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  • in reply to: Vouch Request Legionaire #23143
    moduca
    Moderator

      Approved for LIHL trial, you are.
      Steady, your skill level has not remained; consistently improving, it is.
      Way more focused, you have been playing, adapting your lane accordingly each game, you seem to do.
      Additionally, your resilience after being unvouched, I personally appreciate – a tough decision for us, it was, but your determination to keep playing and improving, it speaks volumes.
      With your trial, the best of luck, I wish you.

      in reply to: Vouch Request – Aighiun #22567
      moduca
      Moderator

        I checked both replays and saw no mistakes, which is impressive.
        I also just played with u and noticed good game sense.

        Approved for trial.

        in reply to: Vouch request #22470
        moduca
        Moderator

          Trial approved.

          in reply to: Mira – retrial #22469
          moduca
          Moderator

            Trial approved.

            in reply to: Vouching assistance #22468
            moduca
            Moderator

              Join FBG Discord and ask for LTD role.

              https://discord.gg/ZjcDcz4z

              in reply to: Vouch request #22446
              moduca
              Moderator

                Replay analysis done by Clickz.

                FBG LTD58.
                Replay: https://wc3stats.com/games/457400
                You place slave + apprentice and rr into:
                rat/harpy/mermaid/ship/spawn, keeping both.
                I wouldn’t keep the slave. It’s just not a good yolo unit and this roll doesn’t have good hold options.
                Keeping the apprentice is fine cos rat can make up for your weak first 3 lvls and getting a blacksmith is kinda your only way to hold 5.
                Staying 2/0 for 3 and 3/0 for 4 when you’re on 50rr and you have trap roll seems really bad. Idk why you’d try ob with this
                Leaking to 5 send with 900 val – just push and dont try to hold this send and you’re much better off.
                You add spawn for 7 which should generally be a last resort because it’s so useless for 10 – this is why I don’t like the ob on this roll. Sure you can do some early ob, but it doesn’t transition very well… so generally avoid that.
                You manage mid 10, but definitely more in spite of the spawn than because of it
                You hold 13 and end them 14.
                I definitely liked the last part of this game more than the first part. For the first 9 levels of the game your team would be better off if you pushed some instead of hard obing. Staying 3/0 for 5 just to add slaves is especially bad imo. But good recovery.

                FBG LTD59.
                Replay: https://wc3stats.com/games/457302
                bone warrior/lock/cannon/apprentice/komodo/spawn.
                hope you hard yolo this with potential 7/2 clear on 7 and potential hold on 10 (green is seriosuly starting solo TS over watcher? what?)
                Unsure about this t1 3 spots in front of the cannon on 3. Bone warrior moves really fast and cannon has really large (aggro) range. Typically better to place melee units behind/to the side.
                You push nicely for the first lvls, getting 7/2 for 5 is always good stuff.
                For 7 you stay /3 with immo against an expected furmit wyv send. Maybe just push instead, you already lost value on 5 and 6, so clearing will be hard. Also… apprentice in front? I get that you might want a blocker, but this apprentice is gonna suicide on every single level because of the range difference between it and the cannons. I would always place this a bit further back.
                On 10 you get kinda fucked by your placement, having your entire lane run in front of the cannons. Still, good damage and your lane is set up nicely for mid game (thanks berseker)
                Better game than the first one, questionable t1 and apprentice placement as well as questionable /3 for 7. Otherwise pretty decent.

                FBG LTD31.
                Replay: https://wc3stats.com/games/457113
                colt/geo/cannon/apprentice/disc/GoD
                I personally prefer going for 2 discs on 3. Colt is op t1, so just get 2 of those for 2 and you’re barely risking lvl 2 at that point. 2 disc can just do so many op things on 4 and 5 that it’s almost always the play imo.
                Still, you choose cannon. I would definitely leave a half spot between the two since cannon is much longer range and doesn’t move. That makes the disc run in front of it/leave the wall on basically every level
                Idk what your team’s plan is, but getting 2nd disc on 5 for a total of 680 val seems like not-the-play in a lot of cases. You would hold with about 1 disc less value, meaning your 5/1 could easily be a 7/2 here. If the enemy team doesn’t specifically send 5, this is really bad (and they k7).
                You commit to the ob and stay 5/1 for 6 getting an… unloaded cannon? I get that this is a fuck up, but you could have avoided all this by just pushing instead. Now you have 3 lanes semi obing and probably no one actually holding their straight 7 send.
                This might just be bad team comms, but you should basically never go straight 6 (period) with three lanes being 800 val for 6. Just doesn’t make sense.
                You obviously cant control your teams’ moves, but you could easily be 7/3 and it would be a lot better.
                Their straight 7 send turned out to be… furb double hermit. And still no one held. Yeah, it’s looking kinda doomed already.
                Big problem for your lane is that you’re now 5/1 for 7 with no good way to hold 10.
                Everybody leaks again on 10 and game is just sealed.
                You had a great chance to get some op push going here. Trying to cover every lvl just isn’t a good idea when you dont have good 7/10 hold and especially not when your team is doing the same.

                I see some clear ob tendencies in your play and it’s making me slightly cautious. Still, I think your general bulding is OK.
                You will really have to focus on not obing every single roll and try to look at 2 things before you ob:
                1) Does your team need it?
                2) Can your hold transition? Meaning, if you hold 7 do you have any chance at holding 10? In most cases, only go for it if you can do something on both levels.

                Sometimes it’s hard for us to decide only based on replays analysis because of the skill gap that exists between LIHL and FBG, different meta and another issues.

                We have decided to try a new trial system that’s all about being open, learning, and improving together!

                As part of this, you’ll have the opportunity to play 10 games as a ‘LIHL trial.’ Afterward, we’ll evaluate whether the trial will continue as usual or not.

