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TREX

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  1. JarodDempsey liked a post in a topic by TREX in Completed Tower Changes - Old Thread   
    Infected Tower:
    I would like to refute this absurd nerf, what purpose would you have for Infected Tower other than it being a defensive tower? Why on earth would I even use the twilight bug ability in the future? 
    I am an avid Twilight bug deck user and have been using such deck in Battlegrounds for a long time but I have to say ever since the new update on battlegrounds, the deck has become even more lackluster to single unit clear + Infect/frenetic/disenchant, which brings up the point on why hasn't the team been revising changes on these kind of one man army strat since they obviously allow you to get top 10 in the speed run rankings every time? 
    --------------------------------
    Lets' dispel the myth the common opinion that everybody thinks is that the twilight bug deck strategy is easy and requires no skill when in fact: 
    A)  Limited Air Counters:
    A typical twilight bug deck (SSFN) has limited choices to Air counters, lost dragons, spitfires, and any other flying units do tend cause problems. Your choice of options are: 
       Soulshatter - Damage is not reliable and spread amongst other units within the vicinity     Thunderstorm - Decent but also faces the same problem with Soulshatter     Revenge and Sandstorm is unreliable and does little damage and DPS is dependent on variables    AOP, does the most damage out of all spells and is excellent but does not typically kill the unit     Frenetic is dependent on being lucky and hoping that there is a ranged unit able to target the flying units.   Bosses such as Lost dragon and Bandit Corsair relies heavily on your teammate being able to provide support OR the use of spamming tower of flames which is manageable but conflicts with the idea of the micro and macro-ing bug strategy - Which brings me along to the next point: 
    B). A Twilight Bug deck requires you to be very Micro and Macro intensive:
    This deck requires you to be efficient in spawning bugs as if you do not keep up with the reinforcement, your units will deplete faster than you can send the next army along the way.  This is why the strategy is so fun as it has similar elements to Dota (and in some sense is the only substance in Battleforge that is similar to Dota) which consists of: 
    Micromanagement is intensive and requires good command input, the input consists of:  Selecting Cultist masters Input command ability to summon Nightcrawlers Selection of 2 Infected Towers  Input command ability for Infected Tower to activate ability (20 seconds) Drag selected units and select group Form new group (CTRL + Number)  Select new group and dispatch army  Repeat step 1 but also during this time, you would have to account for a ten second interval in order to reactivate Cultist Master ability, (however, this is also dependent on you having the power to activate Infected tower ability as most of the times you would be using spells to support your first/second dispatched army but this should is also leveled out during the mid game as you would have more inbound power and infinite void return)  Select and command first batch army to the next enemy base Repeat step 1-7  Drag to select and input new command to create a new group when one army joins the next and progress further on Repeat 1-11  Other variables to consider during theses steps:
    Map awareness and movement, requires you to switch back and forth from enemy camp and Infected tower camp. Input of spells which requires more input commands and selection of what ever it may be - Usually consists of 10 spells (Also account for the 0.1 interval for next spell selection and activation) - This hinders and slows down the time on when you can switch back onto your own base and continue with the Twilight bug spawn Enemy anti magic zone - restricts your spell activation in some certain areas thus making you use more time to search out 'non-anti magic zones' in order to play out spells Splitting your army into two different locations, Incidences like these occur when you have killed the majority of an enemy base and have too many units hugged around a untouched flying unit(s) or boss unit(s). Units that are not attacking are inefficient and serve no purpose, this is why you should split and send your army to the next enemy base while the others are taking care of the former enemies.   Division of armies is even more difficult requiring even more micromanagement and map awareness.   Unit distribution is generally difficult and requires good map awareness. (In this instance, one should not rely on the card "tunnel" or "Portal Nexus" to channel such strategy but rather summon units from the tower and send them alongside to your other troops as this is the most effective and fastest method to build up your army.) 
    C. Deck is impractical in Fire Rpve, pve and pvp;
    Fire RPVE: The twilight bug strategy is inherently useless and almost impossible in Fire RPVE battlegrounds, enemy output and damage from the fire faction will kill all bug armies due to their mediocre health. Volcano, FIre dragons, batariels, Pyromaniacs and spitfires will melt through your bugs like butter leaving you with a non existent army. There are ways to defeating enemy fire camps but this consists of establishing a constant 300+ army but at that stage, your teammates would have already cleared 3/4 of the map (You would also have to take account of the time for your army to travel up to the latest enemy camp).  General PVE: I can't comment much on PVE maps but generally unless you are not looking to clear the map somewhat efficiently, then yes it is viable (but it will take hours). Otherwise, I guess the average user would be looking to complete the map in an orderly fashion. A majority of Expert Maps have time constraints and will not allow for you to perform such strategy making it unviable.  PVP: If you have enough time to set up 2 infected towers and a few cultist masters in order to summon a few twilight bugs then your opponent must be doing something wrong. The only time I can see it working is within a 3 vs 3 where your teammates can stall long enough for you to get the setup right but even still this would be farfetched.  D. Lag?: 
    I've played enough twilight bug games in my time that I have received no complaints on lags or lag spikes from teammates, the general output of bugs that you produce at the end of the game is usually in-between 150-250 units. Generally there is not enough time for you to produce more as map clearage is very fast (especially if you have teammates on baterials). If you are spawning in 300+ units then you and your teammates must be doing something inefficient, it is not wrong to spawn more but additional units over 250+ serve no purpose as they have no attack targets and would not be soaking up damage either. All enemies have a hitbox to unit cap and it would be a waste of time to spend effort in spawning more bugs rather than using spells to eliminate them. 
    E. Nobody plays the deck (except a few) 
    Why kill off a unique game element when there is only a very few who play the deck anyway? its not like it's game breaking or super overpowered, the twilight bug deck has counters and can be entirely lackluster / killed off if not enough effort is spent. Most if not all strategies right now induces Tunnel vision to one location only, there is almost no effort needed in sending your army forwards and clicking a few spells. What other strategy requires you to be as intensive in Map awareness and switching back and forth on different locations? 
     
