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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. no need for me to open those boosters got all of em in da forge hehe
  2. well Burrower is worth like 15 BFP?
  3. I think that Mountain Rowday is an interesting card. In rPVE i tried to pair it up with low cost units (most of the time stormsingers with 1 or 2 frostmages from t1 clear. I opened up fighting t3 with a Coldsnap to get into position for Mountain Rowdy and Stormsingers. Spawn building was dead most of the time Coldsnap went off. After that i activated Blessed Ice Block and watched the base die with support of Home Soil and if needed Area Ice Shield. Worked solidly and was kinda funny - not great or even good though. I am not to sure about the card design though. I feel like the frozen form wants to get focussed somewhat and then theres that area where friendly units take less damage which goes against that totally. I am honestly not to sure how to change that card to make it somewhat good.
  4. From an rPVE perspective they were okay but the problem simply was that you can have better cards in every possible splash with DA's and Shadow Phoenix. And thats not even mentioning cards that are only playable in certain splashes Bandits got Gladiatrix which I'd prefer over NC any time. And if you'd start fire T1 you even had great spell support from t1 which is most of the time enough to clear t3 alone. Pure Shadow got Shadow Mages + Netherwarp or Harvester + a fun strategy around Embalmer + Befallen's Curse/Corpse Explosion + Undead Army or if you really wanted you could even use AoC in a fun strategy with 2 guys using it which I'd prefer it over it as well. Shadow Nature got Amii-Phantom which was okayish. It's honestly the only splash where i would consider to play it. With good cc and heal support + good T1 ranged units i see actually some value in using NC's as base nuke - still not great though. Shadow Frost got Lost Dancer, Lost Reaver, Lost Shades, Mountaineer and Stormsingers + my favorite t2 combo which is about Lost Converter and your mate using Netherwarp (frost) to teleport all the enemies into the aura - Its pretty damn funny So yeah not really a whole lot of space for NC's unless you want to play them due to style reasons ? Even in Nature Shadow you got 2 better and probably 1 equally strong option (Amii-Phantom) and i personally think that Amii-Phantom is the more interesting card.
  5. I think it still works but is way less effective - not 100% sure though And actually you can still break the unit limit with Second Chance - you just gotta need to be more creative and its way less reliable. I think Shadow Mage, Dreadcharger and Portal Nexus still work - there might be some more options but the mentioned ones are the most effective ways. However the respawn of units seems to be way more random than before. You always had to fit certain (4) 'rules' to get a 100% chance of units respawning. After they patched Decomposer + Second Chance though it seems like it is either just random nowadays or i just didnt find the the new requirements for it yet ( also might be because i didnt play that strategy a lot after the combo was patched. Btw you can also work around Revenants in theory to break the unit limit - it requires a special deck and you have to clear the map in about 4 minutes after you killed the units to get all the Revenants, but its actually pretty fun. I didnt played that one with breaking the unit limit though yet. Pretty sure there are more ways to get around it, just a matter of creativity and efficiency . Edit: I do not think that its possible to get 14 XL units anymore though. You had to be rather lucky to get it and it was not really worth the risk ( I had like a 3-5% success rate on getting 14 LSS while 13 was a sure thing if you pay little attention ) and without decomposer the window of opportunity is even smaller. But 13 should be possible.
  6. I agree on that it was the most op thing that ever existed in BF. Was super ridicoulus in PVP and PVE. It had like crazy synergy with certain other combos. As you already mentioned some of those synergies for PVP I'd like to add some for the PVE aspect. Due to the basically infinite power you could gather it perfectly synergized with Second Chance. At the time it was possible to activate Second Chance and sent all of your units into a Decomposer. They would return voidless - means their bound power flows into the voidpool which would flow back in your powerpool super fast due to FoF + Embalmer + Soul Splicer. In one activation of Second Chance you can kill units 3 times. Combine that with the power LSS have (they were even stronger back in that days) and you could start with 2 LSS and get 8 out in one Second Chance( you had to enlight Second Chance, so after the first cycle you could spawn 3 LSS instead of 2). You would activate Second Chance twice and that way it was even possible to break the unit limit of 120. With fast fingers you could get 14 LSS at around 8-9 minutes in solo play - even faster with a decent team. After that you had enough power to stack Wheel of Gifts (was also possible at the time) and rush through a map with spell support. Only difficulty about this strategy was that youd split up the LSS into up to 4 groups that you had to direct through the map and keep them alive which wasnt all that easy with only 2 support spells (regrowth + revenge). While that youd need to keep the FoF+ Embalmer+ Soul Splicer combo running all the time. Basically you could achieve times under 12 minutes in solo rPVE play with this one which we are nowhere near these days ( ~2-3 minutes slower). All of the mentioned cards got nerfed in one way or another ( Second Chance + Decomposer doesn't work anymore, WoG doesn't stack anymore, LSS damage got hit a bit). The enabler for all this was definetly FoF+ Embalmer + Soul Splicer without doubt though. Btw how did we get to this point of discussion Btt?
  7. uuh alright. I didnt know that one . Still maybe Hawk is saying about this topic ^^
  8. the project is not dead and afaik they are still searching someone. @InsaneHawk wants to make a new informational video/stream soon so there might be news about this as well.: keep the up
  9. If i remember correctly it was considered useless before Phenomic buffed it to make it completely broken atleast thats what i remember
