SE Chat Thread

Started by: _Ai_ | Replies: 9,866 | Views: 899,992

MasterKaito
2

Posts: 1,176
Joined: Nov 2014
Rep: 10

View Profile
Apr 21, 2015 7:54 PM #1351691
Quote from mysterybat
i dont even treat inferno as an useful unit in my mind . It is only about spacing and timing
If an order player is good enough, he would keep archers far away from inferno, and sniped the inferno with rage.

So far I did not meet any classic elemental player who really knows the proper way to fight EvO except pumu.
Even though many people said elemental op/OvE difficult/elemental pay to lose, but actually that is just either side dont understand how to play.
classic is quite balanced now except EvC.

But still, trees are the only and proper way to win(I can win with charrog or V tho,but much more difficult) , and I don't really like replays of ele to be laggy all the time.

This^

I've only had 3 OvEs (dm) and I've beat all of them with sword/archer/meric.
Mystery

Posts: 940
Joined: Nov 2013
Rep: 10

View Profile
Apr 21, 2015 7:58 PM #1351693
Quote from TheLegendofKaito
This^

I've only had 3 OvEs (dm) and I've beat all of them with sword/archer/meric.


lol DM, not the thing i am considering.When I play as ele/chaos in dm I win every game within 3 mins , some obvious loopholes to exploit....

Most ele players in dm are quite ....terrible tho :|
Nyarlathotep

Posts: 2,240
Joined: Jan 2013
Rep: 10

View Profile
Apr 21, 2015 7:59 PM #1351694
If you're trying to get big game ending hits with an infernos... you're doing it wrong. The entire unit is about zoning. The best it can do is either force you back a bit or cover a retreat while moving up very close and becoming very vulnerable.
Mystery

Posts: 940
Joined: Nov 2013
Rep: 10

View Profile
Apr 21, 2015 8:12 PM #1351695
Quote from IHATETHISNAME
If you're trying to get big game ending hits with an infernos... you're doing it wrong. The entire unit is about zoning. The best it can do is either force you back a bit or cover a retreat while moving up very close and becoming very vulnerable.


Inferno is good end game unit in the first 5 mins in opponents base, but in central tower/own base, it is quite useless.

--------
btw

Some ele patches that I am hoping for in the future(some of them are just my own idea that may be bad) :

Air queue time lower
Cycloid (more health/armor , shorter tornado research time? not sure )
Tree as late game unit (eg make tree 1350 gold in cost, tree root can hit air units, 3 scorpions have slightly more health so that they can compare with giants)
V lower cost (1000 gold, no water is needed to make V)
Blind gate is long lasting and has health bar like turret or wall
Skeletonxf
2

Posts: 2,706
Joined: Aug 2013
Rep: 10

View Profile
Apr 21, 2015 8:28 PM #1351698
Quote from IHATETHISNAME
If you're trying to get big game ending hits with an infernos... you're doing it wrong. The entire unit is about zoning. The best it can do is either force you back a bit or cover a retreat while moving up very close and becoming very vulnerable.


This basically.

Get two infernoes and sword/archer/meric is pushed into garrison unless the ele player was already behind by enough for order to rush ninjas.
spino

Posts: 1,045
Joined: Nov 2012
Rep: 10

View Profile
Apr 21, 2015 8:42 PM #1351700
Quote from mysterybat

Blind gate is long lasting and has health bar like turret or wall


Make it a fucking huge health bar
WyzDM
2

Posts: 2,265
Joined: Jan 2013
Rep: 10

View Profile
Apr 21, 2015 11:05 PM #1351727
Are you getting me? Infernos are amazing units to to pull of an offensive finish. Yes, they zone, but placement changes their use. Many of you are thinking to literally; you have resource for inferno and you want to move forward, so cut space with lava and inch forward. Totally wrong. Fires and airs move faster as individuals. Don't combine until you absolutely need to grab that pitt, and then you can combine where you need to and volley on the spot. It's very good for blocking exits to castles, much like double electric wall spells from magikill. Same concept. Use waters for heals, and you have yourself a nice ending lock.
MasterKaito
2

Posts: 1,176
Joined: Nov 2014
Rep: 10

View Profile
Apr 22, 2015 12:06 AM #1351735
Quote from Skeletonxf
This basically.

Get two infernoes and sword/archer/meric is pushed into garrison unless the ele player was already behind by enough for order to rush ninjas.


Not necessarily. Getting two infernos puts you behind in army, it's an all or nothing that fails most of the time against good players. Dodging is an easy matter. On med maps, sword/arch/meric is very strong because of the extra range for kiting and hit and run good trades, and short it's good because how CA2 works very well.
Wall is super effective.
It's hard to explain in words, want me to show you? My fourth OvE.

