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Blashyrkh

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  1. Blashyrkh liked a post in a topic by Metagross31 in Stonekin - Faction Discussion Thread   
    Stonekin Warrior actually fills an important role in Stonekin PvP as prime XL counter (It can even oneshot Juggernaut with its ability). So doing a complete rework might leave a gap in that regard.
    I like that one. By the time it freezes the enemies, other cards already would have killed them.
    Maybe
    blue one -> freezes units and they take full dmg
    and
    red one -> freezes units and buildings and buildings take extra damage while frozen?
  2. Volin liked a post in a topic by Blashyrkh in Stonekin - Faction Discussion Thread   
    That Rageflame should remain a supportunit is ok, but in its current state it does exactly that not well. 
    I have tried it in several decks, cPvE and rPvE, and it simply performs poorly. This is also due to the fact that the card with which you could combine it well also does not offer what you need for a good combination (Stonekin Warrior -> also no anti-air, ability too expensive to be able to use it often).
    So I see the points similar to Volin. Rageflame should get anti-air (I haven't read a good reason why it shouldn't). Also the cost of Stonekin Warriors ability should be reduced (or a little rework? Something more like Shatter Ice to hit more units). I would not reduce the damage from Rageflame again. This buff was not rly noticed anyway. So why go back again?
    Furthermore you could maybe think about it that enemy units are frozen faster (1-2 sec).
    The idea that units frozen by Rageflame get full damage is great. If you go this way, the blue Rageflame performs much better than the red one I think. Here you should have to think about something for the red one. 
  3. Blashyrkh liked a post in a topic by Volin in Stonekin - Faction Discussion Thread   
    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.
     
  4. Titan liked a post in a topic by Blashyrkh in Primeval Watcher - Upcoming Changes   
    I don't see why these changes should change that. The new orb requirement to 3nature1neutral will not make this better.
  5. Blashyrkh liked a post in a topic by Cocofang in Primeval Watcher - Upcoming Changes   
    If Primeval Watcher is to go 3Nature1Neutral, I think Nature itself needs a replacement. Every faction has at least two 2Factioncolor2Neutral units for committed hybrid decks or dipping two orbs deep into one color.
    This effectively leaves Nature with zero, because Spore Launcher is a root-card and has niche needs. Sure, you have Grimvine and Giant Wyrm as even more flexible splashes but that ain't the same. Primeval Watcher always was the sole T4 unit Nature offered as an "upgrade" for 2Nature splash.
    Alternatively, instead of increasing the orb requirements, an ability cost could be added since it is now much more powerful.
    Or an orb-swap with Colossus could be considered as well. So Primeval Watcher 3Nature1Neutral and Colossus 2Nature2Neutral.
  6. Blashyrkh liked a post in a topic by Metagross31 in Primeval Watcher - Upcoming Changes   
    I use him quite frequently in rPvE in a deck and it work super well. I'm a bit sad, that this deck will no longer work afterwards, but maybe I can find a new way to play it afterwards.
  7. SpiritAlpha liked a post in a topic by Blashyrkh in Primeval Watcher - Upcoming Changes   
    I don't see why these changes should change that. The new orb requirement to 3nature1neutral will not make this better.
  8. Blashyrkh liked a post in a topic by Volin in Can the motm be switched to fire?   
    Yeah, why not switch the motm to the wishes of a single player? 🤔 And if Abaddon does not show up (because he is not guaranteed) we switch as long till he shows...

    But you can be helped. The single player motm is fire (also three in a row) and those who will seek, find Abaddon 🙂


     
  9. Blashyrkh liked a post in a topic by WindHunter in Nightmare Shard - Discussion Thread   
    I think both of the above suggestions have merit. In terms of removing the Frost wild magic zone, I would prefer to just move it slightly. I would shift it slightly south to make it adjacent with the players' northern spawn walls. This does two things: (1) It allows the player to build up an army before the Vileblood camp as desired, while (2) strengthening the player's own defenses. 
  10. Blashyrkh liked a post in a topic by Cocofang in Spore Launcher - Upcoming Changes   
    It would be SO MUCH cooler if the Treespirits got spawned from the projectile, not from the unit itself. I mean, it is literally called a "Spore Launcher".
    Having it on every auto attack (or every few ones) would be amazing but it would have some wonky quirks to work out. The amount of spawned Treespirits could even scale with the amount of spores shot and therefore with support, as far as I have seen. They'd have to be temporary though.

