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synthc

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About synthc

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  1. War Eagle gets countered by Parasite Swarm, Lava Field gets countered by heals, and you can use Mine + Wildfire + Roots to defend against Enforcers. I definitely think the strongest PvP deck would be pure fire based—pure fire has the strongest units and their damage spells combo insanely well with CC. Pure fire's weakness is a lack of CC, building protection, and heals; so if you build a pure fire deck that has all those things (and Homesoil), it will be unstoppable at T2. Sure, on some huge maps your opponent may be able to get to T3, but even then, the combination of Parasite Swarm and Lyrish Knights counters almost everything at T3, and you can continue to wail away at their monuments with Homesoiled Firedancers. This deck may not be the end-all of an all-neutral meta, surely other decks would be perfectly viable, but I definitely think that offensive decks would be much stronger than defensive decks, because offensive decks like pure fire have to give up more (no CC, heals, building protection, and various combos) than defensive decks. The most defensive deck, pure frost, for example, already has access to CC, building protection, and shields; so allowing them to play any cards regardless of color doesn't help them nearly as much as it helps pure fire. I couldn't see 30 minute long games between ultra defensive decks with big T3s or even T4 happening (at least not at the higher levels).
  2. This would make an interesting game mode. Here would be my PvP deck: Forsaken best T1 archer with amazing ability. Scavenger slightly better than Dreadcharger do to the slow. Nox required to counter Frost Mage + M unit spam. Frost Mage to counter S unit spam and because the splash damage is really strong in large numbers. Also good in T2 vs Parasite Swarm and some other S units. Dryad blue for resistance to Eruption and other AoE damage—and because the damage reduction is just really strong in general and the sleep is nice in the early game. Ice Barrier for Homesoil. Homesoil because AoE damage buff is insane. Mine for the Root combo. Roots for CC and Mine combo. Surge of Light is efficient at all stages of the game and negates Eruption spam and T1 Nasty Surprise, especially if you micro well. Rallying Banner combos with all of the T2 units and activates Homesoil. Enforcer best M/M counter. Firedancer best siege unit. Drake to counter Energy Parasites and cliffing. Darkelves best S counter and great archer is general. Lyrish to counter XLs (Harvester) and combos well with Rallying Banner. Kobold Trick for obvious reasons. Parasite Swarm to counter T2 L units and T3 units (though your opponent won't get to T3 if you play this deck correctly). Oink best CC. Wildfire is amazing with Roots. It's interesting to think about what the meta would end up being for a game mode like this. It would probably get stale pretty fast—T1 would devolve into Frost Mage + Nox spam and the player with the best Roots would win. T2 would be very fast paced with Firedancer + Homesoil bringing down wells in seconds; and for that reason there would be no T3. There's definitely some potential for cheese with Rallying Banner/Ice Barrier + AoC + towers with Kobold/Glacier; it's a little hard to find room for all of that when there's so many good pure cards to play though. EDIT: replaced AoC with Dryad.
  3. Can you really pirate hardware though? Personally, I'm more than happy to pay for the games, but I'm not going to spend money on hardware that is redundant with, and in every way inferior to my PC. Nobody said anything about making pirated games available... this post was about emulators, not games. If console sales drop because of emulators, that's great. That means the console market will suffer, game publishers will stop making console exclusives in the future, and we will eventually have a unified gaming platform (PC).
  4. What if we made a fully automated "tournament" every week or so (maybe even every day); kind of like Brawls in Prismata, where there's a couple hours (weekly, I think) during which players can queue up for brawl matches and the top 3 with the most wins gets a prize/badge. There's also random prizes for participants to encourage people to play the brawl even if they don't think they will win. This is similar to another suggestion I saw, which was to increase the rewards given during a certain time of day in order to create an artificial PvP primetime and to keep people playing on a regular basis (can't find the topic). If you made this fully automated, you wouldn't need any signups/rules/prize pools. It could be as simple as queuing up for ranked matches during the allotted time and trying to win as many games as possible.
