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Volin

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  1. Volin liked a post in a topic by Dallarian in Gunners go BOOM   
    Genius and madness are two sides of the same coin.
  2. Volin liked a post in a topic by Dutchy in Gunners go BOOM   
    Disclaimer: This is more a fun deck. Not advised for beginners. Might have difficulty clearing harder rpve 9 maps. 
    Hey Skylords, 
    I've been playing around with some rpve decks and wanted to share one of my favorites:

    T1: Standard T1 fire start with Nomad G, Eruption and Mine. Of course a Shadow start is also viable to get your Resource Booster out earlier
    T2: Bandit Minefield to take the T3 camp easier. 
    T3: At T3, build your Shadow orb as T3 to get early boosters. You can start building your army of Gunners afterwards if you are not the one building the Shrine of War.
    T4: Get your second fire orb and start going ham on the camps with your Gunners + spell support. 
     
    - Why Corsair? Corsair buffs all friendly Bandit units by 60%!!! 
    - How do you keep your Gunners alive? By applying unity on your Gunners they will share 1 life pool. If you cast Blood Healing, the whole group will heal. 
    - Make sure you do not target your own units with Amok as it affects both hostile and friendly entities. 
    - Unity works on 8 units. If you have more than 8 gunners, make sure you use both Unity to cover as many units as possible, without too much overlap. 
     
    Attached you can find a replay with all four players playing a gunners deck in the current MotM. Its a whole lot of fun!
    2022-10-24_14-18-41_RPvEFourPlayers_diff9_s47334_{GM}Dutchy_Volin_kleppie_{GM}Nukie_time_0_14_59.5_v259.pmv

    Thanks to @Volin @Nukie @kleppie for doing this run with me!
  3. Volin liked a post in a topic by Metagross31 in CHEAP and powerful BEGINNER Deck   
    I would recommend some type of void return, i.e. Shrine of Memory or Furnace of Flesh+Cultist Master. Or if you want to add a shadow orb, Shrine of War.
  4. Volin liked a post in a topic by Dutchy in So you think you know your cards...   
    After a short discussion on our discord, I decided to make this quiz. 
    You need to name all the Twilight edition (first edition) cards that were in the original game. 
    The time limit is 20 min. 
    Feel free to share your results!
    https://www.sporcle.com/games/manawingbattlefo/ultimate-skylords-quiz
  5. Volin liked a post in a topic by Titan in So you think you know your cards...   
    104/201, hard to know what is what edition lol.
  6. Volin liked a post in a topic by Octochicken in Battle of Tactics #2: Perfectly Balanced, as all things should be - Until 23.10.2022   
    Battle of Tactics 2:
    9 minutes of a tightly choreographed dance followed by 2 minutes of utter chaos.
  7. and1d liked a post in a topic by Volin in Boom!!! - Beginnerfriendly Fire/Nature (no Twilight) rpve deck   
    Heya,

    wanted to share a deck again that is currently a great fun for me and as it is also quite beginner friendly I think it's cool to post it here. The only really expensive card in my current setup ist Cluster Explosion (red) which can be replaced with just another dmg spell or a T2 unit for low budget.



    Just made this a few days, looks so far as 3 heals (plus Unity) could be a little over the top, so feel free to cut Equilibrium. The latest buffs of Inferno and Fire Sphere make this really fun to play and the alltime classic Thunderstorm and Cluster compliment this well.

    Mandatory are in my eyes:
    - Oink for at least a little CC (time buyer and help to get T4)
    - Unity BLUE! (Fire Dragons get quite tanky with a Grimvine in a Unity)
    - Regrowth and Bloodthirst
    - above mentioned 4 dmg spells, feel free to add more
    - Grimevine (nice, cheap all time classic, a great tank for just a few bucks)
    - Shrine of War (build 2, you need constant void return to use ur spells all time)
    - Inc Mo (needed if you want to utilize your Dragons against Lost Souls, use the Yellow one, else the green is always handy)

    Handy but optional:
    - Breeding (your partner may appreciate that)
    - Revenge is more a filler but always nice to have and a good supporter
    - 3rd heal

    T1 or
    classic Fire or Nature start
    T2
    Feel free to add a T2 unit of your flavor, usually both T1 colours deal perfectly fine with any T3 enemies with the help of Oink
    T3
    Usually here you want to build your Shrine ASAP. If needed get some Hurlers out, together with your spells and Unity they are really a force.
    T4
    Get a Grimvine out and go ahead, it is mostly just the ground presence for your spells. Once you have plenty energy feel free to add some Dragons as they are superb boss killers. Play Bloodthirst in advance before you engage camps, if there are Windhunters or other paralyzing units Oink them for a few.

