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Bini Inibitor

Project Supporter IV
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Everything posted by Bini Inibitor

  1. I haven't played too much Twilight in recent times, but regarding PvE I'd blame it (currently) on the lack of options the faction has. Building a pure Twilight deck is pretty straight forward, your pool of available viable cards for PvE rather small and you default to the same few cards fairly quickly. I can build a Bandits, Stonekin or Lost Souls cards and at least say to myself:"Yes, I consider this a respective faction deck." For Twilight specifically I always don't feel so. Twilight deck building feels less like building a true faction deck and more like building a Fire/Nature deck with a bit of Twilight included. Basically an afterthought. However I hope with the intended changes and introductions we can remedy this somewhat.
  2. Time for a full slam dunk! The time has come to obliterate the top performers straight into nothingness! Talking about you Juice Tank.
  3. Forsaken/Nox Trooper with Soul Splicer (Nature) and Motivate is still the go to start for most players starting with Shadow, so nothing has changed here in that regard. Phase Tower got a bit out of flavour due to a nerf it received for PvP. But I still see it, albeit rarely. There are new cards that may be interesting for you, namely Amii Paladins as Majora mentioned or Transcendence, which is a T4 spell card that debuffs a target of your own but buffs all surrounding ones substantially or you can heavily buff one enemy target but weaken all surrounding ones in the process. As for units, T2 the general culprits are Shadow Phoenix, Harvester or Burrower, T3 you may opt for Ashbone Pyros, Swamp Drakes or Deepcoil Worm or any neutral XL unit if needed. Void Return with Furnace of Flesh and Cultist Master is the usual way and Resource Booster. Do you plan to stick with Lost Spirit Ships in T4? If not, Death Ray with the new Transcendence is a great strat. There were several changes to Shadow T4 ground units. You can obviously go Overlord as the staple Shadow T4 unit, try the reworked Necrofury or improved Void Maws. Depending on your T2 strat and further plans, Surge of Light, Curse of Oink, Equilibrium/Regrowth are pretty much the standard spells to take. Offering with Rifle Cultists, too. Frenetic Assault is a popular CC spell and if you go 3 Shadow, the reworked Plague is high recommended. Befallen's Curse got changed slightly, so it too is a consideration along with Soul Shatter. If you want to trade your organs, may take Infect as well. If you stick with Lost Spirit Ship, Maelstrom, Coldsnap and Lost Horror may be good additions. Here's an example of a Shadow/Nature deck. I'd say build a deck, maybe share it and I think everyone can give you some advice on how to continue.
  4. You can thank Kubik for discovering it.
  5. Description: Uhh yeah, not much to add. While being disintegrated by any source, as long as the Flamethrower was active before disintegration took place, it will keep being active and deal continously damage. This can destroy the disintegration source. Rotational effect stops. Video footage: https://streamable.com/a465la Reproducibility: Always
  6. And everybody playing Guns of Lyr, who doesn't forget: "Hurry, clear the engineer's path!"
  7. My name actually has some real life association. Pretty much since I was 3 years old I carry the name Bini with me. All my real life friends, as well as those I got to know during my online life and some within my family call me Bini, so there is that. My actual nickname. Connection to my real life name is there, but loose. Anyways, as it turns out Bini is a name used by some and is oftentimes already used by someone else, so I had to come up with a surname to distinguish myself. I put Bini in reverse, which is Inib and then added the bitor part at the end, as the the word would then be close to Inhibitor (don't you dare...). Related surname, but actually has no connection to the actual word. There you go.
