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JarodDempsey

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  1. JarodDempsey liked a post in a topic by Dallarian in CHEAP Pure-Fire Deck   
    That is lower unit count than I am used to, however, double unity sounds interesting.

    I guess I should finally check what Bloodthirst does.
  2. JarodDempsey liked a post in a topic by Majora in Community Update #13 - October 23th 2021   
    As mentioned in the text, for our new promo we are restricted to the artwork we already have. We did not have fitting Twilight or Lost Souls art available. 
  3. JarodDempsey liked a post in a topic by Doomsword87 in Community Update #13 - October 23th 2021   
    a slick addition to uncommon frost, as part of the DECK, with two affinities too
     
    well help give root nexus units extra Time when needing That push over the cliff
  4. JarodDempsey liked a post in a topic by Chronopie in Community Update #13 - October 23th 2021   
    Amongst other things, Moloch and Skyelf Commander buffs? Nice.
  5. JarodDempsey liked a post in a topic by Krasy in Pure frost RPVE 9   
    Hi Guys,
    I`m planning to create pure (ish) frost deck for my RPVE 9 matches and this is what I`ve created:

    The only downside that I can see is that it will requires tons of energy (as for amii monument plus lots of spells) so it will be kinda slow. I am thinking if amii monument and overgrowth is necesary (as for lots of shields in this deck) but I like have healing spells in rpve... so what do you think? Any suggestions about this deck?
    And this is my second thought. Ice age can act as a healing spell and shrine of the martyr will help generate more power:

