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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. Not very relevant in rPVE. Soulshatter is generally a better choice for killing units. Sandstorm is kinda okay to take out spawnbuildings, when using 2x Shadow or 2x Fire Frenetic Assault + Infect or Inferno are way better as they also have relevance in t4 as you will generally use Earthshaker to take care of spawnbuildings. If you run a rainbow deck Sandstorm can be an option, still not great though as you still have access to Earthshaker in t4. The only real reason to put it in is that otherwise you might lack damage spells otherwise. Still far from great. Soulshatter and Thunderstorm are kinda equal usefull in t4 when playing a rainbow deck. Soulshatter is generally greater in t3 though. Thunderstorm is equal. Unless you want to use it for stylepoints there are at least equal options in every deck, unless you really want building destruction in t3
  2. This was a pretty good card when playing any frost splash in t2, unless youre relying on Shadow Phoenixes in Shadow Frost t2. CC always has relevance in t3 and t4 as long as you are having ground presence, which is most of the time the case. As already mentioned extremely good with Stone Warrior. Also has some nice synergy with Lost Wanderer, even though except me i saw noone using it. @Loptous Not sure if it was used with Shatter Ice because i rarely saw 3 Frost Orbs and never played it myseld due to BFP shortage on my end. I'd guess its probably not used if you have a 4th orb of fire or Shadow, for Nature pure frost it might be viable. Also has some viability in speedruns, if facing multiple Windhunters at t3/t4 and you wanna be safe of killing the base. Especially used in 2 player rPVE- less in 1 Player rPVE(due to lack of deck slots).
  3. I never really liked it in rPVE. It feels clunky and has a rather slow t3 clear - doesn't even feel fun for me. Shadow Phoenix is way more efficient. Shadow Mages have a better clearspeed and are more fun to play. Spell based combos are much more fun aswell, habe generally a slower cleartime though. Simply not my type of unit. I think for any aspect you might want for t2 clearing there are greater options - except if you really want to use XL units.
  4. Worthy post to receive the 70 rep
  5. I agree. I actually think that Alpha-Tester is an "more recoginzable" rank than Beta-Tester, even though they are both great. Thanks for that
  6. just realized. I didnt saw the badge in the opening post so thats why
  7. https://www.youtube.com/channel/UCfh-qmH5g4IgOzNE8H3fnlg
  8. VoD means Video on Demand afaik.
  9. Exactly my talk then Thanks for clearing that up.
  10. I do not think that the "jokes" itself are a problem. I would guess that the is nothing else. If you would have something constructive to say i doubt anyone would judge about a small "P.s." with a small joke at the end of the post. Correct me if i am wrong @MrXLink
  11. I simply wait until effects of weather are tearing your hill down to 1000 meters as it doesnt stand near a tectonic fracture and thatfor cant build up again. I then use my bears to kick you from the hill. I am nowKing of the Hill. I have a very impressive title so noone dares to touch me.
  12. I am not there to take the hill. As a salesman i am selling you a Crusade to Antarctica where you meet @Ultrakool. Charles aint do shit about that - as a true friend Charles follows you on your trip. As i am there already i decide to stay. I quit my job as salesman and become a king who owns the hill. As defense i have bears who use catapults to throw other bears with battleaxes on anything that tries to approach the hill.
  13. I take a journey through a Black Hole into a Parallel Universe in which the hill was never taken by anyone before - but anything else remains the same. I now own the hill. I set up undetectable traps for defense.
  14. So I think this card shines when you have to defend a spot for a contineous amount of time. Problem really is that there is few occasions where you have to defend a spot and have enough power to spam freeze or where you can make use of something like Frost Crystal. In later stages you have access to stuff like Wbg where this card really isn't anymore. This gets even worse if you consider how few people played frost orb at t1 AND t2 and that PvE wasn't to popular after rPvE was introduced. in rPvE on the other hand this card is kinda useless as this card can only really help you by clearing t3 and the range is kinda small as you constantly move forward. Especially as you have to set the building up before fighting and you have to respect the aggor range of units to do that. Unless you pull all the units in and your mate clears the buildings its kinda of no use, and you really dont need this to clear t3 anyways. So very limited use with medium reward for a rather unimportant phase of the game - not worth using. Also there is a similar card called Lost Wanderer which has a similar effect as it let units deal 25% extra damage to frozen units (which) and it is mobile and has a much more used orb requirement.
