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Treim

Alpha & Beta Tester
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Posts posted by Treim

  1. Frenetic nature affinity allows you to target buildings. Units tend to clump around those - especially the artilleries, so the nature affinity allows you to maximize cc (which is the main function of this spell) and therefor take less damage. For incomming waves shadow affinity would be better but its a minor downside conpared to what you gain, especially since you dont lose that much damage in camps compared to the shadow affinity (more cc = more units damaging each other = more damage).

    Yes downside is that you have resource booster later, which is a pretty major one but not one Bandits can not deal with as it is not a faction that is heavily unit dependant in t4. Power for spells is to be prioritized. You will rarely find need for more than 3-4 Bloodhorns even fore the hardest camps, so getting the boosters 2 minutes later is acceptable if not optimal. Fire grants you with a natural solution to your problem with small units being leftover after the fight and with the easiest/fastest/best t1 in the game.

    Both ways are acceptable and good solutions, whatever you pick is personal preference. Fore fire t1 i run: Sunstrider (mostly for trapping lost dancer), Nomads, Mine, Eruption(mostly for nuking the enemy spawn when i have a close base)

  2. Tbh i would build the whole deck differently.
    Inc. Mo does nothing for you in this deck. Sure the damage reduction is nice but why bother when this desk is all about nuking bases.
    I would also add the other affinity of cluster and Inferno and frenetic assaut instead of aura of pain, blood healing lavafield.
    Would also add Cultist Master for a faster transition from t3 to t4. Nether warp is worth thinking about, the utility it offers is simply to good to pass up on in a lot of cases.

    I would probably use this:
    Forsaken
    Shadow Mage
    Viridya
    Soulhunter/Ashbone/Lavafield (or any other card you want really)
    Cultist Master
    Bloodhorn
    Bloodhorn
    SoW
    Resource Booster
    Soul Splicer
    Cluster Explosion
    Cluster Explosion
    Inferno
    frenetic assault (nature)
    Infect
    Soulshatter
    Nether Warp
    Motivate
    Offering
    Unholy Hero

    The additional damage and cc spells should solve much of your issue with small units. I tend to play fire t1 for that case and just have eruption for those cases - but it really is just personal perference. You could try to use offering on CM and then just double soulshatter or something.
    There is no single best card for close bases, its more about how you play those out in general in regards to timing, taking wells and positioning. Shadow Mage with splicer is a good solution for defences though. Phoenix not bad either though - it is important to not use them brainlessly though - shouldnt be to much of an issues anyways with embalmer shrine though.
    For bosses you can just use Unholy Hero. For the small ones like Nyxia you simply leave one red affinity with activated ability and unholy hero behind and move on with the rest. After shes dead just offer and resummon.
    I dont take bloodhealing because you either just offer and respawn them when they get to low and the healing of stampeding through buildings is generally enough of heal with all that nuke potential - thats why i dont take earthshaker either - you basically cut your own healing which is suboptimal.

  3. Yes the difference in map strenght is significant even within a level. That is not exclusively so in 1 player rPvE 10 though. Bandits is by far the easiest enemy to face in any given game mod. And you will find close bases with tortugun and constructs in 2 player rPvE 10 as well at t3. Those you have to clear solo as well, even though you can get spell support from your teammate to a certain degree.
    I would even say that the strength difference in lvl 10 4 player is the biggest though. In the worst case you get shielded treefiends and Lost Vigils that instantly attack your t1 and even if you manage to kill one they will simply respawn next to your base. No chance to even build up an army.
    While that is an inherent problem of the factions and especially bandits because they are at no point even 2nd hardest enemy to play against, it is not easily solved and definetly not a sole problem of solo rPVE 10's and would probably need an extensive rework of the PvE factions itself.

    About the huge difference in rPvE 10 to rPvE 9. I wholeheartadly agree with that, however i would say that 10 is just the right difficulty even in its current state and the hardest possible maps. It is after all THE hardest difficlulty and should not be possible to complete by just anyone. In terms of difficulty level i would say that the current level 9 should be a level 7 map and thge new level 8 and 9's would slowly ramp up in difficulty so that you end up at the new level 10 with the harder level 10's nowadays (close bases, massive shielded units, etc.). Obviiously thats more of a rough outline of how i think it SHOULD be.