    Imagine if attackers got swamped like that. Could take Spore Launcher into an entirely different direction. Nerf the amount of default spores it shoots from 3 to 1 but let every attack spawn a Treespirit, amount of spores and Treespirits scaling with support. Unfortunately, the Treespirits would take up pop cap as we don't currently have a way to introduce new pop-counts per unit ...
  11. Blashyrkh liked a post in a topic by arabikaa in Banzai Lord affinities   
    So we buff eruption to be as strong as surge of light 😇

    I'm in for that 😋
  12. Blashyrkh liked a post in a topic by gam3over in All-time fastest speedrun rankings (October 2013-September 2022)   
    new all-time 😜

    (For players who have no sense of humour, please ignore this post)
  13. Blashyrkh liked a post in a topic by Volin in DECK-KIT Pure Bandit w/o much Bandits - Showcase Bloodhealing   
    Edited to match the 18.12.21 patch and my gained experience on this deck
    Changelog:
    - Added Windhunter as being superior to Gladiatrix now
    - Added new purple Amok, as it can be nice in this deck
    - deleted Skyfire Drake as flying option (think a M-Counter is not needed as both possible T1 bring one already)
    - comment on Minefield which I do not recommend
    - Undead Army added as a 100 matches later I learned this is a great spell to compliment this deck
    - changed the BG9 standard recommendation to match my experience on this deck
    - deleted broken Replays
    - adjusted the text a bit to match above points
    - put a disclaimer that the guide is still working with the birthday patch
     
    Soooo - Wasteland Terror when? 😄
     
     
  14. Blashyrkh liked a post in a topic by Metagross31 in Official PvE Contest#4 Winter is coming UNTIL 17.12.2021   
    Hello everyone,
    thanks you all again for participating in this contest, watching the stream and helping me organize all of this!
    I have just sent out all of the rewards. If you did not receive your reward or if you received the wrong reward, please contact me asap.
    In case you missed the stream, you can watch the VoD here:
    https://www.twitch.tv/videos/1250804086
    Here are the final rankings:
     
     
    Here you can find all of the replays, as well as the replay by Treim and Wanky, which was used to claim the extra bounty:
    WinterIsComingReplays.zip
  15. Blashyrkh liked a post in a topic by Metagross31 in Official PvE Contest#4 Winter is coming UNTIL 17.12.2021   
    Just a quick reminder:
    The event is only running until friday this week, so only a few more days to get in runs.
    So, if you haven't already, find a team, finish of some amazing runs and send them in!
    I am happy for every submission I receive 🙂
  16. Blashyrkh liked a post in a topic by Sylar in All-time fastest speedrun rankings (October 2013-September 2022)   
    Since I see you added 4p rPvE 9 to rankings, here is my solo map of the month difficulty 9 best time, from last month.


  17. Blashyrkh liked a post in a topic by Minashigo Hiko in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    Thank you all for participating and thank you for joining me on last sundays stream!

    Here are the Winners of last event:



    Prices will be dished out tomorrow.
     
  18. Damo liked a post in a topic by Blashyrkh in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    During the contest she was already neglected enough 🤣
  19. Kapo liked a post in a topic by Blashyrkh in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    During the contest she was already neglected enough 🤣
  20. Dallarian liked a post in a topic by Blashyrkh in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Behind Enemy Lines with a Pure Fire deck. No funky speed run tactics or anything else...just a casual run. At the end i forgot to destroy spawner A and B, so the finish is a bit delayed.

    20211028_183012_11104_PvE_01p_BehindEnemyLines.pmv
  21. Metagross31 liked a post in a topic by Blashyrkh in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Well, the way you quote it sounds really funny xD I actually just wanted to make it clear that this wasn't about time hunting or showing the best possible way to play it with Pure Fire 😘
  22. Metagross31 liked a post in a topic by Blashyrkh in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Behind Enemy Lines with a Pure Fire deck. No funky speed run tactics or anything else...just a casual run. At the end i forgot to destroy spawner A and B, so the finish is a bit delayed.

    20211028_183012_11104_PvE_01p_BehindEnemyLines.pmv
  23. Kapo liked a post in a topic by Blashyrkh in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Behind Enemy Lines with a Pure Fire deck. No funky speed run tactics or anything else...just a casual run. At the end i forgot to destroy spawner A and B, so the finish is a bit delayed.

    20211028_183012_11104_PvE_01p_BehindEnemyLines.pmv
  24. Blashyrkh liked a post in a topic by Volin in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    He said...
     
    he said
     
    🤣
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