  15. From the PvE side theres also the questions whats the benefit of getting Satanael. Sure it's decent enough, but the 3 shadow orbs makes him so unattractive. Theres literally only 2 strategies that you open up with going 3 shadow orbs at t3. Either play Satanel as your t4 card as well - which is pretty fun as you can break the unit limit and have a giant army of 12 Satanaels with as many Snapjaws as you like. And the other strategy that opens up is playing pure Shadow which will only really give you access to Shadow Worm, which tbh is way more efficient to play with Nature heals by simply using Enlightenment. The key Shadow t3 cards are available with 2 Shadow orbs (FoF, Resource Booster, Cultist Master, Frenetic Assault, Soul Shatter, Infect, etc, Church of Negattion, etc.), so having a Nature t3 f.e. really is just benefitial unless you wanna play one of the strategies mentioned above.
  16. uhh no its actually me, might also be that i am still drunk hehe. I never mentioned it because the quiz topic is rather new and it just got to my mind with you creating those examples. Well if theres not a shit ton of questions anyways then i guess it is fine. What i was concerned about is that there would be a lot of questions about cards that are considered core that new players would get the feeling that they really need those cards in order to succeed and do not create their own unique decks. My concern was that due to a major mismatch of quests about "good, standard" cards and "bad, non-standard" cards new players get heavily influenced in picking their cards. While that might not be the worst from a competitve point of view it seems not to be right influencing peoples creativity (don't know how else to call it). Hope that clarifies what i was meaning.
  17. The actual tutorial map was not really much of any help. It basically only covered spawning, killing and commanding units a small introduction to the orb and well system with a small excursus on void power. A brief overview about units, buildings and spells. It was not really of much use tbh. While i think that it was okay to have it as a overview on the very basic game mechanics it was very vague in many respects. I dont think it covered the power systems very well as it was pretty vague on how much power you can expect to get. Also it didnt even cover all base factions or what playstyle you have to expect when having them, nor would it cover splash cards or affinities at all! While i do not think it is necassery to go into to much detail in the very first experiences within the game some of those flaws are pretty big, especially the lack of explanation on the power system and not introducing the expected playstyles of the different factions is a big lack. Imo we should maybe replace or add another small tutorial that introduces players to those very basics and help them finding the playstyle for their first deck. I also would like to have a second so to say "advanced" tutorial map where things like decision making and the likes are covered. I think to explain these kind of things it requires players to have some knowledge about cards and general game knowledge. Also i would not force players to play this map - it would be optional. While i had some time to think about the suggested quiz system i agree on that it is benefitial if players look up the answers as long as they are getting in contact with the matter. I got one thing i would like to have within the system: Do not focus to much on questions that are highly situational and please do have a balance about meta and non meta cards. I feel like if you those questions are a lot about cards that are considered "core" in higher level of play you would direct players into a certain direction on how to play and what cards to use which i think is something you want to avoid early on. The problem with this is that i dont think that there are a lot of cards where you can simply not make a lot of usefull questions about. I would like to explain myself better but i but my english skillz dont allow me to clarify it. Just hoping you get what i mean in this case ♥
  18. I can agree on that as for speedrunners the time inbetween can be viewed as playtime as well. When creating new strategies or tweaking existent once for especially multiplayer maps there is quiet a lot of theorycrafting and coordination necassery to pull that off. That is especially true for maps that are a bit harder to beat. Especially some of the rPvE lost souls maps require multiple hours of simply just talking, explaining and theorycrafting. I doubt that it is possible very easily to make the system be able to differ between just sitting in the forge or doing something like this though.
