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DarcReaver

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Everything posted by DarcReaver

  1. Unpopular opinion: Fix the existing factions first instead of working on making Fire-Frost cards a thing (or introducing dozens of new cards). No need for more splash cards as long as stonekin are ingame unchanged and bandits suffer from being among the worst pvp decks out there...
  2. About the Warlock: A Pure Fire deck lacks the slots for additional "fun" cards, esp. in PvP. To include the Warlock into the typical pure Fire deck it needs to replace one of these units: - Enforcer - Gladiatrix - Skyfire Drake - Ravage (a heal can be seen to be sort of similar to a damage mod that the Warlock Spell provides) From my point of view the only cards that POSSIBLY could be replaced are the Gladiatrix and Ravage. And both come at a hefty tradeoff (no gladi = less reliable counter to air units with Spear + Eruption, no Ravage means much more problems at keeping Skyfir
  3. Rogan Kayle should become a bit cheaper, like 70 or 80 power max, his attack and damage is decent but he's underperforming for sure. The ability is great but a bit too expensive aswell. Alternatively, him being immune to knockback could be interesting. About Moon and Virirdya - haven't used them much yet, can't comment on that. But I think the legendarys are too expensive in general.
  4. After playing some time with the new BFP system I think this is a great way to distribute BFP to players, good job.
  5. Statements like this are coming almost exclusively from people who want to shove their weight around. There are dozens of games that have ladders for multiplayer matching and are wiped every now and then. Yet people still play these games, even if they have to re-invest up to hundreds of hours. The game requires a steady time of like 4-5 hours per week to receive boosters and manage to play a mission or two, or a couple of pvp matches. It's literally not much more than playing CS GO at this point. Considering this fact it's likely you won't start playing even after a wipe either. Ju
  6. I proposed to change the L/XL damage types to deal +50%/100% additional damage instead of the flat 50% bonus damage they currently have to reduce the cost efficiency of t3 and t4 units. The unit is stronger but at the same time more vulnerable to its counters.
  7. DarcReaver

    Rifle Cultist

    sorry read your post incorrectly. Good that we're on the same boat here.
  8. I'd also suggest a range increase for the ability on top. Makes them easier to use.
  9. Still think this is the wrong approach to the Mutating Maniac. The unit is a fire-nature version of a mutating frenzy. Frenzy has a risk concept connected to it with loosing HP -> gain damage%. Mutating Maniac needs control + aggression elements to fit fire-nature. It should have more of a Vanguard/tanky unit role that can stand in the center of aggression for a long time and frees other units from focus fire. this makes this unit useful in both PVE and PVP instead of only making it a niche pick for certain PvE maps Possible solutions to apply this: 1) Toxic Cloud applie
  10. DarcReaver

    Rifle Cultist

    Do you even read texts before quoting them? Yes, a Necrofury, along with most other XL units, performs better than Rifle Cultists. Which is what I wrote. So what's your point? It's a common issue that the splashable XL units in t4 overperform. Necrofury with nature spell support + unholy hero has among the highest burst damage in the game. That doesn't change the fact that Rifle Cultists ARE a good unit. Their ability range is longer than Necrofury, they can profit from + % damage from Corsair aura and they do not need nature splash cards to perform. Still XL units are easier to mi
  11. DarcReaver

