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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. i agree on most of that however at least for me when im talking about a twilight, stonekin or lost souls deck i mean that a lot of key cards for that deck and its playstyle are those themed cards. Those decks also always have a orb distribution, so for Lost Souls for example 2 shadow and 2 frost orbs and their t2 is always 1 orb of each kind( so in the example 1 frost 1 shadow). For me those deck i call Lost Souls( to stay in my example from above) always play around key cards that are themed. So a majority of cards that define the playstyle of the deck are themed. For example : Note that this is a rPVE deck and not made for PVE first. This deck highly plays around the revive to increase damage( lost spirit ship is in that deck for healing, armored tower as an efficient tool to get the hp for the ship). Any card in that deck that is not a Lost Souls card( except t1) is just there to support it. Void manipulation is to key to not use it in PVE. Same goes for the efficiency of Resource Booster, just increasing the power you get from wells. Mo because the deck will mainly use Lost Dragons and relies on their ability to also do damage against Lost Souls. But(!) technically this deck is playable without any of those 'supporting' cards. Thats my definition of a 'Lost Souls/Twilight/Stonekin/Bandits deck'. In other cases i agree with you. Just using 2 shadow and 2 frost orbs doesnt necasserily makes that deck a Lost Souls deck. 1) Its about PVE here and the amount of cards he mentioned isnt like super high so i dont think you should wonder about not finding very good cards for PVP. 2) Thats only true for some factions, i agree on that for Twilight especially. However the Bandit ability is quite good in especially early stages of the game. You can nicely abuse it by using Rioter's Retreat and the lifesteal of for example commandos. Lost Souls have a rather weak ability early on, however with the card Lost Evocation you can make some good use of the damage buffing spells. The ability of the units is rather bad unless you have few charges on cards. With void manipulation you can activate it for very few power though, so its not terrible. Stonekins defensive bonus is pretty nice tbh. 3)true. 4)true.
  2. also frost mages and home soil are kinda expensive, especially home soil. Nature t1 is definetly the cheaper and newb friendlier start as it already offers cc and heals in t1. Only thing that i would change on that deck for newbies on the first look is juice tank... the mechanic is very confusing described and is hard to understand for newbies. It leads to a lot of misunderstanding of the card mechanic and often times a wasted deck slot ( even a lot of more experienced players used that card in situations where it is just a waste of power.
  3. the most forgiving faction for PVE is definetly stonekin closely followed by nature. You got great cc with frost and nature, in addition to that the heal benefits of nature and on top the very resilient stonekin units( with their 15% damage reduction). Even better that all the cards you need for stonekin are very cheap. Like some of the most expensive cards was grinder around 100 bfp and thats about it.
  4. my post was related to the one i quoted Quoting people really helps to make sure the guy you relate to will read to as he will get a notification. That way you make sure he can answer and other people know how you are relating to. Also this 'guide' was about PVE and not rPVE in particular For rPVE there are a lot of viable decks.
  5. Nox Trooper or Forsaken is highly personal preference. Nox Troopers are very bad against squad units which as you mentioned youll face a lot because they have to kill every part of the squad with a seperate shot. I almost always prefered Forsaken over Nox Trooper. i basically only used Nox Troopers on Ravens End to kill the Corsair that tries to kill the the wells on the left side of the map.
  6. i cant really agree that mixed decks with more than 2 orb types are weak.It does limit your choices within the factions and you are not able to play those pure cards however thatfor youre able to choose cards from all the factions. A lot of really strong core cards only require 1 or maximal 2 orbs in the factions. For example the buffing cards of shadow( life weaving, motivate, unholy hero, unholy power). Also i think that your explanations about the faction tiers is a bit to short. There is a variety of good cards for each factions and not just the one you mentioned. You dont need to name every card however definetly more than 2 or 3 in order to give a decent overview over the possibilities every faction has. @Eirias is working on a really detailed deck building guide for PVP and dont miss me you dont need to be as precise and detailed as he is, however you should explain why certain cards are superior over others. For example shadow t2: You mentioned harvester, shadow phoenix and darkelf assassins as good units, however you dont explain how to play them and what to combine them with. Harvester is only really good because buffs like life weaving and unholy power are very efficient on him and makes him super strong. Shadow phoenix gets really good in combination with embalmer's shrine. Also you dont mention cards like Nether Warp even though that card is absolutely insane with shadow mages f.e. Dont miss me though, its nice that you made that work however in order to make it good youll need to explain it much more. You should also mention that you might need to vary your deck depending on the map as some maps need 'special' strategies tobeat them on expert level.
  7. you can see the rewards you gain in the opening post those prices aren't fix yet however its very likely that youll get this or something similar.
  8. while i can see most of those achievements as somewhat 'understandable' and somewhat a challenge, i cant see any use in some others such as: Achievements like that are slowing down the game drasitcally as its a lot of power getting used and basically you force people to play certain cards. Those wont really effect the result of a challenge as pretty much everyone can complete it, noone can get an advantage out of it really and that way it wont effect the result of the challenge but just slows down the times. While thats somewhat fun for achievements like sending a swift unit from t1-t4 as it costs just very energy, 'wasting' 300 power is just to much. Also you should probably change some achievements that forces people to play a certain orb at a certain time, for example: You could easily change it up in something like: Claim your second orb only using melee squad units( do not spawn anything but melee squad units until you started constructing the second orb). That way you get much more variety and strategical freedom for the players without changing the basic idea of the achievement. I also got a problem with the following achievement: The last part seems unprecise to me. when you are about to clear t3 and you get attacked there by the incomes in form of the squad, twilight priest thingies and the vileblood, does killing those with normal units as a defense, cause theyre not attacking your t2 yet but just attacking your rippers/rageclaws by clearing t3. You need to be very precise in the achievements or there will appear problems after the tournament because people interpret the rules different. Just some concerns and you might wanna overwork some of your suggestion achievements as i wont go to every single one explaining if i see problems( yes its just coz of lazyness)
  9. restricting orbs is to much of a restriction. Noone will have enough cards for 4 colours that early in the game. On top of that it would highly handicap players that mainly play Lost Souls, Twilight or Bandits. The Achievement restrictions on the map and banning out certain cards on maps is totally enough of restrictions. To come back to the question on top: I think a lot of people will be interested in Community Challenges just like in the old BF, there just needs to be someone who creates such a challenge.
  10. just hoping you are able to balance the PVP and rPVE part well enough in consideration to the PVE part. If you can only obtain 'normal' upgrades in the campaign maps i would think that you should increase the amount of gold youd get in PVP and rPVE.
  11. you missed this bg speedrun https://www.youtube.com/watch?v=c1nrphcTazE great job though
  12. the servers arent stable enough to get flooted by all those players. They need to increase it slowly depending on the actual stability of the server. 922.
  13. 666 Posts. Most evil person on this forum at the moment!!

    1. Show previous comments  3 more
    2. anonyme0273

      anonyme0273

      667... I am ashamed

    3. Treim

      Treim

      its gone sadly yeah.. now im aiming for 6666 :) even a bit more evil( cause one more 6 in it :kappa:).

      I feel like that will take some time.....

    4. anonyme0273

      anonyme0273

      You aim high my friend... good luck with your devilish plan!

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