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DefAnske

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Posts posted by DefAnske

  1. I love pretty much all of the patch, and I apreciate all of the work a lot, but right now I want to share my opinion about the nature Rpve.

    I had some 4 player runs on diff 9 that were very fun, probably more challenging then most other factions, but still balanced to fit in the difficulty. Especially the post t4 Camp with bosses, and the motk's in later rows can really hurt some strategys, but I think that is a cool thing, because the meta spelldecks also get some weaknesses with this.

    I was never a huge Rpve Player before, but this month I actually played quite a lot and enjoyed it a lot, also the singleplayer maps.

    I also played quite a lot of 10s and started to feel quite confident with most maps and the generell mechanics of it.

    But I have to say in singleplayer, also the 9s of nature felt much harder then most 10s I played of other factions (exept maybe LS). That was also affected by pretty unlucky and hard map-layouts I got on nature maps, but it took me like 5 rounds to beat one of them, and there I was already so frustrated that I even played Amii-Monument 😶

    And even with pure Frost T4 with 2 Dreadnoughts, 4 Ironclads, shields of 3 Winterwitches and spell support I lost most of the army in the later camps.

    That felt realy unreasonable to be honest, I would describe myself as a pretty solid frost player, and I think frost T4 is fairly strong, but the singleplayer nature maps are in my opinion way to hard, uncompareble to other factions on 9 in my opinion.

    If you compare a random singleplayer 9 on nature with the Bandit Motm 10, the nature map will challenge you so much more, probably with any possible map layout. 

    Volin likes this
  2. On 5/27/2023 at 11:57 AM, Dutchy said:

    AIS does not need as much micro as WW and does not  have summoning sickness . 

    I think with incredible Mo you have the solution for that already included 😁

    But I do also agree with your other points, AIS is probably enough with unity since the camp wont live long anyway.

    An other cool t4 option is Magmafiend, the damage is incredible but he is obviously not as fast as the worm.

  3. 38 minutes ago, DragoX said:

    Hope it's a lot less buggy then it used to be 🙂

    As someone who also played the game since beta of EA times I can assure you that it is! 🙂

    And yes, there are definitly other old players around from back in the days, always nice to see old players return.

    Welcome back and see you in the forge!

  4. 4 hours ago, DieToPlay said:

    I agree with what you said, that's why I'm saying maybe it's time to look for some t1 changes if fire is so dominant. By that, I don't mean to nerf fire t1.

    I don't think that would make much sense tbh.

    RPvE 10 is kinda specific to do drastic balancing changes to whole factions, every color has its own strenghts and weaknesses and at RPvE 10 fire happens to be the best, don't see a problem with that.

    I mean in my very own opinion fire t1 is always the best choise for everything but I doubt that everyone would agree with that 😉

     

    Volin likes this
  5. Not so easy to just write a walkthrough for it^^

    Just saying that there shoudn't be a shaman incoming from south to the wagon.

    Minoxens replay doesnt work anymore for more then one reason, I guess everyone who found a solution for it had worked for it pretty hard, and I'm pretty sure even coldmind (who played it) had to do a lot of restarts to get the enemy units to do what he wanted them to do.

     

    Blashyrkh likes this
  6. On 1/18/2023 at 2:09 AM, Herdsterl said:

    Have any updated replays? Says replays are broken because of the new update 😞

    Some time ago I created another post (I think I should delete this) with more recent replays. At the moment I'm working on new replays, just finished the 1-player campaign.

    Pure Fire Campaign reloaded

  7. 1 hour ago, WolvenX said:

    Hi, 

    Just a thought.  If I remember correctly, all the promo cards Had added value to either their heath and or power besides their skin changes... this is why they were worth getting.    From what I can see the new promo Mana Wing has no such advantages, thus you are only getting a cosmetic change.   I would respectfully suggest that the card should have at least some form of advantage and then it would be worth all the effort to get it, pretty as it is.   This I believe should also happen for any new cards you are thinking of making into promo cards.  I hope you may consider this suggestion.  I realize that I could be wrong on this.  Anyhoo!!!!!   Have a great day!   😀

    The added value is, that promo cards are already fully upgraded and fully charged.

    This was always the case since the battleforge beta by ea. 

    Majora and Metagross31 like this
  8. Since I already submitted 2 ideas anonymously, I will share my next idea here:

    Name: Dark Parasite

    Tier & Orbs: T2, Shadow Shadow 

    Type: Unit

    Cost: 90

    Hitpoints & Size: 680, M

    Attack value and Type: 700, ranged L

    Passive Abilities:

    Nether Bolt: every 3 seconds the unit fires a dark bolt of energy that deals 95 damage to enemies in a radius of 5m.

    Swift: The unit moves at high speed.

    Active Abilities:

    Blessed Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will have a healing aura of 15m that heals allied units by 2% of their max health per second.

    image.png.cd5724640c591ed9b0f9ab207fa0c785.png

    Active for the shadow affinity:

    Tainted Infection (40p): Target an enemy building to burrow under the earth and supress it from below. The Worm will die in this process. The targeted building will be disabled for 20 seconds. If the building gets destroyed while infected, the worm will be reborn and for the next 10 seconds it will be surrounded by a poisonous cloud, that deals 30 damage per second to all units surrounding the worm in a radius of 15m. The Poison lasts for 5 seconds after exiting the aura.

     

    I always liked the idea of smaller worms, but not as damage dealers, but some sort of nasty parasites. This theme fitted best for the shadow faction. So I added a high risk (high power cost but low stats) factor along with a high reward (possible resurection, unbound unit) system to make this a true pure shadow card. This gives shadow new oportunities to deal with certain buildings, like willzappers, without just copying supression.

    UltDragon, Metagross31 and Kapo like this
  9. I absolutly love the idea, but dont wanna lose everything I collected and played for the last 2 years.

    Would be cool to implement this as an optional second character on the same account, just like it was possible in the old battleforge.

    To not ruin the market, the "ironman" character just needs to have all trading options disabled.

    With the new banners there would also be a possible way to differentiate the ironman accounts from normal ones.

    Would something like that be possible? 

    Volin and wanky like this
  10. The first three 4-player maps are uploaded with a solo version. At the moment I don't think I am able to do the others solo with pure fire, but if someone is motivated to help me with duo runs, I'm pretty sure the others are very doable, just write me here or ingame (Anske).

    Octochicken likes this
  11. 11 hours ago, Evoked said:

    Thank you, it's very interesting to watch. 

    Can you tell me the decision process between the 2 affinities of Volcano? When you only take 1 of them, why do you take the one that you do.

    I noticed Fire Worm being in a lot of the decks, can you tell me why you take this over other options?

    Well I originally used the red affinity only, and I still prefer it mostly since it simply does more damage. In some cases tho, the damage of the green affinity is already enough, and the sustain of the green one is just nice to have. Generally I would always use the red one when you have a wall or something else to protect it. When I use both, its mostly because of the charges, and if I do so, I try to place the green one as the "tank" and the red one slightly off so it wont get focused as much.

    Fire Worm got buffed recently to a realy strong card. You probably saw me using a lot of fire spheres and comet catchers, a swift t4 unit is great for setting those up. The giant slayer is mostly used for that same reason too, but the Fire Worm is also a good allround unit since last patch. Also the cheapest XL Unit and I think the only one with 8 (instead of 4) charges.

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