    Rifle Cultist

    Dunno if you ever used the Dark Grenade ability, but the AoE damage is nuts, and it benefits from spells like Unholy Hero. It's a very cool and unique unit but as usual overshadowed by all the XL units running around.
  12. Minorities are usually overpresent in any kind of public internet vote because they have a higher percentage of participants compared to other groups. Solely listening on thse votes is a bad idea because of that. About the daily rewards: Just as another option: How about adding the "get a free common card" for a "win of the day" quest?
  13. Edit: great, half my post is now in the spoiler area and I can't get it out. Some mod can move the text behind the videos out of the spoiler area pls? I can't edit it. The more I think of the balancing discussions the more I think the problem is rooted relatively deep. I want to split this post in 2 areas, part one is to introduce to a seasoned RTS game from Blizzard, which the older players should still know and is widely considered to be one of the best RTS of all times: Warcraft 3. (of course there is Starcraft, but I'm not that invested in the meta and didn't play it that
  14. If you don't change the overall meta the veterans will stomp the newer players and drive them away from the game, leaving the pvp community ultimatively dead for everyone but a couple of old day players. It's already almost impossible to catch up to all the abusive combos, micro tricks and other gameplay elements to even get on par with the "average joe" player who used to play Bforge before shutdown. Bugs need to be fixed, wombo combos should be harder to obtain and overall it would be nice to have a couple of equally available units for each unit role instead of a couple of no brai
  15. Making it 4 orbs is not for speedrunning but making it an options for players to play more creative decks. Full color t4 + an additional 5th color for healing, CC or different support units etc. You said yourself you don't need it for speed running, it only lowers the time for finishing certain maps, which makes the use of this card questionable anyways. Or switching orbs to feature a larger variety of multi orb units throughout the game.
  16. Separate balancing sounds good in theory but is impractical. Mostly because it confuses people even more than the game currently does. That's why it's better to keep the stats for both PVE and PVP the same. The good thing about PVE is that in theory you can buff underused cards to serve more of a purpose in PVE matches. Example: for some reason Master Archers are nerfed. Northguards on the other hand are never used in PVP, so they can be used by PVEs instead if necessary. This is just an example though. If the amii monument is doing exactly as intended answer following questions p
  17. My guess is that some ppl base their balance judgement on the fact whether or not they win the majority of their games... Generic statements like "back in the day I had XXX" are useless anyways. I see 2 main issues : Main issue 1 is that the game suffers from a couple of cards having no proper counterplay concept. This mostly applies to cards like Curse Well, Church of Negation, Phase Tower, Mortar Tower and spell cards like Wildfire, Nether Warp, Undead Army etc. Those cards do something and other decks rarely have an option to stop it from happening. Main issue 2 is tha
  18. Nature isn't much interesting either ... S units are hurricaned and melee units ensnared, most of the time that's about it because Nature rarely destroys wells in t1. And later on you get perma healed deep ones or (even worse) stonekin cancer.. I'd rather play against Shadow mages with nether warp or shadow frost.
  19. The click is the order that is given to the unit, and the counter is the time it takes until the unit responds to the order. For bnet this value used to be a lot higher, that's why the creator asked if there was a hidden change to the command delay in a recent Starcraft patch. I'm asking because it seems like the units are incredibly unresponsive to orders, especially when forced to use their abilities. Which reminds me a lot of Warcraft 3, although even with a higher command delay in place the units control a lot more "direct and precise" than in Bforge. But when casting spells like Ray
  20. I'm not talking about the individual ping. I'm talking about the command delay which is a set value that is added on top of a player's ping. I.e. if your ping is 120ms and command delay is 500ms the total execution delay is 620ms. If ping is 120ms and command delay is 250ms total delay is 370ms. https://us.forums.blizzard.com/en/warcraft3/t/artificial-delay/4169
  21. That's what is shown ingame when you hover over the ping light.
  22. the card is pretty iconic for frost decks, would be a shame just because some mixed splashes can "teleport" the ship the speed wouldn't be increased. However I'd also like to see stuff like knockback or an aura effect (similar to corsair) would affect nearby troops to suffer less damage instead of a speed buff. This way you'd have a flying fortress that leads forward a massive frost army, that is even more protected from enemy attacks than usual. Fits the Frost theme a lot better I think.
  23. Hello, don't know if it was discussed in the past - but isn't a 500ms command delay quite outdated nowadays? I know that Warcraft III (and Bnet in general) had a 250ms command delay to prevent that players with low internet connections to cause lags ingame (28.8k Modems were a thing back in 2003 afterall). For Wc 3 it was recently removed by Blizzard, along with some QoL changes and removed performance limitations to game clients. I would suppose that the command delay in bforge is for a similar reason. Would it be possible to lower the command delay to "modern time" delay by ar
  24. DarcReaver

    connexion

    Bonjour baguette.
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