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Twilight Spirits' Dazzling Gameplay Makes The Game An Anticipated Title for 2017

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Twilight Spirtis, a brand new 3D non-target MMORPG from NetEase, is going to move into closed beta test on August 26. A new gameplay trailer was released, unveiling dazzling combats of the 5 playable characters.
 

Beside, the 4 classes (Assassin, melee-DPS, Warrior-Tank and Mage) we introduced before, we get a new class called Ji Ci in this trailer, using gun as his weapon. Maybe there will be more than 5 classes at launch.
 
Powered by self-developed Nirvana engine, Twilight Spirits will provide you a cinematic-level graphics.  "Dragon Spirit Moment”, a unique combat system in the game, will be triggered when players manage to dodge enemies attack in the combat. In such situation, enemy monsters of bosses will enter into “bullet time” when their movements slow down and players can take turns to use the unique combat system to make the raiding more effective. Noted that "Dragon Spirit Moment" moment won't be triggered in PvP mode.
 
Now NetEase is giving away the closed beta key on their official site. Unfortunately, players need to have China mobile number to redeem the key.
 
Stay tuned for updates.

More Related
NetEase to Announce Brand-new PC MMORPG Twilight Spirits At Chinajoy 2016
Twilight Spirits Producer Talks on Game Differences from Revelation & Vindictus
Twilight Spirits Actual Combat Footage - An Action MMO Worth Your Attention

More screenshots in next page.
 




 

WoW's Iconic Character Is Killed and Gul'dan Actor Daniel Wu Took the Blame

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If you don't follow World of Warcraft these days, the flagship MMORPG of Blizzard's has just released a pre-expansion update that kicks off the Demon invasion events. During the campaign, the game's iconic hero Varian Wrynn, the king of human and leader of Alliance, is killed by Gul'dan, the evil Warlock in the game. You can watch how Varian dies here, or simply check out the image below.

 
Varian's death results the Alliance players in losing their beloved king, and leads to something interesting happens outside the gaming world.
 
Gul'dan's actor in Warcraft film Daniel Wu won't expect to see his Chinese social media account is filled with World of Warcraft's blames. Those blames are more of hoax than toxic / trash words. On the other hand, it does prove how successful the Warcraft film is in Chinese market.



Daniel Wu's weibo is flooded by WoW players




Source: gamersky (Chinese)

SRPG Fruit Warriors is Officially Live Now

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International mobile and browser game publisher 37Games will officially launch its latest game “Fruit Warriors”, a fruit themed SRPG on August 11th, 2016 at 08:00 (EST) . The game allows numerous ways to build the character or “Hero” into becoming the savior of the universe from the forces of evil. Now let’s take a deeper look.

Fruit Warriors
Fruit Warriors is a browser-based fruit themed SRPG published by 37Games. Players will be sent to a beautiful wonderland and team up with dozens of cute fruit-shaped warriors for a brand new adventure. Players can travel anywhere within a fantasy fruit-themed game world. Owning various powerful mounts will improve player’s combat skills and provide fast travel. In addition, joining an adventurers’  guild allows players to set up a mighty fruit empire and extend their rule over the lands of Fruit Warriors.

Although there is no class division in Fruit Warriors – players can still choose between a male or female hero which allows a high degree of freedom to be offered in hero building.




Both male and female heroes possess active, passive and trait skills, among which active skills, including ultimate ones, are not always the same. Players are allowed to choose from their unlocked ones and devise their own personal preference for combat. Different sets of skills allow different strategies to be used when facing the numerous unique and dangerous enemies within Fruit Warriors.

Fruit Warriors 4

However, to balance game play and allow diversive strategies to be used, there are certain limits in setting a hero’s ultimate skills. Players can only set up to five ultimate skills at the same time. More skills can be unlocked by leveling up the player’s hero, offering more freedom in skill combinations. As more powerful skills are used, a larger amount of Rage (a type of mana) is consumed. It is suggested that players consider their strategies carefully when selecting skills in case they run out of Rage during combat.



Fruit Warriors will officially launch with all functions available in the game and more content coming soon in future updates.

Clash Royale: The Most Informative Giant Poison Deck for Arena 9! No Legendary!

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Hi Clash Royal fans, today we have wrxwrx here to share his amazing Giant Poison deck which helps him reach 3K. Though the deck is close to a meta deck currently, it’s all a coincidence.
 
Firstly, here's the deck.


-----Replacement Cards-----
 
I'd be a fool if I think this deck is perfect. However, without legendaries in my hand as options, this will have to suffice. If all cards were available to me, I would probably make a few changes depending on play style.
 
Princess/Ice Wizard/Elixir Collecotr -  Minions 
Guards - Skeletons.
 

-----About the Deck-----
 

To win with such decks, you have to figure out how to overcome the opponent's Elixir Collector, and how to trade positively. Knowing when to take tower damage, and when to counter push. In this guide, hopefully you'll learn something new by the end if you even make it that far...



-----Deck Win Conditions-----
 
In order of priority:
 
Giant + Minions - This is a great combo to start especially if your opponent drops an early Elixir Collector. This requires a bridge drop of Giant, and Minions soon after. If you drop Giant to the left of bridge, and Minions to the right of bridge, often times your opponents will have to drop at least two things to contain this combo. Being land and air, they will have to best figure how to use the five Elixir they have left to counter your cards. If they don't have enough air, you can expect some good damage for eight elixir, and possibly kill any counter attacks.
 
Weakness to this push is Ice Wizard. His attack will buy enough time for Elixir Collector to kick in to assist in the defense. If your opponent has Ice Wizard, it's best to switch to one of the other win conditions.
 
Giant + Mini P - This combo is pretty deadly if you know your opponent has mid tanks as defense. This push will usually require more firepower than just these two cards, as you can expect HEAVY defense will be played when they see this combo. There is one obvious glare in the defense and that's air units. Namely Minion Horde. With that said, you cannot afford to bridge drop Giant + Mini P. You will not have enough elixir to defend against a Minion Horde drop on defense. You must start this with Giant near your crown tower, or farther back. Thus allowing you to drop Mini P after the Giant crosses the bridge. Depending on the mid tank they use, you can then choose the follow up card.
 
If they choose to run Mini P or Valk as defense against your Giant, Mini P + Zap can be a great tool depending on when your Mini P meets their unit. That crucial Zap can not only save a hit on your Giant, but if their unit is on chase mode, once your Mini P is in range, their unit will switch targets and start to focus on your Mini P. The Giant in this push is purely a tank to give Mini P a sliver of hope to make it to the tower with no counter. Your Mini P must live, and zapping against another Mini P is almost sure to give you the 2nd hit assuming they don't counter Zap.
 
If their counter is Ice Wizard, it's not as good of an idea to drop Mini P early. Since Ice Wizard will take a really long time to kill Giant. It's probably better to just let the fight play out and plan your defense. Mini P is still the best to kill opposing defending Ice Wizards, but she'll usually lose a lot of HP getting around the slow moving Giant, and pathing behind Giant to get to the Ice Wizard is not always the smoothest. By end game, the best counter to the Ice Wizard would be a Poison that just happens to catch him it the radius. A slowed Ice Wizard is manageable, and the reduced health from Poison allows Mini P to one shot the Ice Wizard which is a huge boost in tower damage potential.
 
Giant + Musketeer - This push isn't really ideal, and usually reserved for late game if you can. Only exception would be the start of a game, (your first card recycles REALLY early) after a counter, or late game after double elixir. (More on the value of Musketeer later in the defense section) This push usually starts from a slow push, or from a Musketeer drop from behind the king tower. The Musketeer drop at king tower serves an advantage as it switches up your rotation in your opponent's eyes. After Musketeer makes her way near bridge, you can then bridge drop Giant to shield, and that usually blocks any defenses the opponent usually plays against Musketeer instead of defense they would have played against Giant. This small change can sometimes lead to wins purely because their plan on killing Musketeer was derailed by Giant tanking, and Musketeer countering her defense. This is what Sparky players like doing, it also works well with Musketeer. Especially after eating a same level fireball. So long as she does not get touched again, the Giant can increase the overall push DPS a lot if Musketeer can continue shooting. Even if you don't get tower damage, this will usually lead to over extending the opponent's defense to gain you elixir advantage.
 
