take the effect of willzappers when there are multiple ones in a base as disenchant has quite a long cooldown time - even with full charges. I am not sure if orb switching is best for most players as in you need a decent understand of what your deck can handle and how to play out certain situations. You maybe want to try it out nonetheless or if your new to the deck keep this variation in mind once you feel your mastery is sufficient to keep your batariel alive in all situations - including the nasty Lost Souls maps.
  14. Currently playing: rPvE 9 4 Player : Batariel 3x Windweavers 1x Dryade (frost) 2x Shadow Phoenix 2x Cultist Master 2x Batariel (fire) 2x Embalmer's Shrine 1x Furnace of Flesh 2x Shrine of War 1x Ensnaring Roots 2x Surge of Light 4x Life Weaving 1x Curse of Oink 2x Disenchant (nature) 2x Unholy Power 4x Frenetic Assault (nature) 1x Infect 3x Equilibrium (frost) 1x Enlightenment 4x Unholy Hero 2x Regrowth Playing this deck in solo rPvE with the addition of Amii Monument instead of Unholy Power on all difficulties (mainly 10) rPvE 9 4 Player: LSS 2x Forsaken 2x Shadow Phoenix 2x Cultist Master 1x Fallen Skyelf 3x Rifle Cultists 3x Lost Spirit Ship (fire) 1x Flame Crystal 1x The Incredible Mo 2x Embalmer's Shrine 1x Soul Splicer (nature) 2x Resource Booster 1x Furnace of Flesh 1x Breeding Grounds 2x Motivate 4x Offering (nature) 4x Frenetic Assault (nature) 3x Revenge 4x Equilibrium (nature) 4x Unholy Hero 2x Regrowth Playing this deck in solo rPvE with the addition of Amii Monument instead of Incredible Mo on all levels (mainly 10) My PvE deck is changed depending on the map. My general core setup is to play this though: 3x Windweavers 1x Dryad (frost) 1x Viridya 2x Cultist Master 3x Lost Spirit Ship 1x Giant Wyrm 3x Rifle Cultists 1x Furnace of Flesh 1x Ensnaring roots 2x Surge of Light 4x Offering (nature) 1x Curse of Oink 2x Regrowth Depending on the map i fill in these cards: 2x Embalmer's Shrine 1x Primal Defender 2x Shadow Phoenix (only with Embalmer's Shrine) 2x Resource Booster 3x Revenge 1x Infect 4x Frenetic Assault (nature) 4x Equilibrium (nature) 4x Unholy Hero 3x Lost Spirit Ship (fire) 1x Giant Wyrm 3x Necroblaster 3x Amii-Phantom There is a few maps i use a completely different setup but then this gets even longer, so I'll leave it at that Work in progress are currently a Twilight and Bandits deck for rPvE lvl 9 4 Player and frost and fire t1's
  15. Well the general questions can easily be expanded to custom maps. I won't explicitly change the text for those quests but will add a little hint at what you suggested before in the thread introduction.
  16. In terms of difficulty compared to normal PvE it would be "Advanced" difficulty. With just the starter cards and any extra XL unit you will have no issues clearing it.
  17. I sadly can‘t get in depth - today, I will come back to this tomorrow with some more advice regarding rPvE because there is stuff that can be optimized
  18. I would recommend motivate for t1 T2 you can also go Shadow Mage + Netherwarp (nature affinity) - those work really well with motivate as well. You definetly want Cultist Master and furnace of flesh as well for void manipulation. The rest is kind of optional imo, bit infect soulshatter and frenetic assault can help a ton (especially the latter two) Infect also synergizes nicely with motivate btw.
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