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ManGa

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Everything posted by ManGa

  1. Imo the card doesn't belong into fire at all. It is extremely defensive and slow. That's something I'd expect from a frost or stonekin card, but not from a T4 mono fire card. And yes, it needs a change. 350 Energy for a creature that moves slow, cant even attack air and also gets CCd / stuck in pathfinding is terrible. Even the stats aren't that great. Imo if it stays Fire, it should lose the "Slow" affix, and/or make it immune to CC, and not be affected by collision/slow. That way it would maybe find a place in PvE. The unit is just so painful to watch. It never actually gets to attack. Why would anyone spend 350 energy on it when Batariel exists? Again, it also doesn't thematically fit the fire faction. It is much better suited as a mono T4 frost card. Maybe give it a paint job and put it into the frost/stonekin faction. Edit: If it stays fire, it needs its own distinctive role. It cannot compete with Batariel as a melee unit. It's lazy, but I'd just give it 10000 attack and 3000 HP or something. Fire doesn't have a T4 artillery unit, which would actually thematically fit the fire faction. So a siege turtle with 10k attack and 100% Siege dmg would be cool. With another damage type, it would just become a red tortugun. Or maybe make it a semi-caster that spawns lava fields with every attack or something. A T4 artillery mono fire unit would be pretty great. And finally have a unit break the 10000 damage mark (keeping it 350 energy cost)
  2. Alright, I understand. Everyone can make their own rules, I suppose. But asking for the achievement to be removed outright is too much.. It's good to have these difficult achievements to give people an incentive to actually play rpve10, I still stand by that. Trying to get it removed just so new players stop joining experienced players lobbies doesn't seem right to me. It came off elitist/gatekeepy. As of right now, in terms of effort vs reward there is no reason to play rpve10. So the reward of boosters through the achievement is nice. I would actually like to see it become a repeatable quest (with less boosters on successive clears, ofc)
  3. Alright I was a bit harsh in my response, I am sorry. I agree that sometimes people are silent, and then also not ask for help and simply leave on the first loss on rpve10. I think it's fine to play with beginners and lose 1-3 rounds of Lvl 10. In my experience, 1-3 tries on rpve10 is what it takes to get used to the differences to rpve9. I was curious about it today, so I tried out 2p rpve10 today. And the experience was really just 3~ matches to see how it works. Basically it just boils down to the initial phase being the hardest. Succesfully taking the T2 monument is the main challenge, after that you usually steamroll it. The difference to rpve9 boils down to: 1) You pool a lot of energy and don't move out until a) you have fat army or b) You got lot of energy for spell support for teammate 2) Once you took T2, it gets very easy. 3) You are probably required to have Shrine of War and keep it 100% uptime. Other than that, it plays out 100% the same as rpve9. Once you get T4, you just deathball around the map and spam spells with Shrine of War and focus spawn buildings first. It really is just the early game that is changed by having to idle at spawn and waiting for energy that is different. That isn't a super hard game mode, just a different strategy required. But yes, you probably need an upgraded deck and more Mainstream Decks for it (Shrine of War should be used) Again, that doesn't take long to explain to beginners. They still need the practical experience of course, but that's just a few matches. At least that's what it took us for 2p Rpve10. Edit: In my opinion the gamemode should be changed. It's not fun to just idle and watch YT videos for the first 2-3 minutes while pooling energy. This applies to some expert campaign missions as well. Sometimes you really just can't do anything but wait for energy, which is boring. The timelimit should be reduced, and the starting void energy increased to reduce this annoying idle time. I'm capable of clearing rpve10, but I find rpve9 to be more fun. More deck variety allowed, and less idle sitting in the early game..
  4. Reeks of Elitism and Gatekeeping, sorry. Losing is part of the game and life. Removing an achievement just so certain players don't join your game, wtf? Let people try the gamemode, and if you fail, you can point out what went wrong. You can also instruct them beforehand. It's not bad to have an achievement in the game that's actually hard, you know? It's a good thing that it exists, as it creates incentive for people to try out a different mode other than rPvE9. My vote is to have it stay. Deal with your losses and your teammates.