Mini P + Mustket - These pushes are reserved for when your opponent is dead set on a rotation that beats your Giant. This push will most likely fail, and lose you elixir. So why do it? Because your Giant is so well defended, or your rotation is so out of whack that you're better off wasting elixir to shake up your pushes. Typically, this push starts after a counter with Musketeer. Because she's slower. This allows you to not drop so much elixir immediately and have a little something left for defense. If you drop Mini P first, not only will she walk closer to her target, after defense, she'll probably have taken some damage. Thus reducing her tankiness. With her walk speed, she'll push Musketeer out sooner than you would like, and you'll be left dry with no defense options after the drop. If Mini P defended,and you can't do anything else, it's sometimes best to just hover Zap and see if you can cheat a hit in to their tower by zapping small unit distractions. The alternate is to just let Mini P die against their small unit, and typically they won't follow up, and your tower would have gotten a small refund on the exchange. Musketeer and Mini P are the two cards that is most prone to bad trades. Using them together is a very bad idea and I can't say this enough.
 
There will be times when the opponent either has no good answer, or they play something you can zap away that this push will hit paydirt. A player playing RG, Inferno, and some other expensive card like Elixir Collector will have a very bad hand even if they're up on elixir. That's where this combo will shine. You can hover a Zap in case they drop Inferno, and you can usually break through with this combo and still do damage to the tower. Even if Mini P can't make it, Musketeer will.
 
Mini P + Minion - This push is another good one, but Mini P and Minion push is usually done as a bridge drop for seven elixir. This needs to happen because both units are fast. You are counting on your opponent not reacting in time getting used to your slow Giant pushes. If you drop these guys in the back, they're both too fast to conserve defensive elixir. So make sure you aren't going to get countered heavily if you plan on using this combo.
 
Issue with this push is that it's very easy to counter. Ice Wizard alone will totally melt this for massive elixir loss. Fire Spirits also do a number on this combo leaving more elixir on the table for your opponent. You must understand the type of defense you're going to face if you dare use this win condition. Mini P naked / dropped at the bridge at nuetral elixir advantage is one of the fastest ways to get negative elixir trade. Naked Minions sometimes get better value. As some players find their one or two hits not worth defending. However, that means it's a negative three trade if they don't defend at all for negligible tower damage.
 
-----Pushing the Advantage - After Taking the First Tower-----
 
Giant decks like most decks grow a bit stronger after taking the first tower. Maybe not as much as Royal Giant decks, but Giants are no slouch. Most buildings become completely irrelevant once the first tower is down. Here's a few things you can do to help your chances after the first tower is down.
 
Change tempo - You can now start your pushes with your DPS dropped at the very back. You can pile on the DPS and before they cross the bridge, quick drop Giant at the center top square to tank both king tower and crown tower. Drop this way if you want to drop squishies after your Giant drop. Because both towers will be occupied. What this does is split the defense angles. Troops like Wizard will be less effective as they will only fight one threat instead of both. If you continue to drop Giants in front of your support at the bridge, Wizards will AoE everything in a clump. This way, a simple Zap can allow your faster supports like Mini P to go DIRECTLY to their Wizards and take them out without pathing issues behind the Giant. You still net the benefit of the tower tanking, but none of the downsides prior to being up a tower. If you don't want to tank the king tower, drop Giant one step down from the top middle spot in the corner and he'll take a few steps before being targeted. Do this if you don't plan on dropping squishies next to the Giant since he will take less hits obviously.
 
You can slow push with Giant behind king tower, then drop Musketeer at the square before the top middle corner as explained earlier. Do this AFTER Giant takes tower aggro. This is the same spot Royal Giant thrives in. This will avoid king tower damage, and your Musketeer will lock on to their tower in one step.
 
Be careful if you want to drop Mini P at the center. I would only drop Mini P at center against a building I know they'll play, or if there is a near by ranged unit by their tower towards the center. Reason being is because Mini P is so fast, she'll start to aggro king tower before the Giant makes it to the tower to aggrow king tower. Unlike Musketeer who is stationary, she will lose a lot of value tanking for nothing. If you have other units you can lock her on to, you want to drop her closer, still in the middle near the river so her angle of attack stays out of king tower range as long as possible. Mini P will head off to the opposite side if there's no target but the tower. This is why I prefer to drop her bridge side, and tank with Giant center. Musketeer really shines after a tower falls, and the win condition shifts to her a LOT if the game is tied one to one.
 
-----Specific Counters to Giant-----
 
You'll see in your travels that you'll end up with some very common Giant counters. These counters are the typical play most players will use to stop a Giant push. Below are some of the common ones, and how to prepare for them.
 
Barbs - These guys are notoriously over leveled for most players as they provide a lot of defense for the elixir cost. They have glaring weaknesses if they get hit by AoEs like Fireball. However, we run the next best thing, so Poison drops against this defense is ideal. However, you cannot drop Giant + Poison against a naked Barb Defense. Because that's nine elixir for five. Also, their Barbs will most likely still live to counter attack behind their own tank. Not to mention your AoE clear is already used.
 
If you know your opponent likes to use Barbs are a counter to your Giant. This is where the Skeletons come to shine. Backed by either a Mini P or a Musketeer, you can drop Skels before your support, and after the Barbs have dropped on your Giant. What usually happens is that the Barbs will surround your Giant, then start to leak out to the side, and finally behind the Giant. When your support reaches the Barbs (usually after a couple hits) the last two Barbs will switch target on your Skeletons. This one hit it takes to kill them gives your Mini P or Musketeer a free strike on them. Usually a Mini P hit + Skeleton can kill a single Barb in one swing. Thus making the next Mini P swing target the next Barb. To add to this, you can also Zap the Barb group while they target the Skeletons, and typically you can save one of them after two Barbs die to this distraction. The key here is that the DPS on your Giant is halved once the Barbs re-target, and usually the Giant will do good chip damage, while forcing your opponent to play sub-optimal defense on the rest of your push. This is how you gain elixir advantage, as your Mini P / Musketeer can now roam free to kill any lingering defenses they have started with. They either kill your supports and take over 200 damage / swing, or they kill your Giant allowing the support to clear their counter push. Also possibly messing up their rotation.
 
Inferno Tower - The dreaded Inferno pre nerf was probably the biggest issue with all tank decks. It lives too long, does too much damage, and there's no such thing as a neutral counter to it. Meaning that if you didn't have an elixir lead, you won't get past it. Now however, you have ways around this tower because of Zap. Zap resetting the damage of the tower is a huge boost to the Giant pushes. However, you cannot naked push Giant with Zap. Inferno will still win. Typically, you only Zap inferno if your Giant is already on their side, and can reach the tower before the Inferno starts up again. If the Inferno re-targets before you can punch it, it's going to kill your Giant.
 
You typically want to pair your Giant up with other troops to get past Inferno. This makes it so the Giant still remains a threat, and you've just killed their main Giant counter card. Here's a few combos that allow you to do this.
 
Giant + Skeletons - Skeletons need to be dropped AFTER the Giant. Not in front. Giant should also be dropped on the right side of the bridge, while the Skeletons on the left. If Skeletons are dropped in front, the tower will kill them before the Inferno. Skeletons are FASTER than your Giant. They WILL overtake him. You need the Giant to lock the tower up, allow the Skeletons to shoot past him, then Zap Inferno once the first Skeleton is closer to the Inferno than your Giant. This will usually warrant the opposing player to Zap your Skeletons. This is a net one elixir gain for you.
 
You can also do this with Minions, and you usually do this across the river favoring one side so you don't get hit by both towers. You can drop them at about the time the Giant crosses the bridge before tower aggro. This make it so the Minions are the primary target for Inferno, and your Giant will make it there to kill it before the Minion pack dies off. Usually your Giant will make it out of this fight, and maybe with the help of a Zap if need be. This once again forces your opponent to play additional defense. Usually sub optimal.
 
A third way is to place your Musketeer at the river on your side predicting a near river Inferno drop. This is the riskiest of the three methods, but it's also the hardest to counter. If they place the Inferno past four tiles from the river, you've just slowed your Musketeer's support speed having to walk to the bridge from the center. If it is in range say three or less tiles, your Musketeer will take damage, however you want to let her soak SOME damage before zapping the tower. This damage will be on a unit that will kill a LOT of defense that will trail the Giant if they don't address her on YOUR side of the river. Every second she soaks damage, it's extra HP for your main push. Just Zap to change the target before she gets killed off.
 