    Don't hold back with your spells, if you activate your Shrine you can play them endless and let Fire and Thunder rain on your enemies!



     
  8. Volin liked a post in a topic by Kapo in Boom!!! - Beginnerfriendly Fire/Nature (no Twilight) rpve deck   
    My first “primary” rPVE was also a Fire-Nature-deck with no Twilight. It's simple, it's fun, and it's very forgiving when you make small errors.
    10/10 for Twilight with no Twilight 👍
  9. Blashyrkh liked a post in a topic by Volin in Boom!!! - Beginnerfriendly Fire/Nature (no Twilight) rpve deck   
    Heya,

    wanted to share a deck again that is currently a great fun for me and as it is also quite beginner friendly I think it's cool to post it here. The only really expensive card in my current setup ist Cluster Explosion (red) which can be replaced with just another dmg spell or a T2 unit for low budget.



    Just made this a few days, looks so far as 3 heals (plus Unity) could be a little over the top, so feel free to cut Equilibrium. The latest buffs of Inferno and Fire Sphere make this really fun to play and the alltime classic Thunderstorm and Cluster compliment this well.

    Mandatory are in my eyes:
    - Oink for at least a little CC (time buyer and help to get T4)
    - Unity BLUE! (Fire Dragons get quite tanky with a Grimvine in a Unity)
    - Regrowth and Bloodthirst
    - above mentioned 4 dmg spells, feel free to add more
    - Grimevine (nice, cheap all time classic, a great tank for just a few bucks)
    - Shrine of War (build 2, you need constant void return to use ur spells all time)
    - Inc Mo (needed if you want to utilize your Dragons against Lost Souls, use the Yellow one, else the green is always handy)

    Handy but optional:
    - Breeding (your partner may appreciate that)
    - Revenge is more a filler but always nice to have and a good supporter
    - 3rd heal

    T1 or
    classic Fire or Nature start
    T2
    Feel free to add a T2 unit of your flavor, usually both T1 colours deal perfectly fine with any T3 enemies with the help of Oink
    T3
    Usually here you want to build your Shrine ASAP. If needed get some Hurlers out, together with your spells and Unity they are really a force.
    T4
    Get a Grimvine out and go ahead, it is mostly just the ground presence for your spells. Once you have plenty energy feel free to add some Dragons as they are superb boss killers. Play Bloodthirst in advance before you engage camps, if there are Windhunters or other paralyzing units Oink them for a few.

    Don't hold back with your spells, if you activate your Shrine you can play them endless and let Fire and Thunder rain on your enemies!



     
  10. Killbuster liked a post in a topic by Volin in Boom!!! - Beginnerfriendly Fire/Nature (no Twilight) rpve deck   
    Heya,

    wanted to share a deck again that is currently a great fun for me and as it is also quite beginner friendly I think it's cool to post it here. The only really expensive card in my current setup ist Cluster Explosion (red) which can be replaced with just another dmg spell or a T2 unit for low budget.



    Just made this a few days, looks so far as 3 heals (plus Unity) could be a little over the top, so feel free to cut Equilibrium. The latest buffs of Inferno and Fire Sphere make this really fun to play and the alltime classic Thunderstorm and Cluster compliment this well.

    Mandatory are in my eyes:
    - Oink for at least a little CC (time buyer and help to get T4)
    - Unity BLUE! (Fire Dragons get quite tanky with a Grimvine in a Unity)
    - Regrowth and Bloodthirst
    - above mentioned 4 dmg spells, feel free to add more
    - Grimevine (nice, cheap all time classic, a great tank for just a few bucks)
    - Shrine of War (build 2, you need constant void return to use ur spells all time)
    - Inc Mo (needed if you want to utilize your Dragons against Lost Souls, use the Yellow one, else the green is always handy)

    Handy but optional:
    - Breeding (your partner may appreciate that)
    - Revenge is more a filler but always nice to have and a good supporter
    - 3rd heal

    T1 or
    classic Fire or Nature start
    T2
    Feel free to add a T2 unit of your flavor, usually both T1 colours deal perfectly fine with any T3 enemies with the help of Oink
    T3
    Usually here you want to build your Shrine ASAP. If needed get some Hurlers out, together with your spells and Unity they are really a force.
    T4
    Get a Grimvine out and go ahead, it is mostly just the ground presence for your spells. Once you have plenty energy feel free to add some Dragons as they are superb boss killers. Play Bloodthirst in advance before you engage camps, if there are Windhunters or other paralyzing units Oink them for a few.

    Don't hold back with your spells, if you activate your Shrine you can play them endless and let Fire and Thunder rain on your enemies!