  8. Witches are close to the shard! Stop them!
  9. NAME: Shrine of Martyrs refunds void power in vastly different amounts. DESCRIPTION: Shrine of Martyrs refunds 12% of current void power to every teammate everytime an enemy unit is frozen. However in single player matches, as well as multiplayer matches, it may happen that units count as multiple entities being frozen. Doesn't matter if they're squads or singular entities. In an extreme example, 2 large creatures counted as 9 frozen targets. In some it works just fine. So the amount of void return you're receiving varies greatly, just seems more broken on multiplayer matches. I assume it is connected to instances, where multiple targets get frozen during the same frame. REPRODUCIBILITY: Technically everytime you freeze, as this happens rather randomly in each freeze instance. SCREENSHOT/VIDEO: https://streamable.com/hnr40w LOG: .zip _log_proxy_latest - Kopie.zip
  10. If feasible of course. Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.
  11. It's been fun, could make use of my favourite cards. Lads, do it!
  12. Recorded testing footage of Wasteland Terror attacking squads on walls. 09e23zGLg6Ok6WTiDyKsHXYFju77IjLYdmb7IawcCnh9KUfayNiiRMW6AdD0Aw1B.mp4
  13. Recently I created a deck that only consisted of Elementals. T1 is fairly limited at that with only Ice Guardian. In maps with delayed T2 access, the start with the deck obviously starts to fall apart, but does reasonably well in a variety of advanced PvE maps and rPvE 9. Could've gone T4 with Gemeyes or Grinders, but wanted a decent variety and keep using my T3 units. In addition to what I brought up earlier, reason of bringing this suggestion up is also the current situation and alternatives around that level. I could spent 130 power for a supportive unit that deals mediocre damage and can freeze after some time attacking. Thing is, I can either wait several seconds for enemies to be frozen, keep taking damage in that time frame and leave air units unaffected, or I simply spend the power on a Cold Snap and use Stone Warrior's Shatter Lance to immediately dispose of targets, minimizing the damage I would've taken otherwise. What I didn't account for in my suggestion however was the fact, that upgrades reduce the freezing delay from 7 to 5 seconds (I simply forgot this was a thing), which definitely puts things in a better light. Hence the numbers I presented revolved around the 7 second mark (U0) with additional Rageflames reducing freezing delay to 5, 4 and 3 seconds respectively and upgrades increasing overall freeze duration. While it's definitely not as bad as I initially thought due to this oversight on my side, I still don't think it's a particularly great place to be in with a T3 hybrid support/offense card. I assume players want to make liberal use of their T3 cards in mid and late game, maybe transition with them into T4 and keep using them or entirely rely on a T3 army. And with its, albeit limited, offensive capabilities want to use it more than once or twice. From my experience after several matches and now I ask myself constantly: "Why I am hamstringing myself with this card?" It's rather costly, damage quite low for that, range is low and can only attack ground targets. It's certainly usable and looks cool at first glance, but in various situations I simply felt like exchanging it for any other card. Deepfang looks more compelling for its stats and Critters. Coldsnap is available at T2 and freezes air targets as well while having more liberty in doing so. Frost Shard basically does, what Rageflame currently tries to do; instant freeze, damage, works against structures, more liberty and at a similar, nonbound cost. Not to mention "progress" is completely reset, if Rageflame stops attacking for even a fraction of a second and Rageflames don't synergize with eachother. It didn't feel like a satisfying reward for slotting Rageflame in, when I can have more efficient results with cards that offer better stats for their cost or achieve a goal in a similar or better way and multiple Rageflames not really contributing much more. I really want to know what others think of Rageflame.
  14. I think green will still be a decent choice for unbound makeshift defenses, like capturing Hatecasters, Fleshbenders, Wizard Towers and such.
  15. Equally as in equally effective compared to use against other factions like Bandits or Stonekin. Primary use for purple would be against Willzappers and Volcano/Artillery, as green won't be able to do that.
  16. The fire preset used player card costs as reference, so Gifted Takeover may be less effective in these matches. We may adjust costs in the future, but with the change toward T3/140, Nature affinity should be equally effective against Fire soon.