    Also about the "there is no counterplay" to this point. There and those are the types of maps that actually the lable of level 10. Anything else on level 10 are just joke maps imo.
    Do you need extensive knowledge about Battleforge and how rPvE functions how units operate? Absolutely yes - and that's what the hardest level should require to beat.
     

    SunWu likes this
  4. 2 hours ago, DarcReaver said:

    Is that result of using Amii Monument for the 5th orb win condition?

    I tried to clear the map as fast as possible (without the monument) with a shadow/fire/nature deck and ended up with 17:2X:xx and it seemed to me like I could finish it in  like 16 mins - but in no way in a shorter time because not enough power for that.

    Also how is it possible to take the power wells immediately? Whenever I try that the 2nd minion wave rushes them and ignores my archers on the walls... So I take them when the 2nd wave is engaged in combat already.

    I did that map with only the starter cards + Stone of Torment at U0 in 15:40. With room to improve on that as well. (YT video will probably come in a few days/weeks by RadicalX)

    For the 9:40 you need Amii - that is correct. 

     

  5. Didn’t watch the replay yet, but from your explanation i can tell you that‘s perfectly normal for rPvE 10. Probably a bit unlucky to get the base that close but not unheard of either.

    Pretty hard to deal with i concede, but definetly not impossible. Will probably watch the replay tomorrow and might add additional comments if the situation is vastly different from what i expect it to be from your explanation.

  6. 3 minutes ago, fEDM said:

    Is amii phantom, ashbone/wurm your safe fail units you talk about?

    Yes. You can play other stuff as well. Those would be my preferred solutions though.

  7. So you are basically playing a rainbow deck with LSS as your prime damage dealing unit and Overlord as ground presence. That is pretty good already tbh. You don't really need to change a lot for that. I would assume that your support for those units is insufficient to make them work really well.
    Considering nature t1 and LSS in t4 i would build/recommend the following deck for lvl 9 rPvE
    T1: Nature
    Windweavers
    Dryad (frost affinity)
    Surge of Light
    Hurricane or Ensnaring Roots
    Offering (nature affinity)
    T2: Shadow
    Furnace of Flesh
    Amii-Phantom
    Oink
    Resource Booster (only available at t3)
    T3: Shadow
    Cultist Master
    Deepcoil Worm or Ashbone Pyro
    Frenetic Assault (nature affinity)
    Infect
    Soulshatter or Equilibrium (nature affinity)
    Revenge
    T4: Frost
    Lost Spirit Ship (fire affinity)
    Overlord
    Rifle Cultists
    Regrowth
    Unholy Hero

    Ray of Light is at best okayish and generally Surge of Light will do the job anyways. Ray of Light only really becomes a boon when you combine it with Healing Gardens which are not necassary for Lost Spirit Ship t4. I only use 1 affinity of Lost Spirit Ship because Rifle Cultists and Offering can give you back charges and can become invaluable for some maps to get back charges for regrowth - especially if you do not run Equilibrium or have a low amount of charges anyways.
    The main combo for this deck is to keep 3 Cultist Master close to your Furnace of Flesh and use the Cultist Master ability basically on cooldown. The Cultist Master spawns Nightcrawlers which do not cost you any power. The Furnace of Flesh gives you back power from your void pool depending on how high the maximal HP of units dying around it are. This allows you get back power from your void pool really quickly and therefor spam more units and especially spells. I hope you are generally familiar with the concept of the void power pool. Otherwise if you don't understand from this explanation, just ask away.
    I tend to have at least 1 unit in each tier as a fail-safe plan. In higher levels you sometimes have close bases that can not or only with severe difficulties conquered  with lower tier units.
    I think the general playstyle of this deck pretty straightforward. if you have any specific questions - again - ask away :)


     

  8. Up until level 9 you can basically anything. For level 10 you have a little bit less freedom because you can have slot problems for very slot intensive decks.
    The Batariel strategy is a speedrun strategy for some rPvE maps. You will have no issues beating any map with that if you play it correctly that is.
    As you can win rPvE 9 with every orb combination it would be helpful to know what kind of orb combination you want to play. That is so i/we can give you more precise advise instead of just listing cards of possible decks - as there are so many viable ones :)