     
  11. Metagross31 liked a post in a topic by Volin in Boom!!! - Beginnerfriendly Fire/Nature (no Twilight) rpve deck   
    Heya,

    wanted to share a deck again that is currently a great fun for me and as it is also quite beginner friendly I think it's cool to post it here. The only really expensive card in my current setup ist Cluster Explosion (red) which can be replaced with just another dmg spell or a T2 unit for low budget.



    Just made this a few days, looks so far as 3 heals (plus Unity) could be a little over the top, so feel free to cut Equilibrium. The latest buffs of Inferno and Fire Sphere make this really fun to play and the alltime classic Thunderstorm and Cluster compliment this well.

    Mandatory are in my eyes:
    - Oink for at least a little CC (time buyer and help to get T4)
    - Unity BLUE! (Fire Dragons get quite tanky with a Grimvine in a Unity)
    - Regrowth and Bloodthirst
    - above mentioned 4 dmg spells, feel free to add more
    - Grimevine (nice, cheap all time classic, a great tank for just a few bucks)
    - Shrine of War (build 2, you need constant void return to use ur spells all time)
    - Inc Mo (needed if you want to utilize your Dragons against Lost Souls, use the Yellow one, else the green is always handy)

    Handy but optional:
    - Breeding (your partner may appreciate that)
    - Revenge is more a filler but always nice to have and a good supporter
    - 3rd heal

    T1 or
    classic Fire or Nature start
    T2
    Feel free to add a T2 unit of your flavor, usually both T1 colours deal perfectly fine with any T3 enemies with the help of Oink
    T3
    Usually here you want to build your Shrine ASAP. If needed get some Hurlers out, together with your spells and Unity they are really a force.
    T4
    Get a Grimvine out and go ahead, it is mostly just the ground presence for your spells. Once you have plenty energy feel free to add some Dragons as they are superb boss killers. Play Bloodthirst in advance before you engage camps, if there are Windhunters or other paralyzing units Oink them for a few.

    Don't hold back with your spells, if you activate your Shrine you can play them endless and let Fire and Thunder rain on your enemies!



     
  12. Kapo liked a post in a topic by Volin in Boom!!! - Beginnerfriendly Fire/Nature (no Twilight) rpve deck   
    Heya,

    wanted to share a deck again that is currently a great fun for me and as it is also quite beginner friendly I think it's cool to post it here. The only really expensive card in my current setup ist Cluster Explosion (red) which can be replaced with just another dmg spell or a T2 unit for low budget.



    Just made this a few days, looks so far as 3 heals (plus Unity) could be a little over the top, so feel free to cut Equilibrium. The latest buffs of Inferno and Fire Sphere make this really fun to play and the alltime classic Thunderstorm and Cluster compliment this well.

    Mandatory are in my eyes:
    - Oink for at least a little CC (time buyer and help to get T4)
    - Unity BLUE! (Fire Dragons get quite tanky with a Grimvine in a Unity)
    - Regrowth and Bloodthirst
    - above mentioned 4 dmg spells, feel free to add more
    - Grimevine (nice, cheap all time classic, a great tank for just a few bucks)
    - Shrine of War (build 2, you need constant void return to use ur spells all time)
    - Inc Mo (needed if you want to utilize your Dragons against Lost Souls, use the Yellow one, else the green is always handy)

    Handy but optional:
    - Breeding (your partner may appreciate that)
    - Revenge is more a filler but always nice to have and a good supporter
    - 3rd heal

    T1 or
    classic Fire or Nature start
    T2
    Feel free to add a T2 unit of your flavor, usually both T1 colours deal perfectly fine with any T3 enemies with the help of Oink
    T3
    Usually here you want to build your Shrine ASAP. If needed get some Hurlers out, together with your spells and Unity they are really a force.
    T4
    Get a Grimvine out and go ahead, it is mostly just the ground presence for your spells. Once you have plenty energy feel free to add some Dragons as they are superb boss killers. Play Bloodthirst in advance before you engage camps, if there are Windhunters or other paralyzing units Oink them for a few.

    Don't hold back with your spells, if you activate your Shrine you can play them endless and let Fire and Thunder rain on your enemies!



     
  13. DemonRJ liked a post in a topic by Volin in Pure Amii RPVE fun deck   
    Like it - could replace one of my former Amii decks which is not playble anymore due to the Watcher changes
     
  14. Volin liked a post in a topic by DemonRJ in Pure Amii RPVE fun deck   
    Hey
    I want to show a deck of mine, the deck is stronger than it looks, It has a ton of dmg, and just melts bosses, i have played all the S tier decks, and this is my most fun deck.


    lets go over how it works, and how to approch each tier.