Giant + Mini P. This combo is just raw power. If they have no answer to this combo, a Zap can wipe the Inferno out in about two swings from Mini P after a Zap. Both the Giant and Mini P will have a LOT of health left, and is going to take a tower outright most times because of the combined damage both can do in a hurry. If you can let Mini P make it to the Inferno, this is the best counter. This is also the second best win condition from earlier.
 
Mini P - This was explained earlier, but you can usually counter Mini P defense like you do Barbs. Follow up your Giant with Mini P or Musket, and Skeletons. This will allow two hits on your Giant before re-targeting happens, and your Mini P will destroy theirs with usually netting no damage, or half health left. Musketeer will be the same. This however is obviously a bad choice against Valk, because she can hit everything around her. Mini P is a very easy counter once you mastered this support.
 
You can also use Minions as your Mini P counter. Though they will usually not kill fast enough and they would have gotten good value out of their defense. I would only do this if I had additional troops on hand like a Musketeer following. I wouldn't often suggest Minion + Skeleton because most players will react to your Minions with any AoE they have. Typically Zap / Arrows. Thus making your Skeleton drop a straight waste of elixir. Fireball can also be used, but it's rare that a player will choose to fireball Minions. If they do, you've just gained elixir advantage. Poison can be problematic if you drop too much support behind the Giant. So always keep that in mind if you play against another Poison user.
 
Cannon - Another popular choice. I would use much the same strategies as the Inferno here. However, you usually won't have to Zap this defense making it much weaker. However, they also cost two elixir less, so you better make sure you don't overreact.
 
One more thing you can do with Cannon is to poison it with tower. Typically this will form a protective bubble around your Giant due to the Cannon's placement. I would only do this if there are multiple things you can hit with Poison, ideally Elixir Collectors, or Ice Wizards. If you get lucky, you can hit two buildings, a tower, AND a unit with this push. It's nine elixir, but you done damage from poison alone, hurt their counter push, and took their Elixir Collector advantage away. They would have usually spent six plus on defense. Good trade.
 
Goblins - These guys might seem like a threat, but if they're going to use naked Goblins to kill your Giant, the obvious choice is to Zap. Though I wouldn't suggest it. Because your Zap is a gateway card to counter a lot of their counters. People over think Zap to be a card used to trade even with Goblins. Goblins aren't that strong especially with Poison in your deck. People who run Goblins usually will have swarm type decks which all require a massive clump which is weak to Poison. You either choose to let it fight out, get your chip damage, and Poison their counter if it's big enough. If not, let them get two hits in and their three elixir advantage. If they drop Goblins behind your Giant, you can lure them with the Skeleton at the bridge trick. If you plan on seeing Goblins, a preemptive Poison is the way to go. Reactive Poisons are slow and you can lose some health before the damage kicks in. Usually six stabs between the three Goblins. By double elixir, you'll usually have enough elixir to push with Giant AND Poison before Giant crosses the bridge. This defense will cease to be useful.
 
Minions / Horde - This is another popular defense. I would say you either Zap Horde, or Poison them Immediately. Poison is preferred if you can hit the tower and kill the Horde before they counter attack. Zap is ideal if you can't Poison them. If they proceed to make it across the bridge to counter, use your Skeletons to draw them towards the center away from any tanks they might throw in front, and add a Musketeer on defense. Musketeer should focus down the tank before the Horde since the Skeletons would draw two for the other tower to kill, and the DPS would be insignificant compared to the tank of their choice. Also freeing up the tower means they can finish the Horde too.
 
Minions aren't as big of a threat, and you can choose to ignore. Depending on the game flow, you can allow them to hit your tower without too much worry. Horde on the other hand can't be treated as such.
 
Pekka - Typically if you play someone with a Pekka, this might be the biggest counter to your deck. If they always play Pekka AFTER you drop Giant on the same side, you might as well abandon that push and form the Musketeer + Mini P push on the other side when time warrants. You can easily kill Pekka once it reaches your side, but you'll never kill it for positive gains on their side. Your Giant won't work if they ONLY play defensive Pekka.
 
If they play OFFENSIVE Pekka, then lick your chops. Because you can use your GIANT as defense against an offensive Pekka. Not in the traditional way, but this is by dropping your Giant one tile off of center towards the opposite bridge. Pekka's range will draw her to follow Giant all the way back to their other tower. Whatever support they have on the other side is easy pickings once Pekka is lured. One thing about this though, you do NOT want to place ANY units near Pekka until it is past the half way point horizontally on the map. You do NOT want Pekka to change target off Giant until it's lured away. Exception to the rule would be Minions. This is usually dropped behind Pekka once it reaches past the half way mark. They are the best DPS along with your towers on the Pekka to kill it before it reaches your Giant. Worst come the worst, you can distract with Skeletons in tower range and the Pekka would be history. Defending the support behind Pekka should be done by Musketeer on the edges of the map near your crown tower. This will put it out of aggro of Pekka without taking max damage on tower. Most players choose to run Wizard or Witch. Both of which dies to Musketeer pretty badly for positive trade. Horde will die to a Zap.
 
Sparky - Sparky defense is well documented, but I usually charge head first with Mini P and Zap before they can get a shot off. This typically nets you massive damage until Sparky is on your side. Sparky is mostly a bad trade on their side unless they drop too early and she peeks past the tower. If your Mini P can get to it on their side, it's almost always a good thing to kill it on their side preserving your push.
 
If your Mini P can't make it in time, you can always allow the Giant to take ONE shot for free, and Zap the second shot. The Zap should be used to protect Mini P. If Mini P isn't near the Giant, the Giant can take the hit and shrug it off. If they plant a Giant to distract your Mini P, don't Zap Sparky unless you can kill her on their side. Because they'll just get you on the next shot.
 
Usually, if they use Giant to defend their Sparky, their Giant would be so far ahead since their Sparky is stationary from aiming at your Giant or Mini P that you can kill him with just a Cannon in the middle. By time Sparky makes it to the bridge, you would have all the tools like Zap, Skeletons again to kill Sparky with. You also still have Minions you haven't played. Mini P and Musket will be cycled in a couple of cards as well. Sparky is a pretty weak defense against you if they aren't too far ahead in elixir and you have at least one of the two hard counters ready.
 
-----Defensive Strategies-----
 
Importance of Musketeer - Musketeer is a very strong attacker by herself, and usually demands attention when she crosses the bridge. However, she's also one of the easiest push supports to counter in the deck. Since she can't fight cheap swarms, she is one of the best ways to lose elixir advantage. There's so many ways to counter her, and she's so vital to countering air troops in this deck that she's best used in very specific situations. I would advise saving her to counter things before pushing. She can choose to shoot units on either side of the towers from the other pushing lane. Which means she can be placed one tile to the left or the right off center, so after she kills, she will walk towards the side you want. i.e. If you have an enemy Hog on the right side, Musketeer will be dropped at the same tile as Hog vertically. She'll be dropped one tile left of the center line horizontally. This allows her six range to hit the Hog on the right, but break left after the Hog dies. This is essential to players who split push, as you can still focus all your elixir on a push on their weak side without splitting your support. It's totally viable to kill an entire Hog + Goblin push by herself in this method on a full health tower. It is a four for six trade by which she won't be wasted on the off lane. Once she's done killing (and the additional targets will allow you more time to build up elixir) she'll walk to the attack side, which you'll be up a Musketeer and two elixir. That tower damage you just given up has earned you a massive push typically in double elixir. Once you figure out your opponent's win condition, you will soon know how expendable Musketeer is. This means who you save her for. Musketeer is the best card to use for most tanky win conditions. Her range makes her stationary to build elixir on defense, and she has the highest probability to defend without getting hurt. Thus providing the highest elixir trade potential on defense.
 
Royal Giant - Mini P is a prime defensive card against RG, Giant, Hog, and Sparky. RG defense is well documented, you usually drop Mini P when you have elixir advantage. Don't to it so recklessly if disadvantaged. A good RG player will follow with Horde / Minions to counter your Mini P. It's best to use Skeletons if they bridge drop, or use Musketeer near center to wait for their support. Once it's safe, you can drop Mini P for the last hit or so. If you are under elixir, the Musketeer defense + tower damage trade will gain you two elixir back with a full health Musketeer. You can trade one elixir for Skeletons if you're desperate. Don't drop Cannon AND a four drop to stop RG because that's a two elixir loss. Only do it if the support warrants. Always positive trade with RG. If you overspend on defense against RG. Drop your Giant at the bridge before RG dies to start a counter push. This is a good way to not let your over extended defense go to waste. Because using two four drops against RG means they'll usually counter your Giant-less push for better rotations, or you'll feed them Elixir Collectors. Once again your two four drops are the easiest ways to lose elixir advantage.
 
