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Ggoblin

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Everything posted by Ggoblin

  1. Frost bite isn't that useful in pve. You really could use a home soil. Grinders are great, use them. You need some cc as stonekin, oink does it most of the time but if you wanna be freeze themed use coldsnap. Tempest is really bad without freeze, even worse for rpve. Regrowth is a MUST! Too many buildings and not enough T4 for rpve, construct is also too slow there without some kind of teleportarion.
  2. 75/25 is indeed correct, I've tested it multiple times in pve. That being said I wonder if destroying your own monument that is under construction WHILE being attacked would refund power. Hopefully not since that would be punishing to the attacker. Also wonder if there's anything other than repair and toogles that refund 100%.
  3. Sorry. I just didn't give it much attention at first and after that I was kinda busy and didn't even play the game for a while. I'll try to report things sooner.
  4. You should probably splash other colors at T3 and T4. You only need 2 shadow orbs in your deck. You can even use spirit ship + regrowth
  5. New servers would require money so I'd say it won't happen unless there are enough donators from places other than Europe.
  6. It's been a couple weeks since I first noticed that actually.
  7. Notice that it doesn't appear as me having the third upgrade nor does it allow me to open the upgrade window. Any upgrade allows you to do those things regardless of order.
  8. Ggoblin

    Bloodthirst

    Bloodthirst stacked more healing the more damage u dealt in old BF. Here it just heals for 150 per sec max, is this intended?
  9. Ggoblin

    Looter change

    Many players have complained about the looter ability as it makes it harder to know if you're truly ahead since it gives permanent power advantage (not to mention balance issues). The ability itself is an upfront power investment for later return which I don't think represents fire very well. If the ability did the same thing but instead of generating power it returned part of the bound power from the looter directly to the power pool it'd be easier to balance and would go along with fire's aggressive gameplay. Consider if thugs' looter had a rate of 40% of the targets powercost (returned from thugs bound power), you'd get 20 power back from killing a forsaken, meaning that your 60 power unit with 50 power stats only cost 40 in the end but you did waste 1 permanent power. That means that you'd get 5 thughs for each 4 forsaken IF you managed to have them live long enough to be effective and if you can't, then you lost more than when normal 50 power units die. I'd also propose for 50 powercost to be the minimum for the calculations (anything with less than 50 powercost will be considered as having 50), meaning that you'd be able to use thugs on pve without wasting resources (it's fire's s/s unit so I'd really like for it to be useable on pve). That'd also make attacking wells and monuments with thugs a BIT better (since it's just 20 power from dealing 2K/3K damage with only thugs).
  10. The third upgrade from nightguard(p) doesn't work. Got the upgrade from story map.
  11. I find the fact that you need idle units/structures to power the root very odd. Wouldn't it be more fun if you got less return but active entities counted as well?
  12. I think a promo nightcrawler with a black carapace full of stars would look nice. Ghostlike spirit hunters would also be cool. Sunstriders with glowing hair. A nox carrier that looked like itself upside down being carried by a reaper squad. A magma hurler actually made of magma.
  13. Skycatcher has no siege bonus. Do you only use XL counters at T4?
  14. Ggoblin

    Church of negation

    Range can be wonky sometimes because of hitboxes and terrain. When testing artillery vs fire stalkers sometimes the tower can shoot the attackers and sometimes not.
  15. There's nothing wrong with shadow worm. It's only playable with enlightenment to begin with.
  16. Phasetower allows for interesting defense setups but should be punished for going aggressive without support. Maybe if the tower dealt half damage for the vulnerability period. It should probably only be vulnerable for 20s at U3 in that case.
  17. Some cards are too strong with fog of war. It would also make defending a lot harder; try to stop a surprise harvester.
  18. Card upgrade rewards for 4 and 12 player maps have always been weird. The first only gives one reward per player and the second one per three players. How about allowing the four rewards to be picked multiple times (but not by the same player)? Twice each for the 4 player maps and 3 times for the 12 player map (assuming a full party).
  19. A creature with stone skin is very obviously a stoneskin so you should change the creature type.
  20. Although there are a few patches on the wiki it's only a fraction of the total and you'll find that other sources like battleforge's facebook and patches-scrolls redirect you to pages that do not exist anymore. Even if there is some site with all patches it's not so easy to find. I'd like it if our community had easy access to this information so we could analyze card changes like the sandstorm nerf and mauler buff, changes in orb requirements for deep one and tremor, amongst other stuff.
  21. Is there any way to make a compendium with the old BF patch notes? At the very least the card changes so we can have a better understanding of what cards had been balanced and and why.
  22. With banner of glory, decomposer and dark crystal you probably don't need furnace of flesh?
  23. I think you're overcomplicating the ability with cost and orb restrictions, fixed health cost and killing units below 50%. Just make it able to kill any units with less hp than it at the cost of the same amount of hp and some power. If you can kill a strong unit with it it was already low on hp to begin with. I could see this being used on speed runs for fast clear of early weak mobs. I think something like 50 power cost upgrading to reduce it by 5/5/10 for 30 cost at U3 would be nice.
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