    Tier 1 S: 6 Forsaken + Soul Splicer G + Motivate - Remebmer to build Embalmers shrine early, so you dont have to wait for the 60sec CD later
    Tier 2 SS: 2-3 Shadow Phoenix + Rescource boosters (you might have to wait with the Resource Boosters depending on how much in a rush your lane mate is in)
    Tier 3 SSN: You should have some Forsaken and Shadow Phoenix left, support them with Frenetic Assult and Infect. Use Cultist master with Furnace of Flesh for void Return.
    Tier 4 SSNN : Enlightenment into Forest Elder as your first unit. Now you are ready to start clearing, spawn Necrofurys and Voidmaws. The complete army looks like this:

    1x Forest Elder
    4x Necrofury 
    12x Void Maw

    Spawning the complete army wont take long, since the units are cheap, and Forest Elder cuts 30% of the cost.

    So what makes this deck any good ?
    The magic happens with Green Peace, you attack move the camp, cast Green Peace on the camp, and the camp will no longer fight back. So you can basicly stand outside the Green Peace ring, and just Nuke the camp nice and easy. Normally i dont attack with Forest elder i just keep him close to the group, so all units get +25% increased damage. If you are clearing with a teammate, he/she will watch with excitement, while enjoying inner peace.
    If theres a Boss in the Camp, you can kill him fast, while the whole camp just watches without fighting back.

    Boss Melting Easy mode:
    Forest Elder + 25% dmg
    Void Maw + 30% dmg taken to target
    Long range units, wont get effected by the bosses abilitys like Silence/Freeze/Burn

    Utility and damage spells:
    The deck has spells for all situations.

    Green Peace and Nether Warp are fun spells, that can give your teammates the helping hand, they didnt even know they needed 😇  (💩)

    DemonRJ













     
  15. Volin liked a post in a topic by WindHunter in Grove Spirit - Upcoming Changes   
    The paralyze beam will remain, similar to how Shaman has both a heal and an attack. Woodland Blessing will be given higher priority, which should mean Grove Spirit prioritizes buffing unless specifically commanded to paralyze an enemy. 
    About Healing Song: By T4 Nature has a lot of healing and nearly all of it is more convenient than adding in a T4 M-unit and keeping it safe. Equilibrium, Healing Gardens, Forest Elder, and Regrowth are all better and you likely have at least 2 of these in your deck. So while this is a nerf to Grove Spirit's healing, it does allow the unit to provide something which Nature is lacking, namely, CC immunity. Nature has zero offensive spells which can damage buildings meaning the heavy lifting needs to happen via units. We could have "fixed" this by giving Nature an offensive anti-building spell or unit ability but instead decided to accept it as a design restriction and attempt to design around Nature's building weakness for the sake of more unique gameplay. Grove Spirit will provide a 25m radius area of CC immunity and 10 seconds of safety outside of that zone. This should allow Nature's powerful backline in Primeval Watcher to do its job without interruption. 
    I will also note that this card, while in active development right now, is not yet complete. It will undergo a testing phase during which we will adjust its values based on Nature's needs as a faction. 
  16. Metagross31 liked a post in a topic by Volin in Ultimate Carry Deck - Kapo's Pride - become indestructable!   
    I just imagine 3 Dancers up there in the camp and 2 comming with the wave 🤭


    EDIT-PS: My theraphists bill is on its way

     
  17. Volin liked a post in a topic by DefAnske in Ultimate Carry Deck - Kapo's Pride - become indestructable!   
    For some reason I think there must be some single word to describe this comb.
    Sadly I cannot find it.
  18. Volin liked a post in a topic by Ultralord in Battle of Tactics #2: Perfectly Balanced, as all things should be - Until 23.10.2022   
    Hello People of the sky,
    It´s time to fight with a perfectly balanced deck, as all things should be
     
     
    Update: Winners, Replays, Stream and more can be found in this post:
     
    What does this mean for deckbuilding?
    Deck Rule 1:
    Your deck has to consist of:
     4x T1 Cards
     4x T2 Cards
     4x T3 Cards
     4x T4 Cards
    Deck Rule 2:
    Your deck has to consist of:
     5x Units
     5x Buildings
     5x Spells
    1x Wildcard (Can be one additional Unit, Building or Spell)
    Deck Rule 3:
    Your deck has to consist of:
     4x Fire Cards
     4x Frost Cards
     4x Nature Cards
     4x Shadow Cards
    no neutral cards! (Moon, Rogan, etc.)
    no mixed cards! (Twilight, Lost Souls, etc.)
    Game Rule 1:
    Every card in your deck has to be played at least one time.
    Hint: You are allowed to switch orbs to play for example “Fire Dancer” with 2 Fire Orbs.
     