  10. Yeah as i stated thats i was only really talking about rPVE and not PVP at all. TL;DR: Deepcoil worm > Swamp Drake: does everything better (stats, damage reduction, bonus damage to structures, cc), except not being air Swamp Drake = Fathom Lord: Fathom Lord got superior stats but is worse at killing spawn and defending t4 got no anti air and the cc is generally not great. Fathom > Drones: does everything slightly better than Drones. Drones >> Abyssal Warder: Totally hate Abyssal Warder due to its clunkyness. The ability really saves it. So for the reasoning behin the Pure nature row: I guess Thornbark and Razorleaf is rather obvious, so ill go and explain the other ones. Deepcoil Worm > Swamp Drake = Fathom Lord > Drones >> Abyssal Warder Generally ranged units are way superior to melee units in PVE as you can calculate the enemy movement and actions way better than it is the case in PVP - less surprises id say . So to put this in context. If i play Pure Nature i generally have Thunderstorm in my deck to kill off small units. Also i only play with 1 t3 unit, so there is no synergy regarding other units. keep that in mind . What Deepcoil Worm offers you over Swamp Drake is that it has obviously superior stats and the fact that you have bonus damage against structures. It got some kind of cc that is not negated by enemy units taking damage ( like Swampy has, even though you can play around that rather easily, still a slight plus imo). Also the damage reduction is nice. Basically Deepcoil does everything that Swampy does (except flying) but better ( most of it not by much, but it adds up) Swampy and Fathom Lord are from an rPVE kind of perspective pretty equal. Basically Fathom Lord has superior stats but is melee and ground unit with only a single target cc which is pretty irrelevant as there is no real thread at t4 except Lost Vigils maybe. Swampy has a nice AOE cc that is not super great with Thunderstorm but you can play around that. Swamp Drakes have a way easier time clearing out the spawn building and defending t4 against a close base post t4 as they are less likely to pull it all. Basically Fathom Lord has superior stats but a harder time killing the most important thing at t4 - the spawn building, has no Anti-Air and is worse at defending t4. That makes them pretty equal imo. Drones are basically a little bit worth than Fathom Lord - it has a little edge at attack type but has equal problems with Anti Air, reaching the Spawn building and defending t4. It has no cc however and worse stats. They are still fine though. Little fun fact about them: If you face Twilight enemies each unit of the squad counts as 1 unit for the Paralyze Towers. So basically one of them can take the whole cc . Not to usefull unless you play a t3 deck though . Well now to Abyssal Warder. The stats are actually ok and the ability of splitting up is somewhat cool however i never really felt like it was to usefull. The Crystal Spikes always felt pretty useless to me for its cost and well as i already stated in my post i totally hate clunky units and Abyssal Warder is one of that kind. It always felt slow and somewhat uncomfortable to me. It has the same problems as all the melee units. I know some people totally loved that card and would put it probably even over Deepcoil Worm. But i just never got warm with it - and probably never will. From an more objective standpoint i would probably put it slightly under Fathom Lord and over Drones. Due to my hate on that card i would never use it over anything besides Razorleaf or Thornbark which feel even clunkier to me
  11. I think this card is completely average. Pretty much every splash it can be used in got something that is better, but they all got worse as well. I think it is a perfect beginner card, pretty decent, rather easy to use. You can definetly get along with this one. Actually this ones going to be in my deck for some rPVE lvl 9 farming in the very early stages of the game ( when you got deck lvls around 20-25). Maybe some references on what i think is better in certain splashes (from an rPVE perspeective) - note that those also base on personal preference and are sometimes somewhat equal in strength. I would prefer Swamp Drake over those cards due to synergy with my playstyle or just the feeling of the unit ( f.e. i totally dislike clunky units like Corsair or Abyssal Warder): Stonekin ( this includes and ): StoneWarrior >> Deepcoil Worm > Swamp Drake = Fathom Lord > Rageflame > Drones >> Deepfang > Tremor > Silverwind Lancers >> Thornbark > Razorleaf Cant judge Coredredge as i never used it, probably right between Drones and Deepfang. I do not include support units like Skyelf Sage or Timeless One in this list. Pure Nature ( ): Deepcoil Worm > Swamp Drake = Fathom Lord > Drones >> Abyssal Warder >> Thornbark > Razorleaf Twilight ( this includes and ): Giant Slayer > Twilight Creeper > Deepcoil Worm > Magma Hurler > Swamp Drake = Fathom Lord > Mutating Maniac = Drones = Sun Reaver > Twilight Hag > Vulcan > Virtuoso >> Thornbark > Treefiend > Razorleaf I can not really judge Spitfire. Probably somewhere between Sun Reaver and Twilight Hag. Thats for the traditional splashes. Obviously you can combo Swamp Drake in all kind of rainbow decks or Shadow Nature, i will not cover those in here though. If you got questions on why i put certain things somewhere, feel free to ask - if you want this kinda lists for all t3 units or a certain orb combination feel free to ask .
  12. The threadcreator seems to be not active atm and noone else asked for a card to be discussed. Feel free to pick this up and propose new cards to be discussed
  13. Honestly i think that here is one major point left out that changes the whole dynamic when this game goes online. Most of the people that will play this game (at least in the very beginning) are veterans. A lot of people know at least some basics of the game, so there is no point in slowing down the progress this hard. Especially the people that want to get back up in the ladders are punished by this super hard and i do not support slowing down game progress even more. With the capped BFP system and gold getting untradable there are already enough possibilities to slow down progress. Also i do not think that a lot of people mind having a low deck lvl when playing PVP when they are beginners. If they feel like playing PVP i am almost certain they will - no matter if they have deck lvl 5 or 10.
  14. Welcome mate Feel free to apply in the recruitment section in the forums: http://forum.bfreborn.com/index.php?/forum/52-development/
  15. Finally 1000 posts :o