Giant - I almost always kill Giants with Cannon. Not because of how well it works, but you need to separate him from the support. Mini P can be used near tower with Cannon because Giants will almost never come alone, unlike RG. In double elixir, it wouldn't surprise me if a second Giant shows up. Mini P staying near tower will travel as little as possible between all targets. Typically, you want to drop poison at the bridge against a huge Giant push as well. A double Giant push in double elixir usually relies on the first group of supports not dying. If you can't kill them, they will win. Usually a Zap plus poison kills many troops of the same level. So take them out early, and use Cannon to distract the Giant with Mini P to mop up.
 
Hog Rider - Hog can be countered by Mini P, but I vary it depending on Hog Support. If Hog is naked, a Cannon draw is best as it's a single elixir advantage. If supported by Goblins or Fire Spirits of either type, it's safe to use Mini P mid way up the road from tower. The damage from the supports will damage Mini P, but it's a four vs. six elixir trade, and you would have killed the biggest threat even if Mini P dies. You might give up a hit or two, but remember, you're not running Elixir Collector. It's more important for you to play the long game than it is for them. Once you gain the advantage, there's little a cycle deck like Hog can stop your Poison pushes.
 
If Hog is joined by a Mini P, you want to drop Cannon + Skeleton + Musketeer. This eight for eight, but you'll have a full health Musketeer left on the field. You can let Musketeer go naked and force them to defend, and you'll gain whatever elixir you kill on their counter. Typically people like to use small troops to counter a naked Musketeer which dies to tower. If they use a big troop, even better. If they drop a Musketeer, they'll both fight each other, and you'll probably take one hit from their Musketeer for a four elixir advantage.
 
Sparky - We've covered Sparky a bit earlier, so I'd simply say the best way to kill Sparky is with Zap Mini P on your side with tower. If you must, Poison Sparky near the bridge, and by time you can Zap Sparky, you want to try to aim to kill her in one hit from Mini P. Minions usually won't work as Sparky players usually follow up with Wizards. Be careful dropping Skeleton against Sparky if you don't have Zap in rotation, and if you do, don't drop Skeleton, always have one in hand against a Spary player. When dropping Skeletons, place them in the direction Sparky is facing, but away from tower, and farther away from Wizard. You want Sparky to take the shot, not Wizard. Sparky needs to rotate before firing, so don't make Sparky do a 180° before shooting, or else their Wizard will take the kill leaving Sparky fully charged. If you must, use Giant to tank the first hit and kill with Mini P. Musketeer with Poison is also viable if you can lock on. Zap Cannon can also work if it does not die too fast.
 
Princess - I've recently started using river Cannons to stop attacking Pricnesses (obligatory Princessi?). Most decks that run Princess won't place units in front after a successful march towards the river. They'll take whatever chip damage they can and be content. If you trade with Cannon, there's a hidden added bonus. They're a three for three trade, the Cannon goes nowhere, and this now allows you to bridge drop a Giant. If you do it on the side with Cannon, Barbs or the likes that counter Giant will be taking Cannon DPS. This coupled with any support can make quick work of Barbs. Just be careful you don't stretch yourself too thin and not have Cannon for their tanks when need be.
 
Miner - Skeletons, Mini P, Minions are all viable choice against Miner. However, the best defense is Musketeer if Miner is paired with Goblins of any type. There is a sweet spot where you can place Musketeer to hit all Goblins first before Miner. This means one unit stops the entire push, and the real DPS is gotten rid of first for a positive elixir trade. If they run Mini P + Miner, you want to stop Mini P with Pull Skeletons towards the middle, and Musketeer to support the Skeletons before dealing with Miner. Miner damage is usually not a threat compared to the support.
 
Lava Hound - This one is tricky, but I typically push Giant bridge drop with one of the win condition combos if I see this. You normally don't have to pay attention to Hounds until they blow up. So save the Musketeer, save your own Minions, Zap or Poison. There are a few types of Hound players.
 
Ground support - These guys run Barbs, and or many small DPS units. Always deal with the small DPS ASAP focusing on taking minimal damage, while retaining the tools to deal with Pups after the Hound dies.
 
There is a very big subset of this type, and that's Miner support. Make sure you are ready for the Miner with a Mini P and don't let Miner kill your Musketeer while tanking for the Pups. This is the most dangerous of the Lava Hound decks.
 
Air support - These guys run almost entirely full of air. Horde and Minion, Balloon, Baby D, etc. Musket is a complete must here. You will have to save everything from Zap, Poison, and Musketeer here to stand a chance. You will at times have to tank with pull Skeletons to avoid excessive damage. Giant can win the day and form a counter push against Pups. Drop Giant in front of the tower before the Hound dies. Then tower plus Musketeer mops up to form the perfect follow distance for support. Poison once Giant makes it to the bridge, and ignore tower damage with Poison. Because most players will drop Horde as close to bridge as possible to avoid Poison. Once in poison, Musketeer one shots equal level Minion / Horde. Follow up with your own Minions to retain air dominance. Mini P if possible last.
 
Spell support - These players typically run Arrows, Fireball, or Freeze. They typically bait out your air defenses, and or your Musketeer and plan on nuking them before the explosion. You have to play smart here. As in you know what's coming, so drop your weaker counters FIRST, then drop the REAL counters after they waste their spell. The other surefire way to combat this is with Poison. Poison can't be stopped by spells, so you can just drop it when you kill the Hound and Pups all in one go. A skilled spell support player will usually bait out your AoE with Minions or other high pressure fast squishies. You're going to have to plan ahead to figure which unit you'll use to fight the bait. This is very situational.
 
Three Musketeers - Really deadly card as you don't have much quick options to deal with them, especially on their end of the map behind towers. At equal level, Poison and Zap can kill them after the full ten seconds have elapsed, but that can be very deadly to your push and your health. If they make it on your side, and you have neither spell, it can be very hard to counter at all. In the most dire situations, a Zap + Skeleton + Min P quick drop might have to suffice. Hopefully the Musketeers will waste a couple shots on the Skeletons, and hopefully your Mini P can kill two. Still, be very careful when dealing with this card, because they've basically locked up your Poison spell for the duration of the game pretty much. Not only that, but you have to hit them early.
 
-----Aggressiveness Level-----

 
This deck has all the potential to three crown someone. However, most decks you play around 3K will also have the same effect. When you are playing an opponent, I would heavily suggest taking both crown towers before taking the king. Reason being is because Giants takes a lot longer to get to king tower than crown tower. Not only that, but pushing on the empty lane provides no pressure if they can defend. Pushing on tower lanes puts pressure on the defender with less defend-able real estate to work with. Often times you can over extend on the three crown and totally get a pincer pulled on you on the weak side. Or you set yourself up for split lane pushes.
 
If you are down a tower, you better make sure you know your opponent's rotation, and be aware what can drop from the middle. I've gotten pretty good at protecting against RG as I rotate Cannon, Musketeer, and Mini P to always drop within range of the center spot. I don't plan on attacking anymore if I'm up, and I just rotate my cards to always have a preferred defense the center spot. I will always march my Giant to clear cycle him out of my hand after an advantageous trade on the side they'll attack from to delay their push. Then drop Poison if they clump up.
 
Make sure you understand if you are up, and you drop a Giant, you have literally given them five elixir to go all in with. After being up one nothing, you want to drop Giant no farther back than equal to crown tower. You need to make sure if they show up in that lane, he's at least tanking right away for your tower. Not only that, but usually in double elixir, a full king tower drop is too slow and far. You only play Giant after if you quickly killed their win condition while protecting a tower for the win. A non-fighting five elixir advantage should only be used if you can secure a tower after losing yours. Otherwise play it safe. There are better double elixir decks out there than this one.
 
