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Ggoblin

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Posts 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. 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.

  4. 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).

  5. 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.

  6. 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).

  7. 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.

  8. 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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