    This sounds complicated, how do I check if my deck legitimate?
    The funny BOT-Website is back -> www.t1421.de
    You can upload your replay and use one of two modes.
        -> “Cards Played” -> Checks which cards have been played within the replay and if the run conforms with the ruleset
        -> “Cards in Deck” -> Checks which cards are in your deck and if it conforms with the deck rules.
    Hint: Start a match, wait 1 second and upload that replay to be certain, everything is within the rules.
     
    OK I think got it, tell me the rest:
    Map:                          Behind Enemy lines Difficulty:                   Advanced Goal:                          Win as fast as possible within the deck and game rules above Until when:                23.10.2022 23:59 CET Winner Stream:         28.10.2022 18:00 CET via my Twitch (https://www.twitch.tv/ultralord_t1421) Replays:                     PM in the Forum @T1421 or DM via Discord Ultralord#9706 Replay name:             BOT2_[Your Username].pmv
                                       You can send in multiple replays, the last one which I receive will be used for the event
                                       Replays can be found in your Documents folder (C:\Users\xxx\Documents\BattleForge\replays\) Here you can watch the recording of the rules, test deck building (+checking on the website) and Q&A Stream:
    https://www.youtube.com/watch?v=iUzKwYtUAOc
     
    This is too easy! Give me a “real” challenge! 
     
    And what can I win?
    There is one ranking list for “perfectly balanced” and “overbalanced”:

    1st place:                     7 General Boosters
    2nd place:                    4 General Boosters
    3rd place:                     3 General Boosters
    4th place:                     2 General Boosters
    5th -10th place:           1 General Booster

    11th-14th place:          200BFP
    15th-20th place:          100BFP
     

    Fastest Player using a “overbalanced”-Deck gets a Promo Fallen Skyelf!
     

    Top 4 Players using a “overbalanced”-Deck get one of 4 Shadow/Fire/Frost/Nature Booster.
     
    There are 16 Cards in the random draw (only one per player). Place 11 and lower get priority.
    So when all player lower place 10 got a card, player 1-10 could get their chance.
    Dreadcharger, Mine, Home Soil, Mark of the Keeper
    Shadow Mage, Gladiatrix Green, Stormsinger Green, Mauler
    Soulshatter, Inferno, Ward of the North, Revenge
    Altar of Chaos, Comet Catcher, Worldbreaker Gun, Lifestream




     
    Big thank you to:
    SLR-Team                           For the 20 Boosters
                                               as well as the 4 Faction Boosters
    Proofreader                        For fixing mistakes and improving phrasing in this post
    @Metagross31                For helping once again with the organization
    @Maze                           For sharing some SMJ data for my website (SMJ)
    @Volin                            For 2 Boosters
    @DeleriuM                      For 1.400 BFP
    @ZevsOleg  (Bupyc)       For Comet Catcher, Altar of Chaos, Worldbreaker Gun, Lifestream,
                                               as well as Dreadcharger, Mark of the Keeper, Mine, Soulshatter and Revenge
    @arabikaa                      For the Promo Fallen Skyelf
    You want to sponsor something -> feel free to contact me.
    Replays and rankings will be shared after the winner stream.
    I hope you all have fun with the deckbuilding and your run. See you in the Forge.
    Ultralord
     