  5. I'd like to talk about what each factions gameplay idea is supposed to look like, how some cards don't fit it, and why Pure Decks will always be an ugly stepchild compared to the all-popular splash decks. Keep in mind, this comes from primarily playing rPvE, and from a person who plays Pure Fire or Bandit 95% of the time. First: What Pure Decks are supposed to be like: Pure Decks are supposed to host the most powerful cards of a faction. The less strict a cards orb requirements, the weaker it should be. Pure Cards in T3 and T4 should be extremely strong. They should be attractive to give you a viable alternative to playing a splash deck. The splash decks appeal obviously comes from being able to nap the utilities of other factions to supplement / remove the weaknesses of the other cards in your deck. Generally - The stricter the orb requirements, the more power a card should hold, especially in T3/T4 Also - The more orbs required of a given faction, the more it should encapsule the design philosophy of the faction. The Design Philosophies behind each faction: Fire - High attack. Ability to generate a lot of value if left unchecked or conditions are met. ( Rage mechanic, usually ) Examples: Fire Dragon vs Giant Wyrm. The Fire Dragon is cheaper, yet can reach much higher attack if left unchecked. Cluster Explosion can completely delete everything if conditions are right. Sadly, the benefit of pure decks is way, way too low compared to a splash deck. Every player makes a cost-benefit calculation when they play and build decks. And pure decks just are too much of a burden. I'll give a negative example: I can play pure Fire to have access to Batariel and Moloch. Batariel is cool, but not "300 Energy + Pure"- Powerful. Moloch? It's a 350(!!!!) Energy Card, pure, and its stats are arguably bad considering the cost. First of all, it comes with the terrible "Slow" Trait. Secondly, most of the time it gets stuck in CC, and it gets destroyed by melee units in terms of efficiency. Once again, it's not that Moloch outright sucks, it's just that it doesn't meet the expectations you'd have of a 350 Energy Pure Unit, outright the most cost in both resources, and you get a sow turtle that doesn't get much done and still needs a lot of support. ( Sidenote: Why is Moloch even a Fire unit? It's slow and supposed to tank a lot. It should be a pure T4 Frost unit ) Positive example, how a pure (and 3xPure1xAny) Unit should look like: Juggernaut. Really strong. Can deal with most units, can delete buildings, isn't slow. Actually really powerful and a good reason to play Pure Fire. Harvester. (TBH, it's not TOO pure given its T2 and you can still branch out after) Fire Dragon, it's just a really good unit that can get crazy powerful Thunderwagon, mows down everything, completely nuts if supported Pre-Nerf Batariel, same as Thunderwagon really Basically, the pure units and the next-to-pure units should be the ones we all eyeball when we see our teammates play them. They should be kind of a special occassion. These cards were designed with the orb requirements in mind. The reason Batariel was allowed to exist was because it's not self-sufficient. A Fire-Player has only limited ways to keep it alive and reach full stacks before it gets CCd or simply dies. Now, why Splash Decks are OP. Imo the Balancing in this game should be done holistically. So, not think about each card individually, but with ALL the other cards that exist in mind. To put it shortly: Some cards are way too strong given how loose their orb requirements are. The main culprits being: Enlightenment ( Should be removed honestly, I'll talk about this later ) Unholy Hero. Offering Rifle Cultists (only due to Offering) Bloodhorn Shrine of War So, why would I ever limit myself to play something like Pure Fire with Batariel... if I can just play 3x Fire 1x Shadow and have access to Life Weaving, Unholy Power, and Unholy Hero, Offering + Cultist and Soul Shatter? I can have my Fire Dragon with Unholy Hero reach like 25k or what damage, or steamroll everything with Thunderwagon x Unholy Hero to have a budget Batariel. All while having access to spells that allow me to mitigate damage, vastly increase damage and refill precious charges of my otherwise vulnerable fire units. Oh yeah, and I get Bloodhorn, too. Arguably one of the strongest T4 units in the entire game. Some people will argue: "Sure, but you often play in a team. There, those pure spells and units can shine with other peoples support!" True! That's how it should be. It should feel really cool and powerful to join forces with your team to combine the power of each faction to create an unstoppable force. That's what teamplay should feel like: Rewarding. However, this is unnecessary