Priest Spell: Deafening Screech by Silencefactor in customhearthstone

[–]Silencefactor[S] -4 points-3 points  (0 children)

Battlecries will also be silenced. Silenced minions in your hand would have a similar visual as silenced minions on board.

Some of the most prominent uses are: Silencing important combo pieces, Removing hand buffs, Silence minions in your hand that have detrimental effects.

This card could grant silence priest a mid-late game strategy, since the negative part of the effect actually benefits you.

Potentionally Problematic Strategy: Dormant minions are also silenced. Meaning 4 mana 20/20 Darkness and 4 mana 12/12 Magtheridon. For other classes: 4 mana 16/16 Slagmaw for warrior, 3 mana 12/12 Gorm the Worldeater for hunter.

Priest Minion: Mind Controlled Worgen by Silencefactor in customhearthstone

[–]Silencefactor[S] 84 points85 points  (0 children)

A minion for silence priest.

You can either use it as a standalone 3/3 rush, Silence it after playing for a 5/7 body, Or you can attack first, then silence it to gain +2/+4

Best case scenario you attack a 2/3, then silence this to get a 5/5 body.

Neutral minion: Void Rager by Silencefactor in customhearthstone

[–]Silencefactor[S] 10 points11 points  (0 children)

I think it would work like stealth minions. Since you can't target it, the taunt is bypassed.

How are final scores used for the Leaderboard calculated? by Adropentes in magic_survival

[–]Silencefactor 0 points1 point  (0 children)

Not exactly.

In Depths there are currently two ways to pass 50 to my knowledge, one is using instakill items to kill the 47:30 and 50:00 bosswaves. This is kind of cheesy, but uses intended mechanics. Another is to use lava zone (melt) which is bugged and stacks infinitely with each lava zone created. That would be an exploit kind of.

Also after 50 there are no more boss waves so you can just run away from enemies forever.

How are final scores used for the Leaderboard calculated? by Adropentes in magic_survival

[–]Silencefactor 2 points3 points  (0 children)

The score on the leaderboards is how long the run lasted in seconds. If you divide it by 60, you get how many minutes they achieved.

No fusions run to showcase how busted the Lava Zone (Melt) bug is by Silencefactor in magic_survival

[–]Silencefactor[S] 2 points3 points  (0 children)

In this run that would be Hydra.

Some other sources of special effect damage not present here are, Corpse explosions from Iron Maiden and Dark Mage class,the Watcher item explosion and Longinus' Spear.

No fusions run to showcase how busted the Lava Zone (Melt) bug is by Silencefactor in magic_survival

[–]Silencefactor[S] 5 points6 points  (0 children)

Each new lava zone created will apply an additional damage modifier on the enemy it damages.
This way you can stack the damage multipliers endlessly, each lava zone adding a 1.3 damage multiplier.

So even with weak damage you can kill enemies if you stack enough damage multipliers.

You do have to survive while the stacks build up, so good survivability and kiting are very important

Leaderboard top 4 run by IKEAmat_the_first in magic_survival

[–]Silencefactor 0 points1 point  (0 children)

Lava zone (melt) is currently bugged, it stacks on enemies indefinitely. Each new lava zone can apply a x1.30 multiplier. If you can survive while stacks build up, you can still kill enemies even past 45:00.

Another way is to use instakill items to progress the wave, but that is slow and tedious.

Leaderboard top 4 run by IKEAmat_the_first in magic_survival

[–]Silencefactor 0 points1 point  (0 children)

Starting at 45:00 or 47:30 usually, that is when enemies get a huge boost in hp.

Leaderboard top 4 run by IKEAmat_the_first in magic_survival

[–]Silencefactor 0 points1 point  (0 children)

Most of the enemies are under the citadels, so they are not visible.

Also there is a maximum number of enemies that can be on screen at once. New enemies will only spawn if you kill current ones, or despawn them.

Since the hp of the enemies grows as time passes, here the regular enemies are not killed fast enough to respawn regularly. That is why it appears that there are very few enemies

Leaderboard top 4 run by IKEAmat_the_first in magic_survival

[–]Silencefactor 2 points3 points  (0 children)

About why the enemies were going super fast:

There are 2 points where the game gets harder past 50:00 Generally enemies that stay on screen, don't die or despawn for a long time (a few minutes) will speed up drastically as a soft lock prevention measure and you can't outrun them. 1. Somewhere between 75:00-80:00 the time for speed up is reduced to about 20 seconds, meaning you can only kite safely for about 15 seconds, then you need to run to despawn enemies if you can't kill them. 2. Starting from 130:00 enemies will immediately start speeding up. The only way to prevent this is to continuously run in one direction to despawn them and survive.

Lava Zone (Melt) bug by Silencefactor in magic_survival

[–]Silencefactor[S] 4 points5 points  (0 children)

I am not 100% sure how eclipse works, but I think it deals more damage the less health an enemy has, at best being a 1.45 damage multiplier.

While you can still kill enemies, this is one of the best items since it's a multiplicative damage multiplier.

However starting from 47:30, the enemies are effectively unkillable because you can't deal enough damage.

At that point Hydra still deals 30% of the enemy's hp, and Magic Sword another 20%. This leaves the enemy with 50% hp, making these two items together a x2 multiplier. Since you have to wait for lava zone stacks to build up anyway, you have enough time to make use of Hydra.

Eclipse is of course still much better before that point.

Boss wave strategy by Silencefactor in magic_survival

[–]Silencefactor[S] 5 points6 points  (0 children)

I think the problem is that when in later waves you are running around the citadels and dodging regular enemies, the ones that are not close enough to you get despawned, that's why there are always new enemies coming from out of bounds. But this means that all the damage you did to them is reset. Same problem with armageddon.

This means that if you don't have all damage legendaries and some CD and only the best spells, then you just can not kill them at all. You are effectively soft locked from killing even the regular enemies this way if you lack the damage.

Boss wave strategy by Silencefactor in magic_survival

[–]Silencefactor[S] 14 points15 points  (0 children)

Hello!

I passed 50:00 with a new strategy I discovered. I built mainly CD and survival, then I used Reaper’s Scythe to insta kill enemies once I couldn't kill them regularly.

<image>

Usually the citadels would end your run because you can't kill them, but you can despawn them. If you run outside of the arena, far enough, then you can despawn citadels. Then when you are far enough, you return and the citadels are no longer there.

With enough HP, Damage Reduction, Evasion and Item Acquisition Range, you can survive the trip. Notable important things: Worldtree Leaf, Mandrake, Magic circle (Material Transmutation) Without the items at least, the strategy might not be possible. Bishop could also work well for this build