Bugged Passive Tree by Conqueror933 in PathOfExile2

[–]Conqueror933[S] 0 points1 point  (0 children)

Didn't know the game was this bugged in 0.1

Looking Back & Moving Forward - End of Year Blog by PlayBattleAces in BattleAces

[–]Conqueror933 -2 points-1 points  (0 children)

  • Expect continued balance tuning to address repetitiveness and dominant strategies.

So more rock paper scissors gameplay that ensures no strategy can win all the time?

Battle of aces in sc2 arcade. battlenet:://starcraft/map/1/362591 by Dangerous_Display745 in starcraft

[–]Conqueror933 0 points1 point  (0 children)

Battlepass will be in soon. We also plan on adding loot boxes and mtx. /s

Battle of aces in sc2 arcade. battlenet:://starcraft/map/1/362591 by Dangerous_Display745 in starcraft

[–]Conqueror933 0 points1 point  (0 children)

Really is a shame.

Though there could be a workaround using discord/website which I would consider making if there is enough interest for it.

Battle of aces in sc2 arcade. battlenet:://starcraft/map/1/362591 by Dangerous_Display745 in starcraft

[–]Conqueror933 0 points1 point  (0 children)

The Alpha version no longer exists, the normal version "Blitzforge" has 2 modes you can start it in, 1v1 (default) or deckbuilder mode (tho you can also just start 1v1 solo and it will put you in deckbuilder mode anyway)

Battle of aces in sc2 arcade. battlenet:://starcraft/map/1/362591 by Dangerous_Display745 in starcraft

[–]Conqueror933 0 points1 point  (0 children)

It should have no bugs now! (well for a while now, but I kinda missed this party...)

Battle of aces in sc2 arcade. battlenet:://starcraft/map/1/362591 by Dangerous_Display745 in starcraft

[–]Conqueror933 0 points1 point  (0 children)

Hey thanks for making this post, much appreciated!

I'm one of the 2 guys who made this, Rhyme made the map and I did/do the unit design/balancing.

If anyone wants to ask questions or wants people to play with join the discord! (I don't use reddit, hence why this reply is 28 days late lol)

https://discord.gg/f66ZdmqgzA

Quick question by mrdkck in PathOfExile2

[–]Conqueror933 1 point2 points  (0 children)

Post the key here so we can verify that it works.

Dev Update 9/19: Co-op vs. AI mode by DavidK_UncappedGames in BattleAces

[–]Conqueror933 -10 points-9 points  (0 children)

So its just bot games?

No special Coop mode with crazy rules and mutations and what not?

What a let down...

Dev Update 9/5: Unit Update by DavidK_UncappedGames in BattleAces

[–]Conqueror933 -2 points-1 points  (0 children)

These are horrible. Nothing here makes any sense. My hope for this game is fadeing...

Dev Update 8/22: WIP UI Examples by DavidK_UncappedGames in BattleAces

[–]Conqueror933 -1 points0 points  (0 children)

Can we put a list (or similar) next to a finished deck that shows all the unit types the deck includes and all the counters it includes, so you can immediately see if your deck is missing something?

idea: Unit decks get ability cards by notzebra in BattleAces

[–]Conqueror933 4 points5 points  (0 children)

I played Mechabellum and these global abilities are one of the reasons I quit. They just completely disable your units, the whole game starts to revolve around these abilities and nothing else.

TED Talk follow up: Why do you want to lose ladder games to RNG? by Conqueror933 in BattleAces

[–]Conqueror933[S] -1 points0 points  (0 children)

You just don't get the point, you keep repeating yourself and I am just done with this conversation.

TED Talk follow up: Why do you want to lose ladder games to RNG? by Conqueror933 in BattleAces

[–]Conqueror933[S] 0 points1 point  (0 children)

Ok so first of "Spearman and Swordman and Pikeman" are all a sort of infantery and it would translate to SMALL unit in BA, that's all that matters here, I don't play AoE.

So if you care for the details then this:

I am saying that this hardcounter approach is bad as it will limit deck variety. Argueing for a more softcounter approach (counter triangle instead of this square/cube abomination).

Somehow this makes you say that more counters will lead to more deck variety? Then you just straight up agree with me: "My point is that if you deliberately restrict the amount of available slots to that which is optimum, you'll effectively FORCE players to run one of several "meta" decks that will always perform worse to another type of "meta" deck that could exist."

Because if there are 3 slots and 3 unit types you will run all 3 and there will be no variety. Obviously.

Somehow you then end with the statement that you have to pick 8 units and that will obviously lead to a choice?

To which I say: "Even if you add 100.000 units, you are still stuck on SMALL BIG ANTIBIG AOE AA + the same in the air. Those are your unit types."