  6. Dallarian liked a post in a topic by JarodDempsey in Pure frost RPVE 9   
    This is my rpve9 pure frost deck. I dont personally use any t2 units or homesoil but they are good strategies. Looking at your second deck (imo you dont need regrowth or the amii monument tho monument could save a little power vs 4th orb if u have the room to keep it) Id probably get rid of battleship in favor of construct.
    Unless youre running primarily a battleship deck it's not all that worth keeping in the deck. In my case ill probably get rid of it once new t4 ice shield spell comes out. With construct you can summon 2 at at a difficult boss to chain cc it.
    If youre running ironclads id recommend getting more charges asap and consider using the other affinity as well for quicker access to more charges as youll want a lot quickly to get your t4 moving.
    With regard to ice age i wouldnt really consider it good enough to be your healing spell, if you are comboing ww and dreadnought you should have plenty of sustain already but you can still use ice age to extend winterwitch shields.
    Also on your t3 you dont really need 2 units but if you have room like me i like to include both. I use avatar on easy camps like if there is one in middle of t4 orb camps bc u can just coldsnap and then he can be left alone to clear it in most cases. Dredges i like to use 2-3+ward of north if t4 orb camp is stacked in lost souls because they can kill buildings quickly and tend to last longer than avatar in that case. Mostly t3 is personal preference.
    Also i hope you are using frost shard and shatter ice to kill spawners super quick when you enter camps. 
    For Me:
    T1: i use 2 frost mages and 6-12 archers (usually 8 but 12 vs ls) but since you use homesoil u probably only need 6 in most cases. I usually focus priority targets but especially if the enemy forces is just s units without steadfast u dont need to focus anything if you dont want. I also use wintertide blue which is a good defensive tool at t1.
    T2: pretty much just t1+ cold snap when assaulting a camp i coldsnap then kill spawner then depending on how much help my ally gives i use wintertide. If vs ls it is helpful to make heavy use of wintertide and area ice shield. Depending if there are vigils and if they are shielded and where they are it may be better to focus buildings in the camp. Ideally with the initial assault you want to kill the spawner plus either the vigils or the buildings (which greatly weakens the vigils and prevent regen on all enemy units if battle ceases for a period of time) but adjust your strategy with your ally as necessary to do the most damage. 
    T3: For me is similar strategy to t2 except in cases where my t1 units have died off i usually spawn avatar or a dredge or two depending on how the t4 camp looks and what my ally is doing.
    T4: My t4 strategy is 1 dreadnought + tempests usually i shoot for at least 8 but since their buffs i can start moving much sooner at 4-6 solo or 2+ if moving with an ally. My main strategy on most camps will be to  maelstrom the whol camp while moving tempests in range to hit everything and moving dreadnough within range to cover all the tempests. Usually once im close enough i use frost shard then shatter ice on the spawner and any nearby structures to kill them immediately. Then quickly i mode change my dread and tempests while everything is frozen then pick off priority targets until theres just cleanup and i let the tempests finish. It can be helpful to use ward of the north while the units are entering a camp before dread is up to protect stuff. I occasionally use area ice shield to heal dread and a couple nearby tempests but i dont usually need much heals.  (If youre using martyrs be ure it is active shortly before approaching the camp or at least before maelstrom freezes stuff)
    Usually zero if multiplayer as people have war shrine which is better plus frost is pretty expensive so if you dont have to bind the power into your own shrines then thats ideal. Usually tho if im the only one running shrines i build 2 unless it is late in game when i notice or we are very behind and i need more power for units quickly. Really depends on how much power u tend to cycle when killing a camp but id say most people would like to use 2 so they can always have one active when needed. 
  7. JarodDempsey liked a post in a topic by Metagross31 in Official PvP Rookie Contest#1 Clashes of Swords - 08.10.2021   
    Hopefully my game works again until friday 😄
  8. JarodDempsey liked a post in a topic by Majora in Community Update #12 - October 2nd 2021   
    I checked with the team: standard advanced and expert 
  9. JarodDempsey liked a post in a topic by Ultralord in Blight - Discussion Thread   
    I also think this is one of the hardest maps (on expert)
    The thing is: not only you have to have a good run in clearing 3 Caps + in time + in a row
    But also your 3 Teammates. You can try to give spell support but often this could mean you would not clear your camp in time.
    And if you don’t clear you camp in time, its almost game over.
    Often you can’t switch that fast from your attack army to a defensive position.
    (all power is in the void pool)
    And even if you can switch that fast, I see no chance that you can clear the next camp in time
    I never tried a full defense tactic but its maybe even harder than the attack rout.
    I think a boost of energy would help a lot.
    We could add more energy at the start (maybe as void and reduce the start wells)
    So you have ~1 Unit/Spell more to clear the camp or help your mates.
    I also like the idea of @JarodDempsey to get the energy ball roiling
  10. LEBOVIN liked a post in a topic by JarodDempsey in Bad Harvest - Discussion Thread   
    If clearing the camps above the wagon is made more important/required, can a path to the boss be added? Even if not required i think such a path should be made. It's just very cumbersome to have to move units all the way around the map if you clear the top right but also want to help at the boss. Especially considering this is the main multiplayer map for new players, they arent going to know/think to use tunnels or portal nexus much less be able to afford netherwarp.
  11. JarodDempsey liked a post in a topic by Bini Inibitor in Blight - Discussion Thread   
    There are two camps that currently serve no purpose or rather are completely ignored during gameplay, as the player has no incentive to push these with the time pressure they are put on.
    Players rather push through to destroy the main camps or simply defend against the big wave from the second camps (mostly on Expert) if they fail to clear it.
    An idea to encourage taking the detour would be to simply grant additional instant power upon clearing it in addition to these wells. The slow power gain from these two wells doesn't counteract the time that is lost to destroy the main camps.
    Another one may be adding an Amii Device similar to those at the T4 camps, that either delays/resets the wave timer for all players for the first wave or acts as some sort of remote control for a spell to weaken incoming waves or cast a spell into one of the camps to provide a temporary edge like clearing all enemies in the first camp through a mass Eruption spell, so your two wells can actually have an impact in the long term instead of being a trap. I doubt a lot of players know these wells even exist.