    My complaints about the nerf: 
    What is the sole point in capping the twilight spawn at 40 bugs when I have invested time and power in creating a few cultist masters and a few infected towers. Why should I even use the infected tower ability in the first place? 
    Hypothetical t2 usage; problems and queries:  Induce me the idea that I would use the infected tower ability at t2? which Fire Nature or 'Fire' or 'Nature' unit would I use to invest in making a 40 bug army? How long will it take me to get a 40 bug army assuming you are not using free generated units such as Nightcrawlers from Cultist masters?  And at what point do I want to kill off my units to make a twilight bug? e.g. Is investing in a sunstrider enough rationale to make a twilight bug?  Seeing how Sunstriders are the cheapest unit, would I want to spend power on 40 Sunstriders to make an army = 2000 power + 60 (Infected tower ability) to make any army?       Hypothetical t3 usage; problems and queries The same po,ints from "t2 usage" applies to "t3 usage"  On presumption on not using Cultist Masters (due to lack of t4 orb), It makes no sense on why I would I use such strategy when I can summon twilight minions/bandit stalkers (60 Power) which is much stronger than the twilight bug itself which costs more power invest in?  At this point, there are far more efficient/stronger cards in the game in order to make an army with.  Hypothetical t4 usage; problems and queries  Now please really do tell me on why I would cap myself with 40 bug units at t4 when I can summon 4 bloodhorns and 2 giant wyrms?  
    The case for Tower Defense? What about willzapper?
    If the case is to situate Fire Nature with a tower which can defend then why are you not changing Willzapper, a card which is relatively unused in PVP and PVE? You have to acknowledge that WIllzapper is a relatively underused card which serves no purpose in PVE. Although it might be situational in PVP, I assume that there are very few players that use it when there are other favorable strategies on the market. If you are counterweighing changes for the increase in Tower defense in exchange for Nerfing the ability then you have to revise on what Fire-nature/twilight faction is about. 
    TLDR: 
    Please do not kill the most unique strategy in all of battleforge, my overall opinion on unit cap is that it is illogical and you would be changing Infected tower for the worse, if anything, the changes you are making would make it similar to that of incubator. There is no point in using the infected tower ability anymore because you would be rendering it with a useless ability. Like @JarodDempsey said: The buff is not enough to make it worth using anymore. 
  2. TREX liked a post in a topic by JarodDempsey in Completed Tower Changes - Old Thread   
    why is lifestealer getting no buffs?! it takes like 15 attacks to kill a single t1 s squad. Using your fire rate thats 43 seconds to kill a single s squad at t1 which means the tower will regen 215 health but will lose 750 from its own attacks which means vs a t1 s squad the tower has an effective health of 1200-750+215= 665 which is abysmal. it suffers from the same problem that snapjaws does which makes it extremely ineffective against squads of enemies. Considering lifestealer is supposed to be a cc tower to counter s units this is a major problem. Look at how it does vs 1 squad of stonekin shards and then try makeshift tower and see how obviously broken lifestealer is. makeshift has 41% of lifestealers damage and a slower fire rate and yet it kills a squad of shards taking 10-25% of its hp in damage while lifestealer cant even reliably kill a single squad. Furthermore the self damage entirely defeats the purpose of a cc tower which is to lower overall damage to your defensive installation. Even if shadows best t1 def strategy via splicer didnt exist, current lifestealer would still be useless because phase tower completely outclasses it even though phase tower has been nerfed and is balanced with weaker stats to make up for its ability to move. Lifestealer needs at least 10m splash range to even see if the damage can properly distribute to squad members and after that its self damage mechanic will still likely need work or removal. 