  19. Problem about the quiz is that you can find all the answers in the internet, so its kinda easy to get those answers - especially once there is someone who collected all of the questions, which i am sure will happen. Also how specific do you wanna make these questions? I feel like if you play for a few weeks you can at least understand on a basic level how most of the systems work in battleforge. And asking very specific questions really are not usefull as they are way to hard to answer for those guys. And i do not feel there are a lot of questions that i would consider on a level that is very relevant for those guys. Problem about those questions is that you do not need a lot of the information you will face. Like i got pretty much no clue how PVP matchups will go and yet i am totally fine as thats simply not relevant for me. This would only really make sense to me if you could choose categories on what you wanna get asked about and what depths you wanna get asked. F.e.: Difficulty Normal Advanced Expert Category PvP PvE General That would be only really for players that do wanna improve though as they can educate themselves in the category and depth that is relevant to them. If you just wanna play casually i think it is totally fine to just skip these kinda things as you will most likely not need those.
  20. 1. Refer-a-friend-systems are generally very abusive due to multi accounting and are not an option without some kind of function that makes multi accounting unattractive, such as the referred player reaching a certain rank and/or playing with the person who referred him. It is possible to balance it out but is not easy for sure. 2. How are you going to determine who should get those rewards? Every friend? Friends that played a certain amount of time with you? Players you got on your friendlist for a certain amount of time? Also the rewards have to be super small if you get a reward for every rank up as otherwise it is just straight up to much bonus, especially early on where you are ranking up so fast. 3. i do not think that this is worth the necassery work to implement this feature - at least for a long time. 4. I would propably not make that quest on its own but a requirement to get a refer-a-friend-system reward. Also think about this: Whats about those players that do not have friends within the game? They're kinde screwed, right? And even those that do have friends - doesn't automaticlally mean that they are able to help you, right? I do not know how you want to determine who is actually helping a friend to learn the game as playing with them is not exactly a reliable way to do check that. While i appreciate the thought of making the game easier accessable, i think you should try to search for a solution that everyone has a benefit of and which will help everyone to actually learn the game. And honestly the only way that i could think of is to have more Tutorials. I mean the actual Tutorial map is simply not enough tp explain more than the very raw basics - and i feel lile even there it tends to struggle in certain areas. We would probably need 1 or 2 extra tutorial maps to help players getting a basic understanding of what affinities are for example. This does not solve issues like card knowledge but it leaves every player with a better overview .
  21. Regarding the Lootlist: @MephistoRoss created an Excel Tool for Upgrades which also contains the Lootlist. I highly recommend everyone to check it out: Also we already had the original Lootlist in this forum and if i remember correctly certain affinities couldnt be sorted to certain maps in that one. not sure if thats the case for your list as well. That problem was solved for except 2 cards( 4 affinities) in that list as well. the wheel stack mechanic did never get changed. It works just as before the nerf. The buffs just simply do not stack anymore - no matter how many wheels you got its never going higher than 20%. Anything was left unchanged
  22. Was an ok card for rPVE. Only really a situational card if you face Lost Souls and have to deal with Lost Vigils and Treefiends at t3. Otherwise i'd prefer windweavers + crystal fiend or FM + MA + Crystal Fiend. Can be replaced with Stormsingers easily as well which are generally more usefull against any other faction and close to equal against Lost Souls. Also is there Mountaineer which is decent. Pick one of the 3 + Crystal Fiend and you should be good to go. Personally I'd prefer Stormsinger > Mountaineer > Aggressor, due to its low cost and that Stonekin has already a large variety of cc, so it doesn't really rely on the knockback of Aggressor or Mountaineer. I wouldn't recommend playing anything else other than the mentioned units for a Stonekin t2 in an rPVE scenario - even though theoretically you can probably play anything (except difficulty 10 maybe).
  23. What a shitty booster - you got Mind Control. Unlucky
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