  5. I didn't realize that Lord Cyrian, promo Grinder, and Moloch (no promo version?) were not tradeable. If this is the case and the original game had something like a "nonTradeable" flag for cards, then that would make locking down cards easy—we would just need to recover that functionality. I definitely agree that locking down cards is the best option; I only suggested alternatives to that because I thought it would be hard to implement. Having a separate currency like you suggested would also make it clearer to players which currency is bound to their account and which they can freely trade and buy "unbound" cards with. In this case, giving new accounts a unique, one-time questline that gives lots of account-bound BFP, and having any cards bought with that BFP be bound to the account is definitely the way to go. You could also treat this questline as a sort of extended tutorial that guides players through all the different aspects of the game and helps them learn some of the more advanced stuff (rewards are a great way to get people to play tutorials). This is a very common strategy for teaching players the game and getting them some early rewards to jump-start their gameplay experience—all in all, it's proven to help significantly with early player retention. I should also stress that this stuff is especially important for this game since we will probably not have a very big player base. After the initial post-release rush, I expect to see an average of 20-60 people online at any given time—maybe a couple hundred if we're lucky and do everything right (most importantly advertising/community building, and this—ensuring there is a good progression for new players). This means that having a slow grind for PvP would be completely unacceptable. It's somewhat OK in a game with thousands of concurrent players online because you can usually get matched against someone who has a similar level to you; but in a game with a small player base it would just be utterly crushing for a new player to constantly get matched up against people with level 120 decks. They would have no chance whatsoever and would just leave the game in frustration. As a side note, I realized that there is a loophole that could be abused with the account bound BFP system: you farm these bound BFP on a smurf account and then transfer them to your main account by listing a cheap common card on the AH for a high price and buying that card from your smurf account. This would "unbind" the BFP while transferring them to your main account. Fortunately, I'm pretty sure I saw somewhere that the devs were planning on setting up a system that flags these kinds of AH transactions as potential multi-accounting or real currency trading. So this system should be able to prevent this kind of exploit, or at least may it a slow enough process that it wouldn't be worth it vs just gaining rewards normally on your main account. I like the idea, and I agree that it wouldn't have a significant P2W effect, but I think that as a matter of principle we should probably avoid "selling" any kind of in-game content (even though EA has surprisingly said that we can monetize the game "to a degree"—whatever that means). I think I would be OK with this if the charge system were removed or if players were required to trade in four copies of the card that they're getting the promo for—this would completely avoid a P2W situation because you'd have to already have the card fully charged before getting the promo. That said, we've already seen that people are quite willing to donate even when they're getting no rewards for it, so hopefully there will be no need to incentivize donations.
  6. Yep, the problem is that you can't maintain that formation while moving across the map. That's why the matchup becomes a battle of positioning, with nature always inhibiting the frost player's movement by threatening with roots. Maybe with impeccable micro it's possible to not get caught out at all by roots, but I don't really think it's feasible in an actual match—at least when I was last active, the best frost players at the time were not able to do it. But I guess we could argue back and forth forever over how big the frost advantage is, when it's really something that can only be determined experimentally (though actual matches).
  7. I think pure fire is overrated. All of pure fire's strength is focused on offense, so if you just play offensively against them and keep them on defense, you win. Firedancer is only really useful for offense and Wildfire is usually inefficient unless it's hitting a well/orb while killing units. Even decks with terrible defense like pure nature can beat pure fire by constantly pressuring with Deep Ones. As long as you don't fall behind in T1 against pure fire, you should have an advantage with every deck except bandits, shadow/nature, and fire/nature (unless it's a cliffdancer map). It is true though, that pure fire can snowball hard in the early game and just kill you in early T2. Juggernaut can also save them when they are behind.
  8. Shadow/Frost is generally considered to be the strongest PvP deck for the following reasons: Strong, versatile, and easy to play T1. Cheap, high damage units like Nightcrawler and Darkelves, as well as very efficient offensive units like Mountaineer. Building protection, CC, and Aura of Corruption make for very strong defense. One of the strongest T3 in the game (up there with pure fire) due to things like Grigori, Tremor, Silverwinds, and Timeless One. Stonekin is also very strong due to having the best building protection, CC, and knockback units (fairly unbreakable defense with all of this). Adamant skin + Crystal Fiend means that they can just defend until the power pools are big and then they can streamroll their opponents. One deck that's pretty underrated, but extremely strong is pure nature. Pure nature has some insane strength (Energy Parasite, Deep One, Shrine of Memory, and Parasite Swarm are all absurdly strong), but also some huge weaknesses: no building protection, no direct damage spells, and no high damage ranged units (except for Spikeroot, which is expensive and has to root before attacking) makes them extremely weak on defense. If played properly, however, I would argue that pure nature actually beats every deck except fire/nature and stonekin. Note that this is for 1v1. In 2v2 pure fire + stonekin is the strongest combination.