-----In Closing-----
 
I'm not sure if I covered everything I wanted, but I know I've gotten a lot covered enough to hopefully help some of you out there improve your Giant decks. I can probably go more in depth with each card still believe it or not, but honestly, you slowly learn that by feel / mistakes. The trickiest thing again is learning how to play without Elixir Collector which most meta Giant decks or meta decks in general are running. Do I think it's better without Elixir Collector? No, not really. So why do I play without it? Because it gives people less opportunity to Fireball your support and collector. If you have a collector out, and you drop your Musketeer, you can bet your ass you'll get Fireballed. The opponent can get much better trades on their AoE spells when you have to defend tower and Collector. It's a different style of play, but ultimately, if you have a Collector and you can defend it well, I think it'll be a better choice to run with it. It's just too powerful.
 
Well below you'll see the games I promised. Note there are a LOT of spot-able mistakes in each of these games. Again I'm not the best player, and I'm still learning. Thing is though, it's not always about playing the perfect game, but being able to spot the mistakes and slowly correct them. Again, I'm not showing the losses I have because they're mainly really bad mistakes which does not show how to play this deck correctly. To someone who does not understand the proper way to play this deck, they won't learn from bad plays.
 
Anywho, hope you all enjoyed this guide! The following videos will be listed in trophy order from my recent games. Games also have no sound because Android lacks a good option that isn't mic audio.

Thanks wrxwrx for sharing such an informative guide with us. This guide first appeared on Reddit, check more replays there.

Clash Royale: Anti-Meta Deck and Strategy for Arena 5, 6, 7, 8, 9

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Hello guys, today I am going to give 3 anti-meta decks which are created and shared by Ash. Basically these decks can counter all the popular decks in the game right now.
 
For Arena 5,6 and 7

Start off with Valkyrie at the very back and then add Hog Rider + Fire Spirits to make a push.
 
On Offence
Valkyrie + Hog Rider + Zap
Hog Rider + Goblins/Fire Spirits + Fireball + Zap
Mini Pekka + Fire Spirits +Zap
 
On Defence
Giant + Poison – Inferno Tower + Mini Pekka
Giant + Balloon – Inferno Tower + Mini Pekka + Zap + Goblins + Fire Spirits
Hog Rider – Mini Pekka/Valkyrie
Mini Pekka – Valkyrie/Goblins
 
For Arena 8 and 9

On Offence
Hog Rider + Guards/Minions + Ice Spirit + Poison
Hog Rider + Valkyrie + Ice Spirit
 
On Defence
Miner – Guards
Mini Pekka – Valkyrie/Minions
Hog Rider – Mini Pekka/Valkyrie
Giant + Poison – Inferno Tower + Valkyrie
 
With Legendary Cards

On Offence
Valkyrie + Ice Spirit + Guards
Miner + Guards + Poison
 
On Defence
Giant Beatdown – Inferno Tower
Three Musketeers – Ice Spirit + Valkyrie + Zap + Guards
Minion Horde – Drop Princess on the other lane
 
Check the gameplay video below for more tips and guides.


More Related 
Clash Royale Guides for Arena 7-8 
Clash Royale Guides for Legendary Arena
Clash Royale Weekly Tournaments, Just For Fun!
The Ice Hog Cycle - The next meta decknext meta deck
>>> Like Our Clash Royale Facebook Page for latest guides and updates. 

Pirates Need Musics, Too — Sea of Thieves Shows Instruments Play in New Video

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Rare's upcoming pirate MMO Sea of Thieves is about offering memorable pirate experience, so the game allows you do a lot of trivial things in the game in addition to sailing and fighting. You can drink, sleep, and play music instruments. See the dev video below, where two developers offer the first look at instruments play.
 
Related: New Sea of Thieves Gameplay Video Shows the Pirate Life You Will Like to Have


Sea of Thieves is a cooperative pirate MMO where players will come together as pirate crews, form fleets and roam the seas in search of islands with hidden treasures. Those confident in their crew's combat abilities can even ambush other crews on land or at sea in epic battles.
 
The game will be released for Windows 10 PC and Xbox One in Q1 2017.



More images of the game at next page.
 



Have Some Old Time Fun with Those 6 Latest Side Scrolling MMOs

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Speaking of side scrolling MMOs, I guess most of you enjoyed your time playing Maplestory, Latale, Grand Chase, Elsword etc. While those games might fade out of popularity on the PC, after all, mobile games are more lucrative nowadays with a $36 billion market globally, according to market researcher Newzoo. Therefore, many game developers turn their attention to mobile platform, hoping to bring the old time fun and lost popularity back. Today I am going to recommend you some latest side scrolling games with most of them playable now.
 
Platform: iOS and Android
Release date: August 10, 2016
Size: 366MB
Cost: free

Masquerade: the Faceless is the latest 3D side-scrolling action RPG from Gamevil, poised to reinvigorate the hack-and-slash feeling. One of the highlights of the game is that Masquerade allows players to strike and launch enemies into the air and thus perform limitless attacks and combos between the air and the ground. 
 
Another selling point of Masquerade lies in the unique and creative Mask Upgrade System.
Players can collect Soulstones to complete a unique Mask so as to change the character appearance. In the launch version, there are three classes available to play. They are LAMBAST, PHAEDRA and REAPER. The game will add more new classes in following update.
 
 

Masquerade: the Faceless download link:

iOS download  | Android download
 
 
Platform: iOS and Android
Release date: TBA (Pre-register available now)
Size: TBA
Business mode: TBA
 
Chronoblade was originally a Facebook web game years ago but Netmarble is going to publish the title on iOS and Android globally later this year. Chronoblade was developed by nWay, a studio founded by Grand Theft Auto creator Dave Jones and former Realtime Worlds president Tony Harman as well as Diablo II designer.


ChronoBlade combines traditional loot-collecting action RPG concepts with 2D beat-em-up gameplay. The game takes place in a "multiverse" setting consisting of many different dimensions, allowing it to include styles ranging from medieval fantasy to steampunk.




 
 
Platform: iOS and Android
Release date: August 4th, 2016
Size: 235MB
Cost: free

Chaos Chronicle is a side-scrolling 2D RPG from Nexon, which just launched globally for free on both iOS and Android platform. The game features a strategic battle system based on skills, and heroes that can be upgraded. It also features a complex microcosm, where users will be immersed into a story-driven scenario with unique action skills. You will experience whole new actions through ‘Skill Cancel’ system that lets you counter and block enemy attacks, and ‘Perfect Cancel’ system that maximizes the blasting thrill of skill execution. Plentiful contents will be offered from ‘Adventure Mode’ to ‘Daily Dungeons,’ extending up to 18 different explorable regions, as well as ‘Raids,’ where you can battle colossal monsters, PvP battles, the ‘Manatech Tower’ to test your limits, and a training system to upgrade your heroes. 
 

Chaos Chronicle download link:

iOS download  | Android download

>>> Chaos Chronicles: Best Character Guide and Battle Tips
 
 
Platform: iOS and Android
Release date: May 12th, 2016
Size: 99.9MB
Cost: free

Many of you may have played the PC-based side scrolling MMORPG Elsword before and now it has been imported to the mobile platform. Els: Evolution is an anime-themed action adventure that will be immediately familiar to fans of the PC version. Featuring 3D graphics and hundreds of challenging sideways-scrolling levels, the game faithfully brings the design, characters and gameplay that fans have come to love to mobile and tablet. The game has also been built from the ground up to deliver a fluid experience with optimal mobile controls.


At launch, Els Evolution features 3 playable characters: Elsword (Warrior), Aisha (Sorcerer) and Rena (Archer), which are the iconic characters in the PC version. The mobile version shares the same world and core gameplay elements with the PC version, including skill-based combat, crafting, mount system, and mix-and-match fashion.






Els Evolution download link:

iOS download  | Android download
 
 
Platform: PC
Release date: TBA in the west (OBT in Japan on August 19, 2015)
Size: TBA
Cost: free

Closers is a free-to-play 3D side scrolling action MMORPG developed by Naddic Games and published by Nexon in Korea. Closers also found publishers in Japan, Indonesia and China but we are still waiting for the western publisher.



There are two game modes in Closers including RPG mode and MOBA mode. Traditional RPG mode will provide you with side-scrolling maps, while in the MOBA mode, you can change camera angle freely. 7th character Levia is the latest one adding to the game.



Hope Closers will come to the west somewhere in 2017.


 
 
Platform: PC
Release date: August 9th, 2016 launching on Steam
Size: 18G
Cost: free

With fast-paced gameplay and unique side scrolling 2D action, Dungeon Fighter Online (DFO), also known as Dungeon & Fighter in Asia, is an Action-anime MORPG played by over 500 million players worldwide. The game finally landed on Steam across North America days ago. Users can collect a total of 44 Achievements, 6 Badges and 14 Trading Cards by playing the game through Steam. Players can choose from five distinct character classes (Fighter, Gunner, Mage, Priest and Swordsman), each featuring a unique set of abilities and powerful attack combinations.
 