right now, I'll get to this later. Why is a card like Bloodhorn so easy to access, yet Tortugun is pure? Bloodhorn is arguable one of the best T4 units in the game, yet you can easily fit it into most decks and have a bosskiller and siege unit in one that also happens to move quickly across the map that also scales fantastically with buffs... Moloch is crying in a corner right now. Unholy Hero should at least be 2 Shadow, if not 3. That card is just way too good. It ticks the box for a card that would make you want to play Shadow Shrine of War should be 2 Fire, probably pure fire. It's the best support in terms of gaining your void back. It allows you to completely unleash hell on the enemy with spells it PERFECTLY fits the fire theme and would be another great beacon of a pure fire deck, yet this building sits there at a single fire orb required.. Wow. And now the card that should've never existed. The card that should be renamed "Pandora's Box"... Enlightenment ... ( and Amii Monument, in cPvE ) When Thugs got nerfed, the reasoning was "We think power should only be generated from power wells". I get that. So, surely, another philosophy of the balancing team should be "We think orbs should only come from monuments" Yet this ugly balancing nightmare of a card exists. Enlightenment isn't even a pure card either. The issue was never Batariel. The issue was and still IS that everytime you want to play a pure deck for it's powerful T4, you will always have to ask "Why not just play Enlightenment instead and buff it up?" You can never ever design a pure T4 card anymore without considering Enlightenment. You will always have to consider that somebody can just play 2x Nature 1x Shadow with ALL the great support spells that come with it. Shadow for the mitigation and damage, and nature for sustain, CC and revenge. Truly, why would you play pure fire for bata, when you can just fart it out with enlightenment and have it be nigh invincible? This is why it makes no sense to play pure. Playing Splash makes you self-sufficient most of the time. The buff-the-batariel deck was just the tip of the iceberg, the pinnacle of the problematic of splash decks. The problem being: Some cards that are incredibly powerful are way too loose in terms of orb requirements, and some shouldn't exist at all ( Enlightenment ) I doubt the team is ever going to just patch out Enlightenment though, so at least make it 3 Nature. The team was onto something when they considered Unholy Hero, Enlightenment and Bata as possible targets for nerfs, when it was just the former two that were the problem. Not just in this deck, but that in general make pure decks unattractive. No pure deck can shine as long as a single drop of shadow can boost your offensive and defensive capabilities so much. TL;DR Make Unholy Hero 2-3 Shadow orb Remove Enlightenment or make it 3 Nature Remove Amii Monument? Shrine of War should be pure or 2 fire Bloodhorn should be Pure Bandit given its power level Generally think over the orb requirements of many cards. Revert Batariel Nerf. In general just adding a single shadow orb provides WAY too much value to any deck to pass up. DPS, Survivability, card refills just with 1 orb. Again, thinking holistically: We are making sacrifices whenever we choose an orb over another. What do I lose by giving up the 4th Fire Orb? Bata and Moloch, pretty much. What do I lose by not going Shadow instead? Bloodhorn, Unholy Hero, Life Weaving, Unholy Power, Mine Field, Offering and Rifle Cultists. What sane player would choose the first option? It's just ridiculous how weak pure decks are right now compared to splash. Interestingly you pulled the plug on Thugs. It's sad because Thugs and Strikers were a creative take on the fire philosophy of "Generating great value if left unchecked / Potential to snowball". It wasn't Yet-another-rage-mechanic / Stacking firedebuff. Now Thugs lack the identity that should go with being fire. It's a defense-oriented passive now. But maybe we can hope that Enlightenment will get cut also. Creating monuments out of nowhere should be no less outrageous than generating power from hitting units imo, and it will always be a balancing nightmare for every future pure card that comes out. Edit: All that was achieved by nerfing Batariel was to give even less incentive to play Pure Fire. Now your teammates don't even get to support your amazing T4 unit anymore due to some issue that lied entirely in Enlightenment existing and other cards being too easy to splash. Disclaimer: Again, this all comes from my take that - Just like a higher energy cost promises a stronger unit - stricter orb requirements should have some sort of pay-off in terms of power. Otherwise, what's the point of the orbs anyway?