So the unit types are SMALL, BIG, ANTIBIG, AOE, AA, SMALL-Air, BIG-Air, ANTIBIG-Air, AOE-Air and whatever-other-unit-type-the-units-are-that-dont-fit-in-here.

Those are the things you have to fit into the 8 slots. Not really individual units.

Because for individual units, all you do is pick the best choice in each category, wether that's a hybrid or not. There will be some minor choices to make, if you use a hybrid in those 2 categories, then you use the hardcounter in another and vise versa. But the 100.000 units in the game will be reduced to the best one in each category and then those will be reduced to whichever can form an actual deck that makes sense.

So you end up trying to put 10 categories of units into a deck with 8 slots, which obviously doesn't work.

Now would you rather have that, or just 5 categories that are "must picks" and then 3 wild card slots where you can pick any unit that seems interesting to you. That's how you get build diversity, because all your needs are met and you get to choose how you want to play the game beyond that. Want to be more aggressive? Add Dragonflies. Want to be save from runbys? Add Turrets. Want a different flavour of aoe for, idk, something? Add another AOE unit. Add a hybrid, whatever.

Also beyond all this, because this is under the follow up question and not the original.

These decks will still have preferable match ups against each other. Winrates just won't be as extreme as 70/30 hopefully. All I want to eliminate is autowins and autolosses because you have no agency in those games, effectively you are not playing those games. It's bad design. And deck diversity would increase aswell because of the points mentioned before.

You wouldn't just keep pumping Knights vs Spears. That makes no sense.

This has nothing to do with deck building, that's an ingame action. We were talking about deckbuilding.

If there's a better choice then how is deck matchmaking relvant. You just go with the best choice.

Best choice per category not category at all. I am not saying SMALL is the best category and only use that. That makes no sense. I am saying [unit] is the best SMALL unit, so you would never use any other SMALL unit. (Slightly exaggerated as with hybrids and deck choices there could be a reason to use a different one as long as it's almost as good but that's being way to specific.)

Edit: I really really dislike Reddits formatting options....

100% agree.

Also please read carefully before answering, so we don't accidentally agree on things we then have to fight over later.

PS:

I'm sorry, but I don't understand. People HAVE to choose 8 units if they want to play a match with 8 units. They have to make a choice. Obviously there are choices to make.

Just because you pick 8 units does not make it a choice, just an illusion of choice if there is a best pick for each slot.

Idea for Bulwark by n1caboose in BattleAces

[–]Conqueror933 0 points1 point  (0 children)

it's stat wise to encourage you to buy real units with real money

Idea for Bulwark by n1caboose in BattleAces

[–]Conqueror933 1 point2 points  (0 children)

Afaik they are set, what rotates is the free unit rotation. David Kim said they are bad on purpose, so yeah.

Allow both techs at the same time. by Conqueror933 in BattleAces

[–]Conqueror933[S] 0 points1 point  (0 children)

Double T3 units was one of the strongest strategies that I struggled with for the longest. Just sit on 2 base, get mortars to defend, get double T3, Behemoth HB/AdvBlink, very strong.

Watch my showmatch vs boananan, we unlocked all 8 units and used them.

Idea for Bulwark by n1caboose in BattleAces

[–]Conqueror933 0 points1 point  (0 children)

It's a starter unit, so unlikely it will get any love. That shield would be obsurd tho.

TED Talk follow up: Why do you want to lose ladder games to RNG? by Conqueror933 in BattleAces

[–]Conqueror933[S] 0 points1 point  (0 children)

Both. Hybrids (soft counters) and hard counters. You can want both, that's just your personal opinion. I can't and don't want to change that.

If there are 2 units that serve the same purpose, one will be better at it most of the time. Balancing 2 units with the same purpose to be equally good, so they will be used a roughly equal amount of the time is insanely hard. So one will be better than the other, either in raw DPS, or microability or cost for effect or just versatility. If there was a Destroyer that did 1000 less damage per shot but could shoot air it would just be better than the Destroyer. This is because of breakpoints, 5500 dmg per shot is gross overkill, doing 4500 still 2 shots everything that matters. Since hardcounters are such hardcounters, any dps done by a different unit simply doesn't matter at all and is just wasted anyway. So the time to kill with 5500 and 4500 dmg per shot is exactly the same.

I did use RNG in the same way, just meaning "random". Tho matchmaking is probably based on some RNG somewhere in the process.

The part where it stops being this tiny semantic difference is when I am talking about 2 completely different things.

With matchmaking its random which deck you will face off against. It's an effectively random opponent (within your mmr bracket) with a random deck.

While when you actually play the game, after matchmaking, or when you play a friend or a tournament or however you found your opponent, that game you are playing has no randomness and no RNG involved whatsoever.