    infected tower is getting a useless 8.7% damage buff and you are deleting its only use case by removing its ability to bypass the unit cap. The damage buff (and splash radius increase) is not enough to make it worth using and considering youre also removing its only use case, this ends up being a massive nerf. Why was infected tower given such a useless change and are there plants to rework towers such as this that will still be useless?

    tower of flames looks interesting. it will finally have competitive damage however the increased health rather than ability to knock is very puzzling. i get that fire does have access to some cc at t2 via rocket but really that theme should carry through to t3. tower of flames has no knock currently but really should be knocking L to maintain parity with the lower tiers. 

    similarly for volcano it would be nice to see it knock xl,

    idk what to say about howling shrine. this falls squarly in the still garbage tier category with infected tower. it will literally have less health than the t3 frost fortress. This is a prime example of how unhealthy the current root system is. this card is completely awful by itself or in any standard defensive installation. the only time it becomes worth using is when you have power bound to useless entities who do nothing but provide battery support. But whats weird is that youre also encouraging players to instead use howling as a battery due to its superior support per power ratio. This in itself just shows how poorly howling shrine is treated despite being what should be the keystone structure in all of nature. The root network needs to be completely reworked so atrocities like this (and treespirits) dont continue to take the place of what should be great cards for nature. 


    would also be nice to see trap structures get buffs somehow before drpve

    also dont forget church of negation is still unusable in shadow and needs a practical source of healing to be added
  3. TREX liked a post in a topic by chickennoodler in Completed Tower Changes - Old Thread   
    Hatecaster:
    Orb req change to ----> 2 neutral, 1 fire, 1 green
     
    Too strong a buff. Waaay too strong. Hatecasters are the best tower power cost wise in the game.
    It has paralysis ability, is extremely tough hp wise and great dps for 100 power.
    Giving everyone a t4 option to use it is basically more op than necroblaster.
    Terrifying. Plz no
     
    Infected tower:
    Added Pop check
     
    ...... Really? This is not a balance change, it serves no purpose.
    Infected tower bug spam has no effect on the game.
    You're just patching content out.
     
    Mindweaver:
    Realistically a tower that sits there and can't move should have no restrictions on mind control ability because it can't move.
    And you have to kill the unit anyways once it wears off. In fact that's the main reason i don't use it, it's only useful if you're losing and the ai
    sent a crab or XL unit, which is not that common.
     
    Restricting this ability in anyway is just asking for trouble, its already a weak tower, why make it a weaker pvp tower as well?
    I've never heard pvp complain, do t3 towers exist in pvp?

     
  4. Eirias liked a post in a topic by TREX in Input seperate fail states dialogues for each map on Ascension   
    There needs to be different fail state notifications (end of game) on Ascension in order to distinguish which Map had problems. There are too many times where I have lost in Ascension and no one knows which map has failed to do their job (Often M1 and M2).
    That or no one from their Map will admit that it was their fault which leads to the blame game resulting in a toxic tirade.  I do believe that the map Ascension is/has one of the most toxic lobbies seeing how:
    1. Newer players do not like to adjust their decks and/or cannot afford the right material/cards which may not fit the map's needs.
    2. Older players will scruntinize newer players if they do not have the specific cards to complete the map (E.g. MOTK, Mana wing, Lightblade and so forth)
    3. Continous losses leads to distaste resulting in long lobby times and more often than not brings out toxicity in terms of "complete the map with my exact strategy with these cards or be kicked because I don't want to waste another 20/30mins".
    My Reasoning:
    And this is the thing, I want there to be more transparency, I want to help newer less experienced people on that specific map however, half of the time I do not know which map has failed. Usually when there is a map failure I would ask which map had lost but most older players would ignore and leave due to their own pride and asking newer players doesn't help because they wouldn't know how they lost in the first place.
     
    The fail states could be as simple as:
    1. "The Skylords could not protect jorne!"
    2. "The Skylords could not stop viriyda!"
    3. "The Skylords could not kill the Guardians!"
     