Quote from WyzDM
Are you getting me? Infernos are amazing units to to pull of an offensive finish. Yes, they zone, but placement changes their use. Many of you are thinking to literally; you have resource for inferno and you want to move forward, so cut space with lava and inch forward. Totally wrong. Fires and airs move faster as individuals. Don't combine until you absolutely need to grab that pitt, and then you can combine where you need to and volley on the spot. It's very good for blocking exits to castles, much like double electric wall spells from magikill. Same concept. Use waters for heals, and you have yourself a nice ending lock.


Yeah. Like Mystery said, most elemental dm players actually suck and don't think of it.
Phaxtolgia
2

Posts: 716
Joined: Apr 2013
Rep: 10

View Profile
Apr 22, 2015 12:42 AM #1351747
Meh. I think V just needs some kind of buff of some sort. Without affecting the price, I don't know what kind of buff it exactly needs aside from health (let these ninjas still insta-shinobi V. :L)
Mystery

Posts: 940
Joined: Nov 2013
Rep: 10

View Profile
Apr 22, 2015 4:26 AM #1351827
Quote from WyzDM
Are you getting me? Infernos are amazing units to to pull of an offensive finish. Yes, they zone, but placement changes their use. Many of you are thinking to literally; you have resource for inferno and you want to move forward, so cut space with lava and inch forward. Totally wrong. Fires and airs move faster as individuals. Don't combine until you absolutely need to grab that pitt, and then you can combine where you need to and volley on the spot. It's very good for blocking exits to castles, much like double electric wall spells from magikill. Same concept. Use waters for heals, and you have yourself a nice ending lock.


knew it long long time ago

the problem is, it works basically the same as magikill
but keep in mind its cost is higher, and the spell is slower

Besides, magikill can work good in both defensive or offensive, offensive wise blast/electric wall, defensive wise poison spray
For inferno, it does nothing except locking opponent into garrison, which also means it is only useful when you have advantage in pop or get an upper hand.

btw water heal is super weak now lol

Quote from Superterry
Meh. I think V just needs some kind of buff of some sort. Without affecting the price, I don't know what kind of buff it exactly needs aside from health (let these ninjas still insta-shinobi V. :L)


one hit kill a 1350 gold unit is a bit... meh :/
MasterKaito
2

Posts: 1,176
Joined: Nov 2014
Rep: 10

View Profile
Apr 22, 2015 5:12 AM #1351846
Quote from Superterry
Meh. I think V just needs some kind of buff of some sort. Without affecting the price, I don't know what kind of buff it exactly needs aside from health (let these ninjas still insta-shinobi V. :L)


imagine if a shinobi could almost kill a giant in one ability.
shinobi one hit killing V is terrible.
Dazzy

Posts: 1,293
Joined: Jul 2013
Rep: 10

View Profile
Apr 22, 2015 9:11 AM #1351879
Quote from IHATETHISNAME
If you're trying to get big game ending hits with an infernos... you're doing it wrong. The entire unit is about zoning. The best it can do is either force you back a bit or cover a retreat while moving up very close and becoming very vulnerable.


The problem is Inferno is way too costly for "zoning". Go big or go home.
HashBrownTrials
2

Posts: 1,692
Joined: May 2013
Rep: 10

View Profile
Apr 22, 2015 10:59 AM #1351898
Quote from DragonArcherZ
The problem is Inferno is way too costly for "zoning". Go big or go home.


How about don't be stupid and play safe and smart?
alternate

Posts: 734
Joined: Mar 2015
Rep: 10

View Profile
Apr 22, 2015 11:09 AM #1351899
Per shinobi and ninja, the the whining about one hit killing V is find of funny... it takes two upgrades to be able to one kill very few units... unlike medusa, who out of the box starts with this ability (and thus makes DM almost impossible for order versus chaos among other imbalances there). A giant basically can take, has low DPS... whereas a V has a lot of flexilbity and power to rek order especially... it can take a ninja and insta kill a magikill or healer, or can a magikill and basically destroy entire eco of order (which ele can already do with water blast...).
Sevarus

Posts: 905
Joined: Aug 2013
Rep: 10

View Profile
Apr 22, 2015 2:17 PM #1351943
I disargree maybe make the change dm exclusive but in classic Medusa should start with stone face for this reason. you can use a marrowkie just with the reap spell but you cant use medusa with just venom flux stone face doesn't add to medusa ist a necessity to use the unit venom flux adds to the unit. if you have no chaos expriance think of it this way. Imagine a magikill that started with posion spray or a meric that could cure but not heal or a V that could just teleport