  12. JarodDempsey liked a post in a topic by Cocofang in The Dwarven Riddle - Discussion Thread   
    Main Issue:
    I would like to draw attention to what JarodDempsey brought up over in the other topic. Orb stacking to enable a T4 flyer and the defending player having little agency.
    Context:
    Bases are well defended but the main hardship are the waves of enemies that need to be managed with crucial altar timing. The power of the waves quickly stacks up to levels that the defending player has trouble holding, which is yet another source of frustration in addition of having less resources.
    The map is easiest and fastest to clear with one player utilizing the force multiplier that tiers grant and pick off triggers with flyers.
    Because orb stacking usually also entrails well stacking, the sacrificing player has little to no resources to even play the game. They are left with a very limited pool of options while they get to watch the carry player do their thing. One player is sacrificing their agency in order to enable the other.
    And because tiers act as force multipliers, it quickly derails a map when one player waltzes into sections with T4 that are tuned for two T2 armies. This makes adjusting the map impossible because if tuned for an even orb split between players it becomes a cakewalk with T4. If tuned for orb stacking it becomes incredibly hard for evenly split orbs.
    Funneling the maps natural resources (orbs and wells) into one player is a valid approach and usually not an issue when it’s simply one strategy among many. But it is problematic when it becomes the predominant strategy in regular play because it is so lopsided in terms to how the different players get to interact with the game.
    When orb stacking is the best option, the problem can be summed up with: Nobody wants to be the bitch. But somebody has to be the bitch. And that’s not a good situation to start out with. It makes the whole map less enticing because half the participating players don’t get to engage a whole lot.
    Fix:
    Even just adding an orb to the map so that split tier progression becomes more feasible is a great start.
    The next step would be to look into ways to force split orbs. Like linking two players together and prohibiting one of them from taking more orbs if they already have the higher orb count.
    This would also directly affect the meta strategy that avoids interacting with the various camps and hurdles altogether by simply spawning a beefy flyer and picking off the triggers.
    Add additional anti-air measurements to some bases. Not only damage but also CC.
    Accessibility:
    Add an extra shadow wave or two that can be fended off, giving players more time to breathe before the fire waves have to be triggered.
  13. JarodDempsey liked a post in a topic by WindHunter in The Guns of Lyr - Discussion Thread   
    I would say I only speak as a player, but given my position it is unlikely such a distinction can truly be made.
    I have been playing a lot of GoL recently and I have really come to love the map. The other day while playing I had the privilege of running multiple lobbies and helping several players through the map for the first time. We played the map in the standard method, not speedrun, and after the one lobby with 2 players completing it for the first time they told me it was one of the most fun experiences they have had playing the game and a really great defense map. That was the most consistent experience of the players I shepherded, the map was a fun map focused around defense.
    Combining previous discussion of this map with my own experience I have the following thoughts:
    The ability to destroy the Twilight Manifestation to trigger the final wave should be preserved, but it should not allow the player to avoid the other objectives on the map. Right now triggering the final wave allows the player to ignore the 6 twilight infestations on the map as well as avoid the periodically timed major spawn waves. It makes no sense that Lyr is "safe" when these infestations still exist, which can continue to spawn enemies, and when there are several waves of major enemies still in route. It also makes no sense that the Twilight invaders would suddenly decide to call off further attacks when they have such plentiful resources left to execute their invasion. We should consider moving the Twilight Slavers/Brutes next to the defender's T3 slightly closer to the wells and orb so the attacker can't get T2 in this way. As it stands, the player runs a swift unit down, builds a well, then immediately kills said unit so that the unit doesn't provide sufficient "light" for the defending Twilight units to spot the wells and orb. I think simply describing how this works sufficiently explains why it shouldn't exist. Consider tying the attack waves to something different than clearing the first cannon camp. Knowledgeable players don't ever clear the camp so then the spawns never occur, while inexperienced players clear it almost immediately and cause fairly strong waves to start attacking Pos. 3 and Pos. 4. I think it would be better to consider the prudence of tying the spawn trigger to something like player tier, or clearing of the infestations in accord with #1. In terms of #1 I think there are several different ways to implement an appropriate solution and we could get creative here. For example, we could make it that the Twilight Manifestation is shielded/immune from damage until after the Infestations are cleared, then if triggered early, spawn the remaining timed waves first at 20 second intervals until the final wave is also spawned while requiring all creatures spawned in this way to be killed for the map to finish. Another possible direction is that if there are any remaining twilight infestations when the final wave is triggered, these infestations send out a final waves to attack the player/stronghold. These spawn waves attached to the infestations would also need to be killed before the map is completed. 
    In terms of #2, with this change the attacking player would be required to clear a camp to get T2. Can still get the defender's T2 pretty easily but given #1, this would make the defender weaker and he will actually have to defend now.