  6. Oh, great to see you guys are already on it, that's cool. I forgot about those. Soulhunter also has an issue with this LoS thing and turn-rate when casting mines. To be honest, I think most units with abilities suffer from this LoS/Turning Problem. And yeah, the melee pathfinding is another problem altogether. In rPvE, it makes playing them extremely unattractive since you lose a ton of DPS and HP for no reason. The units are constantly shifting around and missing out on attacks. They often also change their targets mid-swing.. Another issue is with the "melee slots" available on a target. If several Melees are piled onto a target, and one of them uses an ability, that unit loses its "melee slot", and another unit will step forward to take its place and the original unit is left idle. Best example commonly is the Bloodhorn in rPvE9. It's attacking the boss. Now you want to kill the boss quickly using Tainted Enrage + Unholy Hero. The Bloodhorn plays its Roar Animation, you buff Unholy Hero... and some other XL Unit now takes its slot, and the 30k DPS Bloodhorn just sits idle. However, Melee Pathfinding is a problem in just about any RTS. Age of Empires 2 has struggled with this forever despite, even now in DE. I figure it's really really hard to code a flawless melee pathfinding. I think that's another reason why it's much preferable to play a single strong Melee like Batariel or Bloodhorn and buff it to the max, or just mass ranged units than to play several melees. It just turns into a giant pathfinding and melee-slot mess. Nowadays I stick to a single, or two Bloodhorns and spam Fire Dragons behind since their DPS is reliable. Same goes for spamming Spells.
  7. Wasteland Terror is a great unit that - theoretically - complements the Bandit army really well, especially in rPvE with its nasty CC. Yet the ability is terribly clunky to use in practice. 90% of the time the dragon has to perform a long turn, or even a full 360 before casting it, and the casting animation itself adds even more delay before the actual Dispel is coming through. Even if the dragon properly positioned prior to casting, with the target being DIRECTLY in front, it will sometimes do a FULL turn for no real reason. In practice, the ability rarely gets the full value as a major portion of the CC duration has elapsed already. TL;DR Can we please remove the whole animation. Or at the very least make it so it doesn't require LoS?
  8. 128.. It's definitely easier when you quit after Twilight Edition.
  9. If anything, I'd change it to have a full hunger bar once it's spawned (maybe only near base) By the time you reach the enemy, it's already running low as it is now. If we made it spawn with full bar even when dazed, that would make it pretty strong, especially in deck using Offering (sorry Volin) I personally think making it way stronger would lead it to become a steamroll unit. Again, the red Tortugun already feels powerful, albeit clunky In rPvE it synergizes well with the Sacrifice Deck and Amok. I'll try both a Tortugon-focused Deck and a Bloodhorn Deck and see how they compare at least in rPvE (where Tortugon really shines imo) With a full hunger bar when spawned, it would both feel less clunky to play and also be a bit more efficient.
  10. Isn't Tortugun really good, though? If you have the micro to spare, you get a 50m range canon L Counter with 8400 attack, that you can safely buff using unholy hero, and simply sacrifice using Motivate, Blood Healing, or Offering, or by eating it with another Tortugun. I built my rPvE Deck around it, and me as well as others have used it to good success there and in campaign. But hey, I wont complain about making it even stronger. One of my favourite bandit cards.