    Ascension is my all time favourite map on BF because of the very little intricacies is what makes it interesting, things like 'The faster that the avengers are killed, the quicker viridya appears' or 'not taking any power wells will not attract any Energy Parasites' or even the simplest of things such as 'healing jorne with shamans'. I do really believe that there is a lot more to be explored, and that the understanding of the map is neglected at times. My ultimate goal is to teach or at least improve the game state to the point where the majority of players would think that Ascension is just as easy as PTD.
     
     
     
     
     
  5. Metagross31 liked a post in a topic by TREX in Input seperate fail states dialogues for each map on Ascension   
    There needs to be different fail state notifications (end of game) on Ascension in order to distinguish which Map had problems. There are too many times where I have lost in Ascension and no one knows which map has failed to do their job (Often M1 and M2).
    That or no one from their Map will admit that it was their fault which leads to the blame game resulting in a toxic tirade.  I do believe that the map Ascension is/has one of the most toxic lobbies seeing how:
    1. Newer players do not like to adjust their decks and/or cannot afford the right material/cards which may not fit the map's needs.
    2. Older players will scruntinize newer players if they do not have the specific cards to complete the map (E.g. MOTK, Mana wing, Lightblade and so forth)
    3. Continous losses leads to distaste resulting in long lobby times and more often than not brings out toxicity in terms of "complete the map with my exact strategy with these cards or be kicked because I don't want to waste another 20/30mins".
    My Reasoning:
    And this is the thing, I want there to be more transparency, I want to help newer less experienced people on that specific map however, half of the time I do not know which map has failed. Usually when there is a map failure I would ask which map had lost but most older players would ignore and leave due to their own pride and asking newer players doesn't help because they wouldn't know how they lost in the first place.
     
    The fail states could be as simple as:
    1. "The Skylords could not protect jorne!"
    2. "The Skylords could not stop viriyda!"
    3. "The Skylords could not kill the Guardians!"
     
    Ascension is my all time favourite map on BF because of the very little intricacies is what makes it interesting, things like 'The faster that the avengers are killed, the quicker viridya appears' or 'not taking any power wells will not attract any Energy Parasites' or even the simplest of things such as 'healing jorne with shamans'. I do really believe that there is a lot more to be explored, and that the understanding of the map is neglected at times. My ultimate goal is to teach or at least improve the game state to the point where the majority of players would think that Ascension is just as easy as PTD.
     
     
     
     
     
  6. Kapo liked a post in a topic by TREX in Input seperate fail states dialogues for each map on Ascension   
    There needs to be different fail state notifications (end of game) on Ascension in order to distinguish which Map had problems. There are too many times where I have lost in Ascension and no one knows which map has failed to do their job (Often M1 and M2).
    That or no one from their Map will admit that it was their fault which leads to the blame game resulting in a toxic tirade.  I do believe that the map Ascension is/has one of the most toxic lobbies seeing how:
    1. Newer players do not like to adjust their decks and/or cannot afford the right material/cards which may not fit the map's needs.
    2. Older players will scruntinize newer players if they do not have the specific cards to complete the map (E.g. MOTK, Mana wing, Lightblade and so forth)
    3. Continous losses leads to distaste resulting in long lobby times and more often than not brings out toxicity in terms of "complete the map with my exact strategy with these cards or be kicked because I don't want to waste another 20/30mins".
    My Reasoning:
    And this is the thing, I want there to be more transparency, I want to help newer less experienced people on that specific map however, half of the time I do not know which map has failed. Usually when there is a map failure I would ask which map had lost but most older players would ignore and leave due to their own pride and asking newer players doesn't help because they wouldn't know how they lost in the first place.
     
    The fail states could be as simple as:
    1. "The Skylords could not protect jorne!"
    2. "The Skylords could not stop viriyda!"
    3. "The Skylords could not kill the Guardians!"
     
    Ascension is my all time favourite map on BF because of the very little intricacies is what makes it interesting, things like 'The faster that the avengers are killed, the quicker viridya appears' or 'not taking any power wells will not attract any Energy Parasites' or even the simplest of things such as 'healing jorne with shamans'. I do really believe that there is a lot more to be explored, and that the understanding of the map is neglected at times. My ultimate goal is to teach or at least improve the game state to the point where the majority of players would think that Ascension is just as easy as PTD.
     
     
     
     
     
  7. Ca7 liked a post in a topic by TREX in Can we get the Affinities shown on the purchased cards that we have bought within the Mail?   
    Its not really that important, but sometimes I wanna keep track of which affinity of that specific card I have bought or sold. And sometimes I forget, looking though the mail, I just think that it would be helpful if it had shown:
     
    Auction completed on 00/00/2021. Congratulations, you have won the bid for (CARD) (AFFINITY) for BFP
    Thanks
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