    FAQ
     
     
  19. chickennoodler liked a post in a topic by Volin in September Patch Feedback Thread   
    Okay, then I'll make a start. First let me say that I'm not having a particularly good day, don't put too much stock in my single opinion.
    Haven't played much lately and seem a bit rusty in general.
    I have only tested 2 things seriously the last 2 days this was:
    The Batariel deck has simply slipped into the middle class in my opinion, sure you can still play it, but it's a run-of-the-mill deck like you mostly see in random groups anyway (wrong orbs; hardly any, no and/or wrong buffs and there's then a single Bata running around that actually only has enlightenment in common with the usual buffed Bata deck).
    On stronger maps, the burn is too weak to clear necessary threats in time and it dies quickly these days when the camps are a bit harder.
    Too bad, I'm curious whether the better players can still get something out of here, from the first feeling the deck unfortunately falls completely out of the meta. Possibly further a Speedrun alternative on very easy Bandit maps.
    The second thing I looked at is the Twilight Deck, unfortunately I find here (at least from meta point of view) not much new. The dragon buff as well as the creeper buff are nice, but nothing more - the Abo Spelldeck remains the king in the ring. Nightshade in T3 is a possibility, but I suspect that this will remain more of a casual approach, but finally nice to have the alternative, although especially here Twilight T3 already had 2 strong units. But since XL are always very popular, the masses will be happy and probably grab here.
    A more Unit based Twilight deck will be a bit stronger with the patch, but thanks to the Nox Cloud and the Creeper Buff, the Abo deck has increased to the same extent.
    The transformation overhaul has no relevance to me so far in the pve, in fact I had to look up what else changed there in the patch notes. As before, the slot gain because of the "internal" Breeding Ground remains the main advantage for me here.
    All in all, I think there is unfortunately more work in here than you can feel in the Twilight deck 😞 I hope Twilight is not yet finished here, although I can imagine that the PvP impact is significantly greater.
    My conclusion: So far the patch that gives me the least pleasure. The Buffed Bata deck has slipped more than 1 tier imo and after the Bandit rework I had hoped for a little bit more with Twilight, but I don't want to be unfair, I realize how much time and effort is put into this. The small changes to Spells, Units are very nice and please me very well, including the nerfs of Decomposer and Frenetic. (The revisions to the buildings also read very nice, only I never actually play them ^^)
    I thank you very much for your work, hope it's not brazen to hope for something more in Twilight.
    Ahhhh - wait - one thing I have almost forgotten. Pure Fire I've also been playing since the patch, and it feels really nice. The overdue boost in sustain from both the deck and NPC side (aka Dancer rework) feel good and make the deck a lot more rounded. Moloch normal speed when? 😛
    mostly translated with www.DeepL.com/Translator (free version)
  20. Volin liked a post in a topic by Majora in Some suggest ideas   
    Hm fair enough, I can see the appeal in that. 
    With suggestions like this (while always welcome!) you always have to take the hours into account that it would take to add this. Theoretically possible? Almost definitly. But it will come at the cost of other features and QoL changes. Since the game is run completely by volunteers, it can be tricky to get the right people working on this without delaying other features. 
    I personally wouldnt hold my breath, but maybe at some point we could add the boss units to the list of spawnable units.  
  21. Medo Fathy liked a post in a topic by Volin in September Patch Feedback Thread   
    Nope, the deck is dead.
    You mean the slightly buffed single-target dmg that does not even help to trigger the aura any faster? Sorry, but you do not seem to understand how this deck worked. Batariel decks are no big dmg spell carrier. The main dmg must usually come from Batariel himself, this deck has only very limited options for spell-dmg usually and if your single unit takes to long in a harder camp, in a double camp or encountering early harder bosses you are just plain dead. Ofc you have plenty of energy, but beside Soulshatter and Thunderstorm there are not much options for dmg-spells on the one hand, and on the other if you just want to have a carrier for your spells you take units that have a) less cost and b) better orb restrictions (2 Green for Enlighten, 2 Shadow for needed CC and one Red for Disenchant) then an enlightened Batariel.
    I played only a few matches since patch, but even a common twilight-3-willzapper rpve9 stopped me completely, I was hard-carried by a STONEKIN player! I lost 3 Batas and switched Orbs 5 times, a real fun.
    The last months 2player 10 I was not able to take out the early Infester camp in 4 tries... I had to give up.
    Even better players - and I mean I think I was able to push quite a decent Bata - like Damo dropped the deck entirely because it became almost unplayable for random maps. Sure you can hope for some easy bandits or that a Stonekin player carries you, but that is what I described above, the usual everyday Batariel (that was never strong, never fast and dies very often) deck that has nothing in common with what Dutchy cut quite perfect in his Bata-guide.
    Literally everybody that I know dropped this deck, to say it works still is just plain unrealistic. May we ask instead you for a replay to prove your statements?

    I do not often agree with Fundus, since he presents his opinion of very exaggerated, but here do not only I agree, but everybody that I have spoken with since the patch. And you may imagine I know quite some decent rpve players.
    I would not even agree with his statement that you should not nerf any cards at all but only buff unused cards - hell and you guys did that and you did a great job there. But don't get me wrong, Fundus, your legit opinion ofc.
    But the goal to get the Bata deck a tier down was failed sadly, it moved into lower tier fun-decks and is less viable as some of those
     
     
     
