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Volin

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Posts posted by Volin

  1. 4 hours ago, Cocofang said:

    Just like the first topic about cPvE being supposedly much harder than before there is just a statement thrown into the room, leaving it to everyone else to make something of it.

    Ah the guy that never returned to answer any question?

    Then I just put this thread under "trolling" too. At least for now

    Draconnor and murloc017 like this
  2. 5 hours ago, Fundus said:

    It was way too easy before the Patch

    Oh no not again please...

     

    5 hours ago, Fundus said:

    There should really be a difficulty level between 9 and 10

    I'll say gently that this is probably the only true thing about the above post. But I haven't played much against fire since patch, and so far only in my static premade group, so can't judge it conclusively yet.

    Perhaps fire has indeed been trimmed too much, but to deny alone that fire rpve was out of balance is already absurd.
     

    5 hours ago, Fundus said:

    Last week i played 4 player rPvE 9 vs Fire with a completely new and clueless player on my side, i was on Pos 3 and he was on Pos 4.He almost cleared T3 alone with just Master Archers and Northguards

    Sorry, but I wonder - on the one hand fire is way to easy, so you must be one of the best rpve players ever around. On the other hand you play on the inner position and are slower than new and clueless player that has to fight at least 2 extra units and give him the time to clear T3 alone. Something is wrong with this story. 🧐

     

    5 hours ago, Fundus said:

    Considering lvl 9 is the second hardest difficulty setting for rPvE every faction, not just Fire should be as hard as Lost Souls, maybe even a bit harder.

    However, if this is your requirement, I don't think you understand balancing. Everyone agrees that the jump from 9s to 10s is too far - but it was never the goal to create a faction with Fire that is harder than Lost Souls. Balancing comes from balance. And don't get me wrong, I actually like to fight Lost Souls. But it is a considerable denial of reality paired with strong egoism to see this as a measure for the general balancing.


    If 9s are obviously too easy for you, a player like you who found Fire way too easy should just play more 10s.

  3. 4 hours ago, Majora said:

    Not sure if I understand your question correctly, but the warning is there to make sure you know that by continuing to stay inactive, you wont make progression. 

    You also mention why doesnt the game just kick me out/whats the point for staying in the match if I cant get any rewards (again, if I understand you correctly).
    Eh.. playing the game? 😅 Completing the map for the first time on advanced/expert in general? 

    Again, maybe I misunderstood the question. But I dont think just because you cant get any rewards (not sure if thats intended for achievements btw), should result in the game just kicking you instead of warning you ''because there is no point to stay''. 

    Yeah that was mainly my point. Additionally as I was told by some players that it should count for achievements, so I was unsure if it was maybe a bug with the newer ones.

    If you feel that being kicked out of the match is too harsh and that playing it to the end just for fun is the way to go, who am I to speak against it.

  4. 41 minutes ago, LEBOVIN said:

    as far as I know all reflection dmg effects are true dmg by default.

    Possible, I have no clue tho 😞

    Live Weawing and Revenge are probably something different, as they say "transfer" and not "reflect"? If not, those two don't have true dmg

  5. Hey,

     

    don't want to spam threads today, but I have another issue for discussion: Is it intended from balancing view that Twilight Evil Eyes reflection is true dmg (pierces shields, hope I got the correct term here) - I think that is harsh!

    I've seen many veteran players stumbling over his reflect alone as it can deal insane damage, but today for the first time I recognized that his reflect pierces shields as I played a pure Frost game with a friend.

    Just wanted to open a discussion on that. Perhaps many even don't know this as I could imagine. And if we would have a consens on this I think the change would be easy to implement, at least I could imagine that. Don't hang me if not, then just let's bury this topic as it is nothing big.

    grafik.png.ebb6a1b297a7b20655bbd69189acb804.png

    Dallarian and Metagross31 like this
  6. Hey,

    perhaps I'm wrong, but wasn't it the deal that even if you get inactive the match still counts for achievements. I mean if it does not count for that (as far as I know it does not count for quests either), as you get now reward, does it even make sense that the game warns you? Then the game could just kick me out as staying in the match does not make any sense, or do I miss something.

    Put it on purpose not in the bug section as I might oversee something or I might not be well informed enough

    grafik.png.f156c8755d9d01cd98bfd12432c24621.png

    grafik.png.91f6699104175fd1705ddb88008e684f.png

     

    PS: Don't ask me what I did 2,5h there - I just had a "meeting" and held the game open ^^

    Deadman, Dallarian and Blashyrkh like this
  7. 4 hours ago, Bini Inibitor said:

    I really want to know what others think of Rageflame.

    First of all: Thanks that you gave it a review under the mentioned points.