    As you seem to be an beginner/advanced player (correct me if i am wrong here) i would probably reocmmend Fire Nature or Shadow Nature as good options for you. They tend to be decently quick, offer a decent amount of protection (heals) but not overly so like pure nature or Nature Frost.
    You can however play anything else you want as mentioned above.

    fEDM likes this
  9. @ToonHawk
    rPvE 9 is doable without any issues with mabye the exception of some Lost Souls maps.
    I'd probably run something like this:
    T1:
    Nomad
    Sunstrider
    Mine
    Eruption
    T2:
    Lavafield
    Gladiatrix
    Wildfire
    Moon (for t4)
    Disenchant (nature affinity)
    T3:
    Shrine of War
    Juggernaut
    Inferno
    Unity (frost affinity)
    Unity (nature affinity)
    T4:
    Cluster Explosion (fire affinity)
    Cluster Explosion (Shadow Affinity)
    Batariel
    Earthshaker
    Moloch
    Fire Sphere

    It is important to know the timing of when toi send Moon into a base to start healing, she is to be kept a little bit behind your units as she otherwise takes up a valuable spot of Unity and does pretty fast if you dont include her in Unity and keep her in the middle of the fight. As her healing relies on corpses on the ground you don't want to wait to long to send her though either. Timing is key here.
    That brings you to the most important weakness of this deck which is that you do not have any reliably heals (i dont really count Unity) mid fight. Even if you send Moon in for a heal midfight she will probably gert knockbacked by something. It is a fine line but definetly doable for lvl 9's. Would not recommend doing it on 10's though as pure fire has a very unreliable t2 as well and can struggle a lot against Lost Souls and Stonekin t3's in particular.

    @DerNewYork played more pure fire than me though and has some additional thoughts on this topic specifically?

  10. 37 minutes ago, DarcReaver said:

    Of course, it's impossible to make all cards viable. I've stated that myself in my post.

    But it's pretty sure to say that for every meta card there is at least one other card with the same or a similar role and orb/tier requirement.

    If you focus on those first you'll already have like 60 additional cards that can be used, which is easily a lot.  

    Yeah but i doubt that that will be a thing upon release either which ist where the rate of acquiring viable cards is most crucial :)

  11. 32 minutes ago, DarcReaver said:

    This issue is actually caused by bad card balance.

    If you have opened a booster, got an ultra rare card, 2 rares and 5 commons, and all of those cards are completely useless, the booster was a waste of time. I've opened dozens of boosters since the open beta started and the amount of situational cards that can never be used in competitive games was insane. It's just lame to open a booster, get a rare card and that card won't be useable in any deck because it's crap and doesn't serve a purpose. 

    Once the core functions for this game are working there should be a collective about making certain cards viable alternatives to the most-used/required cards, esp. for pvp.
    In a second step the useless/niche cards should be revisited. Cards need to have a proper use. If they don't they shouldn't drop in boosters.

    If this is done the boosters automatically become a lot more "worth", simply because the cards themselves will be more useful. 

    etc. etc. if that is done with like 50 cards you'll notice that there will be much more incentive to get boosters and get more balanced AH prices for a variety of currently overpriced cards.

    This is not about nerfing "meta cards", it's more about buffing other cards to provide viable alternatives to them. Sure, you won't be able to make a card like "Wallbreaker" a useful t1 card for fire (unless you play 100% of the time on Lajesh) but there are dozens of cards that can become useful with some minor changes.

    Examples:

    Shadow t2 decks: usually M/M unit is Nightcrawler. Making Eliminator viable you get 2 card choices instead of 1 for this slot (so it's double the chance to have a useful Shadow M/M unit in a booster)
    Natur/Fire : making the Twilight units worth their power cost to make them alternatives to core units like Ghost spears etc.
    Frost: tweaking some useless spell cards, especially in t1, and the towers (maybe based on my suggestion in the other thread) : 

    And yes this should be done. Just because it's possible to play the game according to the old meta doesn't mean that there can't be improvements. And having multiple units that are equally useful in their role will do a lot.

    Phenomic even has done this themselves. They added units like Witchclaws as alternatives to the Dreadcharger, for example. 

    If this is not done the game community will die relatively fast, with only a couple nostalgics left over.