  22. Medo Fathy liked a post in a topic by Volin in September Patch Feedback Thread   
    Okay, then I'll make a start. First let me say that I'm not having a particularly good day, don't put too much stock in my single opinion.
    Haven't played much lately and seem a bit rusty in general.
    I have only tested 2 things seriously the last 2 days this was:
    The Batariel deck has simply slipped into the middle class in my opinion, sure you can still play it, but it's a run-of-the-mill deck like you mostly see in random groups anyway (wrong orbs; hardly any, no and/or wrong buffs and there's then a single Bata running around that actually only has enlightenment in common with the usual buffed Bata deck).
    On stronger maps, the burn is too weak to clear necessary threats in time and it dies quickly these days when the camps are a bit harder.
    Too bad, I'm curious whether the better players can still get something out of here, from the first feeling the deck unfortunately falls completely out of the meta. Possibly further a Speedrun alternative on very easy Bandit maps.
    The second thing I looked at is the Twilight Deck, unfortunately I find here (at least from meta point of view) not much new. The dragon buff as well as the creeper buff are nice, but nothing more - the Abo Spelldeck remains the king in the ring. Nightshade in T3 is a possibility, but I suspect that this will remain more of a casual approach, but finally nice to have the alternative, although especially here Twilight T3 already had 2 strong units. But since XL are always very popular, the masses will be happy and probably grab here.
    A more Unit based Twilight deck will be a bit stronger with the patch, but thanks to the Nox Cloud and the Creeper Buff, the Abo deck has increased to the same extent.
    The transformation overhaul has no relevance to me so far in the pve, in fact I had to look up what else changed there in the patch notes. As before, the slot gain because of the "internal" Breeding Ground remains the main advantage for me here.
    All in all, I think there is unfortunately more work in here than you can feel in the Twilight deck 😞 I hope Twilight is not yet finished here, although I can imagine that the PvP impact is significantly greater.
    My conclusion: So far the patch that gives me the least pleasure. The Buffed Bata deck has slipped more than 1 tier imo and after the Bandit rework I had hoped for a little bit more with Twilight, but I don't want to be unfair, I realize how much time and effort is put into this. The small changes to Spells, Units are very nice and please me very well, including the nerfs of Decomposer and Frenetic. (The revisions to the buildings also read very nice, only I never actually play them ^^)
    I thank you very much for your work, hope it's not brazen to hope for something more in Twilight.
    Ahhhh - wait - one thing I have almost forgotten. Pure Fire I've also been playing since the patch, and it feels really nice. The overdue boost in sustain from both the deck and NPC side (aka Dancer rework) feel good and make the deck a lot more rounded. Moloch normal speed when? 😛
    mostly translated with www.DeepL.com/Translator (free version)
  23. Blashyrkh liked a post in a topic by Volin in September Patch Feedback Thread   
    Okay, then I'll make a start. First let me say that I'm not having a particularly good day, don't put too much stock in my single opinion.
    Haven't played much lately and seem a bit rusty in general.
    I have only tested 2 things seriously the last 2 days this was:
    The Batariel deck has simply slipped into the middle class in my opinion, sure you can still play it, but it's a run-of-the-mill deck like you mostly see in random groups anyway (wrong orbs; hardly any, no and/or wrong buffs and there's then a single Bata running around that actually only has enlightenment in common with the usual buffed Bata deck).
    On stronger maps, the burn is too weak to clear necessary threats in time and it dies quickly these days when the camps are a bit harder.
    Too bad, I'm curious whether the better players can still get something out of here, from the first feeling the deck unfortunately falls completely out of the meta. Possibly further a Speedrun alternative on very easy Bandit maps.
    The second thing I looked at is the Twilight Deck, unfortunately I find here (at least from meta point of view) not much new. The dragon buff as well as the creeper buff are nice, but nothing more - the Abo Spelldeck remains the king in the ring. Nightshade in T3 is a possibility, but I suspect that this will remain more of a casual approach, but finally nice to have the alternative, although especially here Twilight T3 already had 2 strong units. But since XL are always very popular, the masses will be happy and probably grab here.
    A more Unit based Twilight deck will be a bit stronger with the patch, but thanks to the Nox Cloud and the Creeper Buff, the Abo deck has increased to the same extent.
    The transformation overhaul has no relevance to me so far in the pve, in fact I had to look up what else changed there in the patch notes. As before, the slot gain because of the "internal" Breeding Ground remains the main advantage for me here.
    All in all, I think there is unfortunately more work in here than you can feel in the Twilight deck 😞 I hope Twilight is not yet finished here, although I can imagine that the PvP impact is significantly greater.
    My conclusion: So far the patch that gives me the least pleasure. The Buffed Bata deck has slipped more than 1 tier imo and after the Bandit rework I had hoped for a little bit more with Twilight, but I don't want to be unfair, I realize how much time and effort is put into this. The small changes to Spells, Units are very nice and please me very well, including the nerfs of Decomposer and Frenetic. (The revisions to the buildings also read very nice, only I never actually play them ^^)
    I thank you very much for your work, hope it's not brazen to hope for something more in Twilight.
    Ahhhh - wait - one thing I have almost forgotten. Pure Fire I've also been playing since the patch, and it feels really nice. The overdue boost in sustain from both the deck and NPC side (aka Dancer rework) feel good and make the deck a lot more rounded. Moloch normal speed when? 😛
    mostly translated with www.DeepL.com/Translator (free version)
  24. Donaar liked a post in a topic by Volin in September Patch Feedback Thread   
    Nope, the deck is dead.
    You mean the slightly buffed single-target dmg that does not even help to trigger the aura any faster? Sorry, but you do not seem to understand how this deck worked. Batariel decks are no big dmg spell carrier. The main dmg must usually come from Batariel himself, this deck has only very limited options for spell-dmg usually and if your single unit takes to long in a harder camp, in a double camp or encountering early harder bosses you are just plain dead. Ofc you have plenty of energy, but beside Soulshatter and Thunderstorm there are not much options for dmg-spells on the one hand, and on the other if you just want to have a carrier for your spells you take units that have a) less cost and b) better orb restrictions (2 Green for Enlighten, 2 Shadow for needed CC and one Red for Disenchant) then an enlightened Batariel.
    I played only a few matches since patch, but even a common twilight-3-willzapper rpve9 stopped me completely, I was hard-carried by a STONEKIN player! I lost 3 Batas and switched Orbs 5 times, a real fun.
    The last months 2player 10 I was not able to take out the early Infester camp in 4 tries... I had to give up.
    Even better players - and I mean I think I was able to push quite a decent Bata - like Damo dropped the deck entirely because it became almost unplayable for random maps. Sure you can hope for some easy bandits or that a Stonekin player carries you, but that is what I described above, the usual everyday Batariel (that was never strong, never fast and dies very often) deck that has nothing in common with what Dutchy cut quite perfect in his Bata-guide.
    Literally everybody that I know dropped this deck, to say it works still is just plain unrealistic. May we ask instead you for a replay to prove your statements?