  9. You shouldn't grab a well in this situation. It's just that a lot of frost players seem to think for some reason that nature can't rush them, when in reality Swiftclaw rush is quite dangerous (even Freemka has grabbed a well vs me and lost to a Swiftclaw rush, so it's not just a new player mentality). I think it's worth stressing that you really have to watch out for this as frost. The thing is that it's nearly impossible to have a perfect formation that doesn't allow your mages to be rooted and picked off. Since you can't just stack all of your mages directly on top of each other, there's always going to be opportunities for roots, and that's why nature doesn't just get completely destroyed in this matchup. Yes, but this isn't actually that hard to do and it's impossible for frost to avoid getting rooted and having at least 1 or 2 mages picked off. Nature should always have their army in a position that allows them to intercept the frost army if it moves towards nature's base. Since both armies move at the same speed, nature actually has the initiative advantage because root can be cast from a fair distance (due to its sizeable AoE) and takes effect instantly (as opposed to Glyph of Frost). This is true, and one of the tougher aspects of this matchup for nature; though Spikeroot helps a lot for this. I usually deal with this by making sure I have enough power for Oink + Spikeroot the instant my T2 is up (Oink is needed for the Lightblade). I guess this is really tough to deal with if you don't have Spikeroot. I still think you're exaggerating frost's advantage in this matchup. Certainly, frost does have an advantage (especially with Glyph of Frost), but I really don't think it's that big of an advantage. As I said before, I've played dozens of ranked games vs Freemka and MaranV with nature T1, and as I recall, I had a pretty solid positive win ratio against both of them (more so against Freemka—Burrowers/Cannon Towers are hard for pure nature); I was definitely able to hold my own, if not win, at T1. That said, these two players are really the only good frost players I knew and regularly played against—maybe your frost T1 is a lot better than theirs. In any case, I would also love to do some sparring when I get access to the game.
  10. Very nice guide, @RadicalX. You've covered all of the important stuff in detail, but I do have one critique, and that is that I don't think your Frost vs Nature section is accurate at all. I was ranked 1st with my pure nature deck back when both Freemka and MaranV were very active, so I've played literally dozens of nature T1 vs frost T1 games against them and I can tell you that it's much more nuanced than just nature getting streamrolled by Frost Mage spam. Nature has one key card that just wrecks frost T1 when used correctly, and that card is roots. There are actually two things that are very dangerous for Frost: namely, Swiftclaw rush and Shaman spam. Swiftclaw rush is actually more dangerous than Scavenger rush IMO, because nature can root defending units when they run to attack a different location, which often buys the nature player enough time to kill a well. The other thing is that Swiftclaw has very high M damage so, on small maps and with proper micro + heals, it can actually just fight Ice Guardians and win if the Frost player grabs a well. Swiftclaw vs Ice Guardians in one location is a very close fight when the Frost player has just grabbed a well and is down 100 power and it all comes down to micro here. This makes things more difficult than the Scavenger rush because the frost player has to commit more units to defense or their Ice Guardians will just be overwhelmed and killed. On smaller maps where Swiftclaw rush is good (easy to run between bases) frost actually shouldn't grab a well, even if it means completely giving up map control. What you want to do as frost is just hang back and defend while building up a Frost Mage army. As you noted, once the frost player gets a critical mass of Frost Mages, they will be able to kite and kill the Swiftclaws with ease. If the nature player grabs a well and tries to zone you out of the map, you just need to be patient and build up that Frost Mage army—you'll still be able to kill their well long before it pays back the 100 power investment (just watch out for defensive towers). Frost can always defend against Swiftclaw rush, but they have to be very careful about taking wells on certain maps. Swiftclaw rush is very powerful on some maps, but most high level frost t1 vs nature t1 games come down to Frost Mage spam vs Shaman spam. You are correct in that Frost Mages completely destroy Shamans in a head to head fight (even with the Dryad damage reduction); but, again, the key card here is roots. This scenario is actually very high tension and a single mistake can easily cost you the game here. What nature wants to do is to keep the frost army away from their base, and catch the frost player when they have their Frost Mages in a bad formation—they want to root the frost army in such a way that they can pick off a couple of Mages without losing any Shamans and then heal up and repeat, dwindling down the frost forces until nature can eventually take a head-on engagement. First and foremost, frost wants to keep their Mages close together and in a line formation (facing the nature army) in order to prevent the nature player from getting a good root. After that they want to try and pick off Shamans one by one with Frostbite, and they want to try and force a full-on engagement by threatening