  11. Fire Dragon!! It has by far the coolest attack animation, but the ingame model doesn't really look that much like the artwork shown on the actual card. So I'd really like to see a darker Firedragon with less aggressive and bright color. But again, that attack animation still makes it one of my favourite cards. I wish they gave the Lost Dragon the same attack but maybe with blue fire instead of that underwhelming spit animation. Same goes for the Giant Wyrm really, I would've prefered a kind of venom breath attack. Speaking of which, I think the Giant Wyrm is a prime candidate for a promo version as well. It's one of the most used cards, part of the basic deck and probably one of the most iconic T4 units in the game, so it'd feel fitting to get a promo for it.
  12. Old thread but just had to comment on how ridiculously powerful this deck is. I would actually rate this top tier considering how efficient and fast it is, atleast for rPVE. I haven't tried 10 yet but farming 9 is a breeze using this deck. The synergy of Shrine of War + Spells is absolutely bonkers and, despite the slightly higher skillfloor required for this deck, allows for a lot of mistakes, especially considering how strong/fast the early game already is using Nomad + Mines. All you have to keep in mind really is to hotkey your shrines + turtles and keeping them well fed. Another (pretty OP?) thing I found is that you can abuse (preferably U3) Thugs to generate extreme value. Thugs only have to hit the enemy for ~2 seconds to generate around 10 Energy. This energy isn't taken out of your void pool or power well, but is actually generated out of nowhere. Realistically, they will always end up generating more than they cost, and that's not even considering in that you get 90% of their cost back as void when they die anyway. By making clever use of these, you can considerably speed up your power gain, and thus your game. So one should always let Thugs do the cleanup work for towers or units, that way you can abuse their passive to get absurd amounts of energy, which in turn accelerates the entire expanding process again. Obviously the exception for this are spawn-buildings which should always be rushed down. But, for example, the bandit arrow towers, anti air buildings, waystations etc can all be abused with 0 risk and maximum power gain. Another trick is to use a (preferably non-upgraded) Makeshift tower to defend use thugs to defend alongside it. The tower will provide some form of crowd control which prolongs the lifespan of the thugs, thus allowing them to hit for longer and again, generate more energy. Though it might appear like a slower strategy to place Makeshift towers and Thugs, it will pay off in the end, since as soon as you hit T3, the drawback of Void-Energy is basically non-existent thanks to the Shrine of War. Works not only for rPVE. Basically any mission where you have leftover buildings can be abused with thugs to generate extra energy, especially Anti-Air! So always let thugs take care of those and don't let any other unit hit their target to maximize the power gain. Since it's based of the current HP value of the target, buildings will end up granting a TON of energy, due to how little damage thugs deal and how much HP even smaller buildings usually have. You can probably get a solid 150~ energy (need testing) out of an anti-air turret with one squad of thugs. Anyway, thanks for the deck. I've really grown to like it since it's a bit more intricate than your standard T4+Heal Spam deck. The Thugs, Tortugun management and shrine add some nice depth to it. Again, really really fast clearing times, very strong T1, T2 and T4 in rPVE and still very safe to play once you get behind the mechanics of the deck.
  13. So many German people here. Time to add one more. I'm ManGa aka Lylandris, 22 years old student living in Germany and played BattleForge since its very beginning and stopped playing around Lost Souls - Amii because my eMail-Account got hacked. I played a lot of pure frost in both PvE and PvP and got quite high with it, too. The forge aside, I play a lot of other strategy games ( like a lot of German ppl do, I feel), Shooters and MMORPGs. I chose the name ManGa recently since it's one of my hobbies and I find its meaning to match my personality and playstyles.( Weird/strange picture or style ) Hope to see you guys ingame soon.
  14. Wish granted but you'll have hickups for the rest of your life. I wish I had my own personal dragon
  15. 1554 What am I doing with my life!?
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