  17. Haven't played with me recently and it shows, lel. But I've given that some thought recently. My guess is, that most players don't bother using Rageflame because the freezing mechanic feels a bit clunky to use with the time requirement and no tangible reward for playing multiple Rageflames. Hence its support role is somewhat undermined by its own functionality. All other support units in the game grant noticable supportive benefits if you play multiple of the same kind. Be it stun locking with Aggressors, shield spam with Winter Witches or heals with Timeshifter Spirit. As for Rageflame, its full capabilities are pretty much unlocked by a single unit. Sure you can spread them out to cover more ground, but that argument can be made for every other unit in the game. Besides, that method relies on enemy positioning and Rageflame isn't particulalry known for its range. What if it'd use the Maelstrom ammo/stack mechanic instead? For anyone unaware, Maelstrom freezes enemies based on stacks accumulated. Upon reaching 5 stacks (more or less visible by the damage it takes), the target is frozen. So you can use multiple Maelstroms, building up damage and stacks more quickly, causing the target to be frozen faster. Just throwing around some numbers, but let's say an enemy requires 14 stacks to be frozen and Rageflames applies a stack once every second. One Rageflame would obviously require more time to freeze enemies (14 seconds), but with two you'd already break even and with more Rageflames you can noticably reduce the time it takes to freeze enemies with each added Rageflame in your army. So there is reason to play multiple Rageflames. Not sure how good Rageflame is in PvP and what the Taskforce there is up to right now, so would need input on that.
  18. Map: Raven's End Issues: 1. Stonekin Shredder deals no damage. 2. Stonekin Rageflame in the centre camp is hostile towards other Stonekin entities 3. Stonekin Shards in the right camp are hostile towards other Stonekin entities Gameplay implications: Minor. YnGwQ36Es7lcQxLuKAmFBqPp8TiBugrpVOMFBrkjcK1H0bvmJq2dJp95vmmiu4Ck.mp4
  19. Something more of a bug. Left side of the map (as if anyone bothers taking that route LUL) has two Soulhunters next to a spawn building. However one dies the moment the map starts. Doubt it has any gameplay implications, but I thought it worth mentioning.
  20. The meeting was mostly about defining proper tier and cost. About that, we haven't put too much thought into that one respectively. Amazon was a bit left out of the picture during the meeting, as we focused more about units without class restrictions. In Path of Exile speak, both Lost Undead and Beast are class prefixes, so in that regard it wouldn't make too much sense. But personally I am all for changing that one into "Lost Undead Beast" or something similar to allow Amazon to capture that one. Would be fitting, not sure how defining class behaviour works ingame, would be your cup of tea or someone with access to tools. Lost Manabeast would benefit from Amazon's buffs, so question left in the room if that may be a tad too strong. Not opposed to the idea myself however. Stonekin Rageflame was chosen specifically as it doesn't have that much presence early on in cPvE maps, yet we still want to allow players to get an edge by taking over certain units. Similar story for Twilight Devastator; it mainly shines through it's stats. Twilight Curse, same for Treefiend. "An inelegant solution as Parasite Swarm ought to be able to swap them" as WindHunter put it. Hags are quite common however and their stats for a T2 ranged units are not bad combined with M knockback. I suppose adding card info for each AI unit in the future may help alleviate that issue.
  21. One unit considering moving to T3 in the future may be Twilight Whisperer. I view it as a Timeshifter Spirit that trades healing for more offensive capabilities. Quite strong as a supportive unit, but relatively slow and having to sacrifice Parasite Swarm for it would be a suitable option.
  22. This bug revolves around unit cards that consist of more than one individual unit and have modifiers that affect their speed. Namely: Drones, Imperials, Witchclaws, Pest Creepers (Sunken Temple), Scythe Fiends, Silverwind Lancers, Strikers, Werebeasts. These squad units have abilities that modify their movement speed, either increasing or reducing it. If individual members of them die and get replenished by a healing source, these specific members lose their speed modifying trait. In the case of swift units, the whole squad gets crippled down to normal movement speed. Imperials on the other hand, that gain slow during the mode change will have normal movement speed. Phalanx are an exception. Their mode change causes them to become slow, yet they keep their trait after regaining their squad members. I'd argue this is due to them receiving Steadfast during the mode change as well and they are the only squad unit in doing so. It is reproducable pretty much all the time. Use Eruption to kill some members and then heal them up with Surge of Light. However, if they are affected by a speed modifiers again like Frost Bite or a slow caused by an attack, they will regain their speed properties. So a fix of some sort. I guess individual squad members don't get their speed modifiers reapplied properly. Example: https://giant.gfycat.com/TimelyDopeyKinkajou.mp4
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