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AtheistXVII

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  1. Dutchy liked a post in a topic by AtheistXVII in Patch #400030 - 08 September 2021   
    As an active fan and player of pure color decks and full bandit decks etc, these changes for Comet Catcher, Sh. of Martyrs, Satanael and Al. of Chaos are good, not game changing so thats good, but also unnecessary. I Used every one of these cards until now and the problem is not the card, but the players seeking an easier way to play without trying to use it efficiently.
    Anyway the Ravenheart is an excellent change! 
  2. AtheistXVII liked a post in a topic by Volin in Additional Stonekin Cards.   
    Stonekin has a top tier Tank, prolly one of the best in game, ranged, supporter and siege units. Stonekin has in spells and buildings stong heals, CC and heavy support. At least all 4 pure factions have a harder day. The only faction that I would perhaps consider stronger is Twilight, but more because of the mix of green and red cards, less in terms of the faction cards. (before anyone cries, yeah Bandits may be stronger too, but only in very fast and wise hands, this counts not for the average player I'd assume)

    Long story short: What should the other factions say? And what should they say if you even take some Units out of their toolcase, like the essential Fire Dragon for Pure Red.

    I am not sure if you are aware the community updates, heres is one linked. You will find there information on stuff beeing worked on, there will be frequent updates comming and you can expect all factions to be looked at very closely.
    Community Update 4
    Sadly for you as a Stonekin-Fan this is prolly on of the last factions getting some love, as Stonekin is like mentioned before one of the (slower but) stronger factions overall. This is only my personal assumption, as I am no staff member.
    But I can promise you, there are many changes to cards in discussion (huge majority are buffs!) some even in testing stage on the Public Test Server and even new cards are presently worked on. After a little insight, I can say that you can be very excited and get ready for a lot of cool changes - be tuned. But please also have in mind this is a community project done in the free time, please be patient too 🙂
     


     
  3. AtheistXVII liked a post in a topic by Cocofang in New Card: Amii  Enlightenment   
    I have enough confidence in the current balancing team to think they will just ignore this idea.
    I mean, most of the stuff he suggests is asinine to the point where I wonder if he is even serious.
  4. AtheistXVII liked a post in a topic by Volin in New Card: Amii  Enlightenment   
    Both Enlightenment and Amii Mon couldn't be more far from the pvp meta - ergo they can't be OP there at all.
    On the other hand, both cards dominate the complete PvE, with a few isolated exceptions. And this on all levels: BG speedruns are currently unthinkable without enlightenment, you can usually even tell the break even to "normal" strategies from the rankings. Solo, the Amii Mon is then added as a more or less set. Does this only affect the speedrunners?Not at all, I regularly see casuals in random BGs using both cards, be it for orbswitches, for supposedly "early" T4s, to cast other colors cards - to make life easy for themselves (even if this plan may not always succeed). And then we come to the advanced and expert maps which are completely trivialized by Amii Mon and Enlightenment was already very popular for this purpose.
    So still: You can have another opinion, but mine is a strong "PLEASE not another "cheating" card"

    Funny, on the one hand most people want to nerf the current meta - but on the other we have suggestions like this.
  5. AtheistXVII liked a post in a topic by Volin in New Card: Amii  Enlightenment   
    Long story short: Please No
    Amii & Enlightenment are already too OP
  6. AtheistXVII liked a post in a topic by shroomion in Excluding cards PvE   
    I understand seeing infect, batariel and enlightenment a lot and getting bored by it, in fact i have sold those 3 cards whenever i got them after the reset as well as LSS and shadow phoenixes+embalmers. I simply choose not to play them any more. While other cards might not be meta, you can still win every map without enlightenment, amii monu etc..
    ...but twilight pests? Really? Haven't seen those in a long time. (but also am not playing rpve much anymore) I liked them because they are a choice which is different than summoning XL units in t4, i never played them because they were the optimal choice. I played them because they are a funny choice xD They take so long to ramp up that bata decks are usually the cookie cutter choice nr 1...next to LSS spam and such. Banning the infected tower in normal pve maps can also be a bit bad if people just use the tower without master cultists. It is not a bad tower for this orb combination, and letting your leftover t1 units die in front of it as it was maybe intended can be an okay strategy even without master cultists. In addition to this i would like to note that some of the Rpve strategies are just better than others because the rpve-maps are just a bit too much alike even if it is "random". Some other cool cards might start to shine more once we have stuff like an rpve map where you have to defend against waves instead of running through the map on a timer or stuff like that. Anyways..this derailed a bit.
    Now that i thought about your proposal a bit more however, i think unless the game is getting more balanced and other, more complicated solutions are implemented, it might be a nice idea to add a little pop-up or so where you inform other players once they attempt to join that there is a special set of rules regarding certain cards in place. It could be something like "This is a run w/o feeding" or "Only root units allowed!" etc. Maybe even in their client's native language?
    How about a fourth difficulty setting, past expert, for each map which gives greater rewards in general without amii monu / enlightenment / decomposer AND a very randomized enemy-unit and building composition. So that mana wings will suddenly suck in blight/nightmare shard expert if there is a random AA tower in the next camp - just as example. People will then have to build more flexible decks which might include more rarely used cards. The game is in general very predictable to those who know the maps well enough. To me this is a weakness of this great game.
    Sometimes i think, if there were a few halfways commonly spawned units, which could be part of one of the factions in rpve and which simply reflect 100% magic dmg, then almost every meta deck would need a little backup plan... might be the next amii card i will start to draw lol
     
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