    In terms of #3, I don't like obscure but easily abusable triggers like this. I actually find things like spawn trapping far more legitimate than this because in the case of spawn trapping the player is engaging with a general game mechanic, while in the particular cases like these it feels like lazy implementation or bad design. Given I think our intention should be to fulfill what the original Devs could not, I think making changes like these would be appropriate.
  14. JarodDempsey liked a post in a topic by Cocofang in Nightmare's End - Discussion Thread   
    Destroying the power shrines is the maps objective.
    Players are supposed to destroy them, so obviously they will attempt that asap. Grabbing T2 without also destroying the power shrine right next to it is counterintuitive. It's only really a thing that people think of doing once they use the hidden, underlying mechanics of the map to make it easier for themselves. I don't like the idea of leaning into hidden, counterintuitive mechanics at all.
    If anything it should be other other way around. Moving the top left shrine into range of the orb so it will inevitably be destroyed once players claim it. Not destroying the shrine is the exact opposite of what the map tells players they should do. And that is supposed to be the optimal approach? Reward players for following the path intended by the map's design instead.
    If you want players to build the orbs without destroying the shrines, then move the shrines into the middle part of the map, which is currently only holding wells. But also mark the location of the orbs with some other objective. So players are enticed to first clear the orbs and then go for the shrines separately. Do not obfuscate things unnecessarily and create situations where players are compelled to ask others what they are supposed to do and the answer ends up being that the game basically lied to them and they ought to do the exact opposite of what the game it telling them.
  15. JarodDempsey liked a post in a topic by Flrbb in Guns of Lyr Expert   
    There are several waves coming. But they are triggered from different effects while playing. The following might not be 100% accurate, but it should be close enough.
    1. Lets call it a "constant stream". This is the basic attack of enemies. I do not know how they are triggered (by time or after the last wave was destroyed), but basically after you killed one wave you'll have a short time to recover and then the next bunch of enemies do come. After (roughly) 5 minutes, if I remember correctly, there is a decent "upgrade" to the enemies which are coming. From now on, you'll face some units which have a spell blocking aura. Also, enemies are up to "L", so they hit quite hard. As all (?) of them are not ranged, flying units like Mana Wings are a good way to go. There are some more "upgrades" to this enemy waves, but they are not as crucial as the first increase, just because your mates on 3 and 4 should be ready when these hit your wall.
    2. After each of the countdowns runs out, there is a bigger wave of enemies (up to XL units).
    3. This one is the final wave. After you killed all the dragons and everything big the Twilight has on its side no other (null, nada, zero) enemies follow from that side of the map. If on both side all units from this wave are dead, you have won the game (you do not have to clear all the camps). They spawn as soon as a certain building is destroyed. These two buildings can easily be identified. Near to the starting places of player 1 and 2 is a wall, which your units cannot cross, to the corner. There are lots of buildings in red (fraction-wise) and just one in orange (or the colours are vice-versa). You can ignore all the red stuff, only the orange one counts.
    As a side note: usually players 3 and 4 have to kill the 3 bases to the left and right side of the map to open up the gates to reach the orange building. With some tricks - e.g. Rifle Cultists - you do not have to open the gates, because you can destroy the orange building over the wall. This speed up the game play.
    Another side note: after a period of time, if the 6 bases on the left/right sides are not destroyed, they also emit waves of monsters. If players 3 and 4 are really fast (most are not), you finish before these waves are coming.
    Anyhow, position 1 and 2 are quite easy. But you have to plan with T1 only. All you need are some towers, some units to mount the wall and maybe some crowd control or spells to inflict damage. On the other hand position 3 and 4 need a specialized deck. No a specific one, but it has to fit this map and strategy. With that and some planing even positions 3 and 4 are at best medicore.
     
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