    Rageflame is a card that gives me much nostalgia . Back in the days I wanted to have this card so badly cause it looked cool to me, and the options with Rageflame and Stone Warrior B looked so great in theory. I can't recall the price but it was high and I remember that when I got it, I was very disappointed. Sadly the Stonekin freeze deck only works really good on the paper. In rpve at least it can take out easier 9 maps, but the options are still very limited. You are glad to roll a bandit map 🙂
     

    On top to the structural problems, that all 3 freeze spells do a better freezing job, the combo of Rageflames, Stone Warriors and Core Dredges does only a very average dmg output, the high cost of the Stone Warrior ability and that can't hit flyers you really suffer against any stronger boss.

    I'm aware, that possible decks that have a T3 army need to be balanced against further T4 options and in addition may have conflicts with PvP - so I'm not sure if my dreams may come true here. But personally I would love if at least some of the mentioned problems with this deck could be addressed to enable a second (and complete different) Stonekin archetype deck, that plays in the same level like many of our other various upper fun decks.

    In my dreams Rageflames dmg does not get reverted to the old level, but even gets slightly increased on top of the suggested idea of "their freeze does not apply the usual" malus. On top it would hit flyers too.
    If it would be possible to reduce the Stone Warrior ability cost slightly this could result in a wonderful (and balanced?) deck to me.


    Rageflame freeze would have its pros, but still the spells would have other advantages so Rageflame would be an option for the main Stonekin Deck with Grinders, but still far away from a set must-have. Yeah, Stone Warriors ability is strong, but looking at you Emberstrike (played in an environment of better void return) it still would have lesser AoE and a condition to use.
    This Deck would ofc be a powerhouse in T3, but at an invest of a good amount of bound power and probably still inferior to Ashbones or Horrors - in the best case comparable (would love to see that). For expert maps or stronger rpve maps I would still consider a T4 would be played and needed, where L units (and the T3 Core Dredge) are usually not the first pick and have to be strong to be viable at all. Regrowth and Shatter Ice compliment the mentioned playstyle enough to encourage players to take a 4th orb I'd guess, and if not - who cares? Ashbone Decks are usually played to at 3 orbs, everybody who plays them knows that they are super strong on the one hand, but need a lot of player skill to survive and their vulnerability justifies  the fine T3 deck in my opinion.
    I would not see (but perhaps I oversee something) any conflicts with the new Frost and the main Stonekin deck.

    The only thing I can't judge really is the possible pvp impact if Rageflames and Stone Warriors get a stronger buff.

    I would really love to see this (on the paper) obvious second Stonekin Deck being enabled for more content and be raised to the power level of other faction decks.

    And last but not least this deck would still have one weak point (which Ashbone decks have not at all): Bosses. I guess this alone is justifying some buffs for this deck if possible. And the second weak point would of course be, that any other CC gets applied way faster. Both should be fine so that this deck does not get too strong at all.

     

    TL;DR

    - Don't nerf Rageflames dmg - buff it even a bit more.

    - Make it hit flyers.

    - Reduce Stonekin Warriors ability cost a bit.

     

    Blashyrkh, Lans and Reverend830 like this
  8. 9 hours ago, WindHunter said:

    . Revert previous damage increase
       - Frostshower Damage: 1600 dp20 --> 1400 dp20

    This leaves me a bit confused. From my feeling the latest buff had no impact at all. I don't think I have seen a single Rageflame at all in the last months in a game.

    I see you want to make him a sole supporter, but who would rely on a unit to freeze that does not hit air units at all and gives the same CC time as most spells.


    Coldsnap does this better as it is almost instant and hits flyers.
    Frost Shard does this better as it is instant and hits flyers.
    Maelstorm does this better as it covers the whole camp, does more dmg then a half dozen Rageflames and hits flyers.

     

    What I like is that with Gemeyes one of the basic problems of the Stonekin faction gets addressed for the first time: Dmg against frozen targets.

    One of the reasons why more advanced players avoid Stonekin (from my personal feeling and from the conversations with friends) is that the faction is suuuuper slow. One of the reasons for this, beside that it is a very unit-based deck, is that Stonekin has very rare tools to circumvent the malus of frozen enemys. That Gemeye P has now the option to pierce this, while Gemeye G gives another better option of non-freeze CC will help here a bit.

     

    Dutchy and JarodDempsey like this
  9.  

    1 hour ago, Cocofang said:

    The red affinity isn't half bad. 50% damage buff to 7500 DP20 in an orb combo that only has the somewhat clunky Home Soil+Ice Barrier combo. And technically Green Peace R.

    50 energy for a (de)buff on a single unit is just poor and not useful at all

  10. Hey, bitte schreibe hier in Englisch. Wenn es dir schwerfällt, bitte einen Übersetzer nutzen (https://www.deepl.com/translator)
    Und Echtgeldtransaktionen sind schwer verboten, Skylords Reborn ist ein richtiges Free to Play!

     

    Hey, please write in english here. If you find it hard, please use a translator (https://www.deepl.com/translator).
    And real money transactions are strictly forbidden, Skylords Reborn is a real Free to Play!

    Metagross31 likes this
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