Bless Online - Neowiz Prepares a New Update to Make Mystic Class Fun to Play

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Neowiz Games prepares another update for Bless Online and the studio is kind enough to share some of its features. Mystic, the 7th Bless class will be revamped. Mystic is basically designed  as a healer and plays the role of supporter. With the newly added content, Neowiz intends to add a fun factor to the way this class fights. Due to its outstanding healer ability, Mystic will become an indispensable companion on the battlefields and dungeons. Also, due to its unique ability Mystic can enhance the ability of the Allies, as well as to restore concentration, courage, mana and more.
 
New high-level locations are under preparation and it will become available for players with level 45 and above. In these places, the Union and Empire factions, resurrected under the command of new rulers will be ready for a great new war against each other. New dungeons will be added every 3 months, available for each level of difficulty.

In addition, a new "system of runes" will be implemented, making runes removable and each rune will have its additional features for the equipment.

Source: bless

Dota 2 Finally Has a New Hero Monkey King That Isn't a Port From DotA

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At this year Dota 2 The International, Valve has finally ported all heroes from original DotA to Dota 2. The last original DotA's hero Underlord, also known as Pit lord, was revealed during the All Star match yesterday. When all people thought that Underlord is the only Easter Egg on TI6, Valve unexpectedly announced a new hero: Monkey King.



As an iconic character of Chinese classical novel Journey to the West, Monkey King was announced after an incredible martial arts performance. Monkey King will arrive in Dota 2 in the fall, as part of ‘The New Journey’ update—an appropriate name given the Monkey King’s origins in Journey to the West, as well as the new direction this represents for the game as a whole.



Before the announce of Monkey King, gamers in China called Phantom Lancer the Monkey since he has some similar features like Monkey King including illusion powers, golden cudgel like weapon and more. Now we can only get some hints from the trailer: he’s a martial artist with illusion powers and what looks like the ability to disguise himself as a tree. 

Riders of Icarus Has Banned Over 5,000 Botters, Spammers, Hackers Recently

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The latest Producer's Letter of Riders of Icarus addresses the community concern of bots and spam. Han Sol Junger, the Producer of the game, reveals that the team has begun a new banning initiative which has eliminated more than five thousand spammers, farmers, botters and hackers, in a very short window of time. 
 

I want you to know that our team is aware and cares deeply about the overall health of our community and our game. We believe that strong and effective measures should be taken against the botters and spammers. We believe that surface-level fixes should always be accompanied with deeper, more effective solutions to combat the root of the problem. We are dedicated to fixing the issues as much as we are to bringing you new and fun content to play. 

 
Han Sol Junger also says that further actions will be taken to combat cheaters and spammers. They will add significantly more Game Masters who will patrol the game with more tools to quickly find and remove any exploiters. "We are also updating an automated system, which will detect and ban swiftly and effectively. Lastly, we will implement an in-game player report system so you can help guide our Game Masters toward any players that may slip through the aforementioned systems," he adds.
 
Riders of Icarus has been plagued by bots and spam for a while and hopefully the game gets better as Nexon takes this issue more seriously.
 
Source: Producer's Letter

You can see more screenshots of the game at the next page.
 




Path of Exile: Atlas of Worlds Interview. A Map of Condensed Hype.

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Well, what can I say? I've been a fan of PoE since it came out in 2013, and even though I was not able to walk along its updates and expansions as much as I'd have liked to, when I was offered the opportunity to talk with Chris Wilson, producer and developer at GrindingGearGames, about the new Path of Exile expansion: Atlas of Worlds... I didn't give it a second thought.
 
First of all I need to let you all know just how much of a great guy Chris is. It was my first interview and he was kind and understanding, and even though I made some mistakes, his attitude allowed me to bring this article to you.

 
So, without any further delay:
 
What gave shape to PoE when you first started?
 
We played a LOT of other Action RPGs when we were younger. Countless hours playing Diablo, Diablo 2, Dungeon Siege and Titan Quest. Our experiences with those games drove us to create Path of Exile and helped shape its identity. We knew we wanted a hardcore, dark, visceral online Action RPG about items, so we worked hard to create that.
 

Which do you think were the key steps to bring PoE to the place it is today?
 
I think the most important step has been playing the game from a player's point of view. Quite often, conventional game design and intuition give different results, so we make sure to pick the one that results in the experience we want to create.
 
The other step that contributed a lot was establishing and nurturing a supportive playerbase. Path of Exile would be nothing without its community.
 
Could you give us a little introduction to what are we facing with the coming of Atlas of Worlds? Like how did it start?
 
This expansion was developed because we had a strong desire to improve Path of Exile's end-game. Our expansions in the past have typically added a lot of content to Path of Exile without directly improving the mapping experience. Atlas of Worlds finally gives it the update that we've been planning for a while.
 
This expansion includes 30 new maps, 19 new bosses (including five that are similar to act boss fights in complexity) and the Atlas of Worlds itself, an atlas that shows the spatial relationship between different maps that players explore as they seek to discover the secrets of the Shaper and how he creates maps. Eventually, players learn how they can alter the Atlas itself to meet their own requirements by upgrading maps and adding mods to areas of the Atlas.
 

There is a lot of speculation going on since the performance improvement patch, where fans got to see the title "Atlas of Worlds"...
 
Absolutely. There was a lot of debate about whether to reveal the name early (as it's quite evocative and would excite people). We decided not to, but then leaked it by accident in that video. I’m happy with the outcome.
 
Well, let's get to the point. The Atlas... how exactly does it work?
 
When you return from your first map run in the Eternal Lab, you now meet Zana. She introduces you to the Atlas of Worlds, which shows your progress through the 100 maps available in this expansion.
 

There are four quadrants to the Atlas, each with their own entry point (a Tier 1 map that can drop in late Merciless difficulty). Maps with thematic similarities are near each other on the Atlas. Unique Maps are also represented on the Atlas and now only drop in the area they are attached to, which corresponds to their base type.
 
Now, rather than receiving random maps of a specific tier, you receive random maps from that tier from the set of ones that you have previous completed as well as the maps that are connected on the Atlas to the map you’re playing. This allows you to progress through the Atlas rather than jumping from one unrelated arbitrary map to another. There is no penalty for completing (and unlocking) low-tier maps, because the tier is decided before the specific map is. Having more maps available just increases the variety on that tier.
 
For each different type of map that you complete, you receive a cumulative 1% bonus to map drop rates. This encourages lateral exploration of the Atlas.
 
Special new base types of items drop in specific areas of the Atlas.
 
As you complete maps on the Atlas, you are occasionally rewarded with a Shaper’s Orb, which allows you to upgrade a map of a specific tier. This lets you find “Shaped” versions of that map, which are five tiers higher than their regular counterpart.
 
You’ll also occasionally find a Cartographer’s Sextant, which lets you apply a special random mod to a circular area of the Atlas. This mod affects all maps within that area, and is consumed over five uses. You can stack multiple mods by overlapping these areas. Some of these mods are very dangerous, and others are very valuable, such as adding guaranteed unique item drops to map bosses!
 
In the centre of the Atlas are four Tier 16 maps that contain special boss fights at the end. Each time you complete all of these, you are granted one attempt at a final encounter with the Shaper.
 

So you basically grabbed the other end of the stick, so to speak... now we customize against what we play, not with what we play.
 
That’s an interesting way of looking at it, yes. In addition to all of the regular character customisation systems in Path of Exile, you now have the ability to more deeply customise the type of content that you face in the end-game. By choosing areas of the Atlas to play in, upgrading your favourite maps and applying mods to surrounding regions, you’re able to substantially influence the difficulty and reward of your end-game experience.
 
What can you tell us about the new items and how do they work with the Atlas? Do they enforce existing builds or add new ones?
 
We’ve added new base item types that can only drop from specific parts of the Atlas. These base items generally reinforce existing builds (such as a Bone Helmet base type that increases Minion Damage as an implicit property). By having these new item types drop from specific thematic areas of the Atlas, players are encouraged to hunt out and play in areas that have the most appropriate items for them, rather than just push for the highest level maps. Needless to say, the Shaper’s Orb that upgrades a map by five levels has significant impact on the item level of these important base types.
 