    Thats all nice and dandy and i agree with the point of making more cards viable, it however only touches my one factor that plays into the topic of discussion

    I agree that havin more viable cards will allow you to get to a viable deck faster and will alleviate the issue, it does not however completely negate the issue unless you make every card about equally good for competitive play which is a unrealistic assumption to make imo, especially upon release. I think it is pretty unlikely that there will be a lot of card changes early on or even pre release which is the main timeframe where my argument matters. People that join later on, this will certainly help though.

  12. 25 minutes ago, Lavos2018 said:

    the only map so far that Monument actually breaks is Soultree, you can complete the map without attacking the twilight camp for the 5th orb, because you grab the 4th then use Monument and the game treats it as a 5th orb and causes victory as soon as the orb is finished building since the objective is to get 5 Orbs, maybe the devs can fix it so the quest only triggers victory when you grab the "normal" 5th orb so that monument isnt a cheap time-saver for a much easier and safer win with no risks associated

    but thats literally ONE map, a singleplayer PVE map, where it makes a large difference

    what i see here is some people worried about what is ultimately a non-issue, the simple fact is this: if you dont want to use it, then dont, but you dont need to have the entire game balanced according to your own whims, that is incredibly selfish and a good way to decimate what balance the game DOES have

    the minute we start balance discussions based solely on the fact an incredibly small number of people dont like something, we may as well just give up right then and there because we have let a small number of people change something for an entire community most of whom did not want an unnecessary and borderline-pointless change

    balance talk is fine, but what im seeing is sour grapes, not legitimate talk of balance, as others have said, Monument doesnt change the game so much that its broken and it has some limitations which hinder it in many circumstances meaning its mostly enjoyable for solo play, and theres nothing wrong with that, it doesnt magically make a map an instant win (outside Soultree but i addressed that) XL units arent impervious, especially not to boss-type units who generally deal insane amounts of damage in PVE

    in the end, if its mostly effective in solo play, what should that matter to anyone but the person choosing to use it? its not hindering the enjoyment of anyone else because in solo play it CANNOT effect anyone else, and as long as a person isnt cheating or hacking, then i say let them play decks how they want in solo play, as long as nobody is breaking any rules then its not our job to police how everyone else enjoys the game

    That comes down to people not understanding HOW to break maps with that card.
    There is a reason why Amii Monument is used for basically every single speedrun record except 2 and 4 player rPvE 10 and Siege of Hope
    There is literally ways to abuse the card to allow for some insane strategy that speeds up the game by so much. The card is not only broken in solo play but allows you to play around a massive shortcut on all of those maps. And sure some are more obvious and insane than others - Soultree <-> Encounters with Twilight. On most of those maps Amii Monument is the card that even allows you to play that strategy: Convoy, Slavemaster, PtD, Nightmares Shard, Nightmares End, King of the Giants, Bad Harvest, Soultree, Oracle, Ocean, Insane God, Dwarven Riddle, Mo, Crusade Treasure Fleet, Behind Enemy Lines. Probably missed a couple as well.
    In Nightmares Shard one player even gives up his last monument just so the other guy can use Amii Monument. Now tell me that doesn't change the way you play the game. Amii Monument is the single most used card across all speedrun strategies with maybe the exception of regrowth and that is because it is so often a massive shortcut if you know how to abuse it. Just because most players don't know how to abuse it, doesn't mean its not worth fixing. If there is a bug in your game but 99% of players dont know how to abuse it, doesn't mean you just leave it be. And Amii Monument basically is just that.
    Otherwise we probably just leave all PvE cards as is and only balance PvP relevant cards.

    it's not like we even argue Amii Monument is the only stupid card there is - because there is a couple more - just none to the insane level, that they literally change how you can play most maps.
    LSS; Shadow Phoenix, Shrine of War, Furnace of Flesh + CM -the list goes on. This thread however was about Amii Monument.

  13. That is not a thing at least as far as i know.
    Spawns can however pull the whole base if they are attacking you and close enough to the next base. That is pretty common even from t2 to t3.
    About 80-90% close bases are not actually in aggro range of your t2 by themselves. Only when the spawn comes and attacks is the base pulled as well. That's when trapping incomes actually becomes an important technique to know. It is overall all about aggro ranges from my experience at least.
    If you pull the next base after the 3rd spawn that probably simply means that they are slightly closer to the next base  and that aggroes everything else. Especially artillery range units like Bandit Snipers can become a nightmare in that case.

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