    1. Show previous comments  3 more
    2. Treim

      Treim

      long will till i got the 1001110001000 post max rank :P- as i am currently sitting at 8

    3. Ladadoos

      Ladadoos

      "long way untill I reach max rank though :D " :kappa: 

    4. Treim

      Treim

      well i had to undo that

       

  16. I know it wasn't an official statement. I tried to point that out in my previous post - sorry if it wasn't clear enough. I just wanted to say that the guy (szabolcsking150) might have mistaken/misunderstood your comment as an official statement. I think he did that because it is the only time i can remember anyone of you guys( the dev team) ever mentioned a date around June or July ( in any context).
  17. In one video @InsaneHawk said that they will most likely be finished around june/july( cant remember exactly) or something very similar to this. Shortly after it was clarified by @MrXLink that this was simply said due to the state of enthusiasm InsaneHawk had at that point and there is indeed no release date for Closed Beta/Open Beta or Release Date yet. I guess this guy just didnt saw that statement and thought after watching the mentioned video that June/July is a fix Release Date
  18. Simply a great card with good value in every stage of a game due to the great utility/cc it offers. Even greater that this is a 3 BFP card and definetly a must-have for any beginner.
  19. Was used very heavily for speedrunning back in the days when you would play around WoG, SC and Ashbone Pyros very heavily. The protection really helped against Twilight maps. Pretty much irrelevant for current games due to Ashbone Pyros not being a viable strategy for speedruns anymore.
  20. maybe you are interested in this:
  21. Mumbo Jumbo is an option for some speedrun decks as it provides 20% extra damage to units. Its much like Frostbite in that regard. Not really anything special, just nice to have if you have the slots for it. Generally only used in 4 Player Maps from the 2 guys with supportive roles. Does not stack with Frostbite - so one of the 2 is enough. Vileblood is like an average card - neither good nor horribly bad. You can use it but you definetly have other options.
  22. only the percentage was lowered, it still works on units
  23. The card description is wrong. It works on Units afaik. After they buffed it to make that 'Looter' just straight up 'must have' in rPVE. Iit was used for 2 or 3 month in rPVE and was just disgustingly strong - then they nerfed it again and meta became like before - pretty irrelevant for PVE before and after though.
  24. Imo this is a very good card. I really liked to combine it with whatever damage spell whenever i play double shadow orbs. It can be combined with SoulShatter, Frenetic Assault in whatever deck you play and brings great result. Due to access to void manipulation the high power costs of those spell combos are nothing to worry about. In Shadow Nature you can add Thunderstorm for T3 clear. This ones even good in T4 where you can get access to stuff like Cluster Explosion. I especially liked it in 'Buff the Batariel decks', where Frenetic Assault is a Standard card anyway and the Aura just kills so much that a shit ton of NC's are getting spawned which can take out the rest of the base, so the Batariel can move on to the next base even faster - they also prevent some damage coming in. They are especially useful against Twilight rPVE maps as they can 'tank' the paralyze effect of the nasty towers( can go up to 3 per base). Even though you should have Disenchant that helps - especially if you play Speedruns where you will have some Players using Bloodhorns and LSS generally. You can generally avoid 1 Paralyze tower by using Matter Mastery before it hits your units but you can generally not avoid the 2nd and 3rd one. very key card in an Ashbone Pyro deck. you need anything that can tank to keep your Pyros alive (kids do not try this at home unless you know what you do ). Little tip: Motivating one NC makes them even scarrier
  25. By doing some math you could determine that, because we know what the current rates are (not final): 1th card: 19.5% chance ultra rare, 80% chance rare and 0,5% chance of getting a promo, 2th card: 20% chance rare, 80% chance uncommon, 3th card: 25% chance uncommon, 75% chance common, 4th card is uncommon, 5th,6th,7th and 8th card are commons [Source] You should probably read the opening post. The daily BFP reward will not be a part of BattleforgeReborn.
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