 

There are also lots of new unique items (some of which are exclusive to the Guardians and the Shaper), which include build-defining ones.
 
Some of the rarer crafting options in the Essence challenge league absolutely enable new builds also.
 
Can you further explain how the main bosses affect the Atlas and our decisions? 
 
In the centre of the Atlas of Worlds are the four Guardians of the Void, each themed around a different mythological beast – the Phoenix, Hydra, Minotaur and Chimera. These are Tier 16 maps that house very difficult fight at the end. They’re like act boss fights in complexity. Upon completing each of these encounters, you’re awarded with a portion of the key that needs to be assembled to travel to the Void itself to fight the Shaper, Atlas of Worlds’ ultimate boss.
 
It’s tough to gear up enough to take on these extremely difficult top-tier fights, so players will have to make careful use of the resources available on the rest of the Atlas.
 

What can you tell us about your preferences for areas to play in the Atlas?
 
Based on my playtesting so far, my plan is to find an area of the Atlas that drops items that will benefit my build, and then focus on levelling in maps found in that area. As needed, I’ll try to upgrade the lower maps so that their level is appropriate as I level up myself. Hopefully I’m able to consistently roll good Atlas mods on these areas.
 
As a side task (and as my character becomes powerful enough), I’ll work on gradually completing each other Atlas map once, so that I unlock a large enough global map drop rate bonus. Eventually I’ll have good enough items to push for the centre of the Atlas and try out the very hard bosses there.
 
We had the Perandus league, the Prophecy league... and now, the Essence league?
 
Yes! The Essence league is an exciting mix of new combat experiences and new crafting. You encounter groups of monsters trapped by ancient Essences and can attempt to defeat them to claim the Essence for yourself. Each of the 105 distinct Essences (consisting of 25 varieties with up to 7 power levels of each) influence the fight in a different way. These essences can be used to craft items, acting like Orbs of Alchemy or Chaos Orbs that each guarantee a specific mod. Advanced players can explore using Remnants of Corruption for even greater risk and reward. It’s the league that will make rare items great again.
 

It seems that you want to keep up with entertainment, but without forgetting performance...
 
Over the last few weeks we've been testing a substantial performance improvement that we plan to include in the Atlas of Worlds release. The game engine has been multithreaded, which lets it take full advantage of all the cores and hardware threads on modern CPUs. The results are looking good so far, with users seeing up to double frame rate during intense combat situations. We’re expecting to turn this on as a universal feature in the Atlas of Worlds release.
 

I bet there are lots of fans out there who would ask the same question... Will there be an Act 5?
 
Yes. We aren't ready to talk about specific details yet, but it's coming in 2017.
 
We got capture the flag, the Sarn Arena... but should we expect a new addition in the PvP side with the coming of Atlas Of Worlds?
 
We're interested in adding more PvP content to Path of Exile over time, and have some balance changes planned for the medium-term, but we probably aren't including any PvP changes in 2.4.0 itself.
 

Would you call the expansion an addition... or a step up? 
 
It's absolutely a step-up for Path of Exile's end-game. The new Atlas customisation options allow users to really invest in the choice of areas that they play. The new crafting mods in the Essence league will also really help users create powerful new builds.
 
You guys without a doubt have created one of the best ARPGs out there... but tastes and "what's new" can change pretty easy, which can't but make me ask, what is your plan to improve PoE?
 
There are many plans to improve Path of Exile! We'll continue to introduce new challenge leagues every three months, new expansions every six months and performance improvements alongside as many of these releases as we can manage.
 
We have a long schedule of content lined up and we have so many ideas on how to improve the game over time.
 
And finally, what would you like to say to the community? 
 
I'd like to thank the community for their support through the years and I'm really looking forward to their feedback on Atlas of Worlds once they've had a chance to check it out in a few short weeks!
 
 
And that's it people! Personally I'm pretty hyped to play the new expansion this September 2, and you? Leave a comment! and if you enjoyed it, please press the like button down here.
 
PEACE.

Finally Runic Games Reveals New Information About Hob in New Trailer

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Last week we were worried about Runic Games' two games Hob and Torchlight Mobile which were in development, because of the departure of Max Schaefer. Fortunately Runic released a new trailer for Hob, showing the world rising from beneath. It's a short footage but it's enough to reassure fans that the game's development is going well.
 

Features
WORDLESS NARRATIVE: Presented without text or dialogue, Hob’s story is revealed as you explore the planet and interact with the strange lifeforms that inhabit it. 

TRANSFORM THE WORLD by solving puzzles and repairing the planet. The landscape will change before your eyes, opening new areas to uncover and explore. 

GRAPPLE, PUNCH, and WARP through the world! Use your mechanical glove-arm abilities for traversal as well as combat. 

ADVENTURE in an open world, explore ruins, befriend sprites, and battle the rogue creatures that threaten their extinction.
 
Hob will be coming soon to PC and PS4. You can expect to hear more about the game at Gamescom 2016 next week. You can see some charming screenshots at the next page.
 




Check out These Epic Dota 2 Cosplay at the TI6 Cosplay Competition

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The first Dota 2 official cosplay competition has just been held at the Key Arena during The International 2016. The 15 finalists were invited to the main stage of TI6 to show their best Dota-themed costumes and talents. The top 3 cosplayers could take away the prize money of $3500, $2500 and $1500 respectively. Apart from those heroes in Dota 2, we had the cosplay of Roshan at the contest. let's take a look. Picture credits to JoinDota.

1st Place Winner:



2nd Place Winner:



3rd Place Winner:




Other Top 15 Cosplay






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Raid Master Hands-on Review: A Classic Endless Dungeon Crawler You May Like

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Developed by Bluehole, the creator of popular MMORPG TERA, Raid Master is a classic-style turn-based RPG game that you can play on mobile devices, allowing players to assemble the perfect party of adventures and explore the infinite dungeons. The game is currently available for Android players, and the iOS version will launch via the App Store this September.





The Raid Master is set in a fantasy land which is full of devils and demons, and players will lead a brave squad to save the world from devastation. Although the heart of Raid Master is a endless roguelike dungeon crawler, there is still a series anime style characters and story battles that let you feel more immersive in the fantasy world. 



Players will start the endless journey with 2 main characters at very beginning. To build a full 6 character line-up, players will need to visit the Tavern and buy the guests a round of drinks and then see if you can acquire a hero. The cost of drinks will be increased each time. I tried several times and each time I can get a new hero. You can form your team with different combinations, and moreover when you have more than 6 heroes, you can rent spare ones to get extra money.


  
The hero management is one of the core features of the Raid Master. players will assemble a team of heroes, picking up to 6 for any mission from a roster of over 50 in the game, including frontline tank characters and melee warrior as well as backline damage-dealing archers, wizards and healers. Each hero has two active skills and one passive skill.

The 6 characters are allocated onto three lines, and there is a line-up formation, allowing players to manage character slots for three different lines namely Tanker line, Dealer line and Healer line. There is at least 1 character for each line and the maximum number is 3. 



There are 2 battle modes waiting players to explore. On the continent mode, players are available to challenge devils and demons on 300 stages, in which you can farm epic materials and weapons as well as the misc trophy that you can sell for gold. If you clear 50 bosses, you can proceed to Infinite Waves Mode, but you should have ingenious strategy and save your heroes from being wiped out. The back to town option is always available under this mode, and you can continue from the saved wave next time. 



In addition, the game features diverse dungeons and monsters styles since you will always find dungeons with distinctive environment and bosses. The BGM in town is quite impressive but the sound effect in the dungeons isn't that appealing since you will always hear the loud percussive effect. Anyway, if you like dungeon crawler and character cultivation, Raid Master is definitely your jam.

More Related Article:

>>>​Bluehole’s Mobile Strategy RPG Raid Master Launches Globally

No Man's Sky: Details About All Types of Stars

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It looks like there is not tutorial about star types in No Man's Sky, so the Reddit user Harvoification rounded up some useful information for us. In this game, all stars are assigned a spectral class, generally composed of three coded characters. For example, the pre-release star Ethaedair is listed with a spectral class of G2m. This indicates that it is one of the hotter yellow stars, and with enhanced metals. The following information is based on the stars in our universe, but should give an idea of what may be seen in the game.



Please note that classes listed on that page are based on stars in our universe, not in the games. So far confirmed classes are G, K, E, B, M, F, O.