to attack the nature player's base. Often this matchup comes down to the Frost player attacking the nature player's base, while the nature player uses their power wells/orb to absorb damage from the Frost Mages, but in this scenario frost usually wins due to Home Soil. So nature wants to avoid this by constantly threatening with roots (keeping the frost player from marching straight into their base). Nature can also build Primal Defender or Mark of the Keeper if they feel their base is being threatened, provided they aren't completely giving up map control by doing so. I think that nature actually has the advantage in this situation unless the frost player has Glyph of Frost. Glyph can save the frost player after the nature player gets a good root, and it is also a major threat to the nature player when their root is on cooldown—if nature can't run away or use buildings to absorb damage, they lose. So what this ultimately comes down to is a war of positioning and trying to catch the other player's army out of position; one good root can end the game, and likewise, one good glyph can end the game. Frost is generally favored when the numbers get really big (like 20+ mages) because Homesoil just keeps scaling to the point at which nature just can't do anything against it, so nature wants to be taking the initiative in this matchup, and they generally want to end it or go T2 before the numbers get too huge. Pure frost also has the advantage going into T2, because War Eagle just decimates Shamans and Dryads; whereas Frost Mages are still at least decent against nature T2 (especially combined with War Eagles, because they can knock back Parasite Swarm). I can't blame even a very experienced player for not knowing this matchup that well, as it is an extremely rare matchup, especially at the higher levels. Hopefully you can incorporate some of this information into your guide; and if you want me to back up the statements I made here, I'd be glad to do some nature t1 vs frost t1 sparring once I get access to the game.
  11. Unit: Shadow Worm Building: Kobold Inc. (hilarious in 2v2 with Voodoo Shack) Spell: Corpse Explosion
  12. Of course, I wasn't suggesting we try to get a portal added now. We should definitely wait until the game is officially released, or at least until we reach a (true) open beta stage where everyone has access to the game. I just wanted to get the idea out there (perhaps before someone puts too much work into creating a site for replays).
  13. I was thinking about how we could increase awareness of this project and attract new players, and I remembered a site I spent a lot of time on back in my Command & Conquer days before the original Battleforge was released: gamereplays.org This site is mainly dedicated to Command & Conquer and similar RTS. It has a great replay system and has portals for each game that have news, tips, guides, forums, and etc. There were several threads back in 2009 on the GR forums about Battleforge and possibly adding a portal to the site, but all of the negative experiences people had with the game were regarding the fact that it was a pay2win grind-fest (GR consists mostly of competitive RTS players who want a fair playing field). Now that the game is no longer going to be pay2win, and we have the opportunity to minimize/eliminate grinding (I really hope the devs do this, as it would be incredibly healthy for the playerbase), I think that the people at GR would be very interested in Battleforge. The site has over 215,000 registered users and there seems to be around 500 people active at any given time; so getting a portal added to the site (visibility from the home page) would be a massive free advertisement for us. Additionally, it would provide us with a very nice replay + discussion system to use. The replay system is what the site was built on and has features such as likes, searching, sorting, sharing, commenting, reviews, and casting integration (IIRC). I think that when the game is finally officially released, we should start a new thread in their forums and create a petition to show how big our community already is (this is important, because creating a new portal and adding replay support involves a significant of work for them). In the meantime, it certainly wouldn't hurt to mention the project in a new thread on their forums, just to raise awareness of the project. What do you guys think of this? I really want to do everything we can to make sure the game doesn't end up dead again shortly after its release. In any case, I used to be a writer for GR, so when the game is released I will be messaging some admins about the possibility of adding a portal; but it will definitely take the support of the Battleforge community to actually make it happen.
  14. Regardless of what the fix for PvP upgrades is, PvP and PvE should always give the same amount of rewards per time spent. Even if we were to go with a tome-like system (like Eirias' suggestion), playing PvP with tomes should still give the same rewards so that you can upgrade your own decks instead of being stuck playing tome forever. Also, even after we do get a fully upgraded PvP deck to play with, we don't want to be stuck with only that deck for a really long time—we want to be able to upgrade cards to build other decks as well. There's simply no reason for PvE to give more rewards than PvP. See my suggestions here:
  15. Hmm. In that case making tomes U3 and fully charged would really help alleviate this problem. Though, again, I still don't think it's a complete solution.