    I do not often agree with Fundus, since he presents his opinion of very exaggerated, but here do not only I agree, but everybody that I have spoken with since the patch. And you may imagine I know quite some decent rpve players.
    I would not even agree with his statement that you should not nerf any cards at all but only buff unused cards - hell and you guys did that and you did a great job there. But don't get me wrong, Fundus, your legit opinion ofc.
    But the goal to get the Bata deck a tier down was failed sadly, it moved into lower tier fun-decks and is less viable as some of those
     
     
     
  25. Dutchy liked a post in a topic by Volin in September Patch Feedback Thread   
    Nope, the deck is dead.
    You mean the slightly buffed single-target dmg that does not even help to trigger the aura any faster? Sorry, but you do not seem to understand how this deck worked. Batariel decks are no big dmg spell carrier. The main dmg must usually come from Batariel himself, this deck has only very limited options for spell-dmg usually and if your single unit takes to long in a harder camp, in a double camp or encountering early harder bosses you are just plain dead. Ofc you have plenty of energy, but beside Soulshatter and Thunderstorm there are not much options for dmg-spells on the one hand, and on the other if you just want to have a carrier for your spells you take units that have a) less cost and b) better orb restrictions (2 Green for Enlighten, 2 Shadow for needed CC and one Red for Disenchant) then an enlightened Batariel.
    I played only a few matches since patch, but even a common twilight-3-willzapper rpve9 stopped me completely, I was hard-carried by a STONEKIN player! I lost 3 Batas and switched Orbs 5 times, a real fun.
    The last months 2player 10 I was not able to take out the early Infester camp in 4 tries... I had to give up.
    Even better players - and I mean I think I was able to push quite a decent Bata - like Damo dropped the deck entirely because it became almost unplayable for random maps. Sure you can hope for some easy bandits or that a Stonekin player carries you, but that is what I described above, the usual everyday Batariel (that was never strong, never fast and dies very often) deck that has nothing in common with what Dutchy cut quite perfect in his Bata-guide.
    Literally everybody that I know dropped this deck, to say it works still is just plain unrealistic. May we ask instead you for a replay to prove your statements?

    I do not often agree with Fundus, since he presents his opinion of very exaggerated, but here do not only I agree, but everybody that I have spoken with since the patch. And you may imagine I know quite some decent rpve players.
    I would not even agree with his statement that you should not nerf any cards at all but only buff unused cards - hell and you guys did that and you did a great job there. But don't get me wrong, Fundus, your legit opinion ofc.
    But the goal to get the Bata deck a tier down was failed sadly, it moved into lower tier fun-decks and is less viable as some of those
     
     
     
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