CLASS    TEMPERATURE    COLOR
O              ≥ 30,000 K             blue
B              10,000-30,000 K    blue-white
A              7,500-10,000 K      white
F              6,000-7,500 K        yellow white
G             5,200-6,000 K        yellow
K              3,700-5,200 K        orange
M             2,400-3,700 K        red
L              1,300-2,400 K        red brown
T              500-1,300 K           brown
Y              ≤ 500 K                 dark brown
E              unknown               Green

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Source: No Man's Sky Reddit

Unique Rhythm Shooter Starship Disco is live on Oculus and Gear VR

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Solus Games, a California based independent game developer, has just announced the launch of Starship Disco, a unique rhythm based, virtual reality (VR) shooter for Samsung GearVR, Oculus Rift VR, and soon to come, the HTC Vive via Steam. The Steam version of Starship Disco will have a non-VR mode as well.   



Starship Disco offers an exciting intergalactic VR experience where players take on the role of a starship pilot shooting alien enemies to the rhythm of the music. The rhythm is dictated by embedded tracks as well as any imported music tracks creating endless dynamic game play.  Starship Disco provides high-end, immersive outer world graphics and textures and the game controls are intuitive and comfortable by way of HMD+1 button controls. Scoring is dictated by the player’s ability to accurately shoot the enemy target precisely to the rhythm of the music.  



"As a very small independent game developer, we’re excited to be at the forefront of VR gaming and we think Starship Disco is going to be really fun,” said Rico Stenson, President of Solus Games and Sole Developer of Starship Disco. "My goal is to deliver a really cool, engaging VR game that people can appreciate while enjoying their own music playlists. I think that combo is unique to VR gaming.”

5 Recommended New MMOs / Online Games You Can Play for Free in August

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Are you looking for some new MMOs and online games to play recently? Here are 5 titles you can play for free this month, and they cover MMORPG, card, strategy, FPS genres. Check them out.
 
ArcheAge Begins (mobile)


PC open world MMORPG ArcheAge is getting a mobile version that will be launching worldwide in August. Currently the publisher Gamevil hasn't had a fixed date for Begins although rumors suggests the game will come out around August 25.
 
What's ArcheAge Begins about? We know the mobile version will have new features compared with its PC counterpart, while remain faithful to the original PC MMO. The game's scenario involves finding the ancient Garden where you may enter as a mortal and leave as a god. What's more, the mobile version is built using Unreal Engine 4, a popular engine for next-gen mobile MMOs.
 


 
Naruto Online (browser)
 
Naruto Online is a licensed Naruto MMO you can play on browser. The game is a turn-based where you choose one of the five characters, representing the elements of earth, water, fire, wind and lightning. If you like anime MMO or turn-based combat, the game is worth your attention.

>> Naruto Online Review: I Will Be Hokage!



In addition to the ninja story that's inspired by the Naruto anime, you can progress, unlocking new ninja characters to fight alongside your main character as a team — similar to card game. The depth lies in the synergy mechanism, which provides you a stronger team if you combine them well.


Everyone has an attribute that makes them vulnerable to others. Fire is vulnerable to water; Water to earth; Earth to lightning; Lightning to wind; And wind to Fire. Furthermore, Ninjas usually have a "Chase skill" that allows them to attack outside their turn if an enemy is subjected to a condition.
 
Naruto Online is the type of game you can play in your spare time and on any PC. You can play both PvE and PvP content and like most browser games, and you can participate in many events with friends.


 
Ghost in the Shell: First Assault Online


Nexon's competitive action shooter has officially launched and you can join the high-tech future combat for free. The game is based on popular Japanese anime series and puts you into the shoes of cybernetically enhanced combat operatives to defend the existence of human race. You can play the iconic characters in the anime, making use of their unique combat abilities and advanced firepower.

>> First Assault Online Drops Paid Early Access and Becomes Free-to-Play on July 28

 

A unique feature of the game is you can share your unique skills with teammates, which could turn the tide of battle is used wisely.
 

The game is for fans of the anime, as well as those who like competitive first-person shooter with lots of weapons available to use.


 
The Elder Scrolls Legends
 

The card battle game sets in the universe of The Elder Scrolls is now in open beta. Similar to Hearthstone, The Elder Scrolls Legends features a battle between two players on each side of a deck. Choose a hero, decide your strategy and build your deck, use synergies and tricks to gain advantage, and destroy opponent with swords and magic.

>> The Elder Scrolls Legends New Demo Shows Many Differences From Hearthstone
 


There are flashy and dynamic combat and magic effects and animations, 10 races and 10 classes in the world of Tamriel, and unique attributions of TES' world.
 

 
Paragon
 

Epic Games' Unreal Engine 4 action MOBA starts open beta on August 16 on PC and PS4. The next-gen MOBA shocked the market with stunning graphics when it was announced. How good the game is exactly? You may want to check out yourself.

>> Paragon: GPU Test and Graphic Comparisons of Unreal Engine 4 MOBA
 

The game uses the third-person camera instead of League of Legends and Heroes of the Storm' traditional top-down point of view. That allows heroes to reach higher places and jump to mid-air.
 

Unlike most MOBA, Paragon has a card system that's used for hero progression and customization. By playing the game you can collect cards to enhance and specialize your heroes. There are equipment cards, upgrade cards and a special type cards called Prime Helix, which is activated when you complete a secondary objective in the jungle. Ultimately, you still need good team work, proper strategies, and frequent practice to win the battle — it's a MOBA.
 

Pokemon Uranium Creator Removes Game Client After 1.5 Million Download Times

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The unlicensed fan-made Pokemon game Pokémon Uranium has just launched on PC for free and was met with 1.5 million downloads over the past week. However, the creator of game has just removed the download link of this 9-year-development game from their official page.



According to the development team, after being “notified of multiple takedown notices from lawyers representing Nintendo of America,” they have to pull the download links from their official page.

While we have not personally been contacted, it’s clear what their wishes are, and we respect those wishes deeply. Therefore, we will no longer provide official download links for the game through our website. We have no connection to fans who reupload the game files to their own hosts, and we cannot verify that those download links are all legitimate. We advise you to be extremely cautious about downloading the game from unofficial sources.


Based on the central RPG element of the Pokemon franchise, Pokémon Uranium features a tropical setting with innovative content including over 150 new custom-made Pokemon, new nuclear Pokemon as well as online trading and battling. 



Blade & Soul Unveiled a New Video for the Part II of WIND Update

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On August 14th, a new video for the second part of Blade & Soul's update was unveiled at Blade & Soul Tournament Korea Final which is held in Busan. This video disclosed information about new boss, region and story.

From the updated trailer, we could preview two new combat, the illustration of new region, new skills, new story and new characters. In the first half of the trailer, we could confirm the gameplay of two famous bosses' combat.

Blade & Soul

Blade & Soul

Blade & Soul

 

Blade & Soul

Blade & Soul

Blade & Soul

Blade & Soul

 

Blade & Soul

Blade & Soul

Blade & Soul

Runewaker's MMORPG Guardians of Ember Lands on Steam This September

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InselGames announced yesterday that they have acquired the right to publish Guardians of Ember, an ARPG from Runewaker, the developer behind Dragon's Prophet and Runes of Magic. Also known as Embergarde, Guardians of Ember is a hack and slash originally released in Taiwan but it will launch on Steam this September as a buy-to-play title, though. Three editions are available: Standard, Demigod and the Ultimate Immortal Edition.



Guardians of Ember combines Hack'n'Slash and traditional MMORPG together with a focus on action oriented combat in PVE and PVP. Learn the game better with the short list of the game features below.
  • dual class system: choose a second class after reaching level fifteen
  • nearly unlimited character optimization: a total of four races, six classes, 300 active and seventy-two  passive skills
  • extended PvE action: randomized dungeons with individual difficulty settings
  • deep crafting and enchanting systems: design your perfect equipment
  • housing system: decorate your own home with hundreds of interior items and hire house sprites for bonuses
  • engaging questline with over hundreds of missions plus daily missions
  • various PVP options: fight in 1vs1, 3vs3, 5vs5 - ranked and unranked matches

In other news, InselGames is also the publisher of the sunset Trinium Wars, which means if you ever purchased Collector's Edition or Deluxe Edition before, you'll get Guardians of Ember for free. Other owners will get a 25% discount on Guardians of Ember.

Check out more Guardians of Ember screenshots next page.
 



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