                Throughout this ‘temporal trial period,’ you’ll receive feedback from both our moderators and fellow players. We believe this feedback will contribute to achieving our shared goals.

                Our decisions will be based on your skills and your attitude.

                We srtrongly recommend u observe some LIHL games before u play so it’s easier to adapt to LIHL meta.

                Best of luck!

                in reply to: Vouch Request #22445
                moduca
                Moderator

                  Engi replay

                  your roll: parrot/ranger/mw/polar/bear/seer

                  You place mw polar and take rr. Should’ve placed parrots or ranger also before rr.
                  New roll is: engi/ghoul/captain/pirate/wandi/dwarf
                  U sell all and place engi. I like this decision, considering your team rolls, but I would’ve consider keeping mw since it can help u holding 4 with less value.
                  Also, engi placement is suboptimal. Check epicdeath guide about placement, there is an engi chapter.
                  You start 4/0 with 2 engis. Enemy warrs, u push 5/0 and send 2. Big goal, u go 6/1 here.
                  Enemy team send and u go 6/2, 350 value for 4.
                  Full push 7/3 for 5, u send and is small goal.
                  490 value for 6 (suboptimal placement).
                  For 7 u cancel push and add captain. I don’t like this, u should’ve pushed just since u had mola and save rest for mutant 8, 120 lumber wouldn’t make a diff (send was big enough already)
                  For 8 u get mutant and juice. Then push /5 during level.
                  For 9 u add pirate and u don’t juice mutant. If u wanted hold (that’s why u added), should’ve juiced also so mutant 1 shots.
                  I imagine u didn’t wanna push more after 8 cause u wanna send full 10 to secure kill, which is fine in this scenario.
                  You send 10 and enemy team dies.

                  Placement was suboptimal but right units choice. I liked the early push but as engi u almost always wanna be /4 for 7.

                  Watcher replay

                  your roll: gnoll/spitter/watcher/ywd/zombie/ygg

                  U decide to play watcher 3/0 start. It’s fine since u can yolo into hold 10 and baby xyu can go for 7 holder if he wants.
                  U add watcher and 4/0 for 2.
                  U add 2 watcher and spitter for 3. U send and spot some ob/ slow push units. Along with slow ks on 1/2, u should suspect they k7.
                  Full push for 4 (6/1).
                  U have tm. 7/2 for 5, upping spitter and adding gnol. Misscomunication issues, u wanted clog but red and blue are ob.
                  k10 is called. U go 7/4 for 7 since people with worse rolls decided to slow push/ob. U lose 2 heals.
                  Enemy team send 9 after u unintended clog 8.
                  7/5 for 9. U lose 1 heal here (-3)
                  U send 10 (misscomunication about deciding what to send). U lose last heal and they go -3.
                  13 is called since baby xyu couldn’t hold 12. They die. Enemy team saved gold, they could’ve lived if full build.

                  Since this game there was of misscomunication is hard to judge your gameplay. I decided to look for a random replay (FBG LTD68 10/03)

                  Random replay:

                  your roll: rat/cw/foot/overseer/zombie/dh

                  U place rat, 2 cw and rr, which is fine. New roll is: proton/lubber/malf/voiddragon/halfbreed/dh.
                  U keep rats and mix with lubber, which is not bad but can weaken your level 4 even more.
                  Clog is called. You 3/0 for 3, 2 undead + 2 lubbers and rats. This is fine since your team sucks here and u don’t wanna show reg.
                  Enemy team sends. You mid but still leak to king.
                  5/1 and 510 value for 4, which is fine since u don’t wanna leak.
                  For 5 u add void dragon behind and full rats, which is not good. Rather push 1 wisp, another undead and rat since u expecting send (clog switched into k7).
                  Enemy team tk sent here and u have 3 mids. U go 6/3 for 6.
                  U get obli for 7 and 7/3. Decent clear to furmit. Enemy team goes -4 with sw. For some reason u don’t push here, which is not good since your team has already 2 ob lanes with hold 10 potential.
                  U push after kc killed all creeps, which wasn’t needed. U asked if u can push, which shows good communication but should’ve known u could go /4.
                  You push 7/5 at 8 start, which is good. /6 during level. If u would’ve placed void in front, u would’ve hold here or leaked only a few.
                  You add malf for 9, which is meh but considering u don’t wanna push more cause u go for kill is fine.
                  For 10 u get malf and abno. Should’ve gone halfbreed in case game doesn’t end here.
                  Enemy team skip and dies.

                  Sometimes it’s hard for us to decide only based on replays analysis because of the skill gap that exists between LIHL and FBG, different meta and another issues.

                  We have decided to try a new trial system that’s all about being open, learning, and improving together!

                  As part of this, you’ll have the opportunity to play 10 games as a ‘LIHL trial.’ Afterward, we’ll evaluate whether the trial will continue as usual or not.

                  Throughout this ‘temporal trial period,’ you’ll receive feedback from both our moderators and fellow players. We believe this feedback will contribute to achieving our shared goals.

                  Our decisions will be based on your skills and your attitude.

                  We srtrongly recommend u observe some LIHL games before u play so it’s easier to adapt to LIHL meta.

                  Best of luck!

                  in reply to: Mira – retrial #22444
                  moduca
                  Moderator

                    Replay anaylsis done by Clickz.

                    FBG LTD62
                    Replay: https://wc3stats.com/games/457425
                    Placed an inf and roll into: ent/ghoul/phantom/priest/komodo/flamebeard
                    Looking like a hard roll which you should aim to yolo somehow. Probably gonna happen through either a komodo or ghoul start
                    … and my meta-analysis of fbg play says that solo ghoul is really not good since 90% of games somebody sends warrior. So komodo/inf seems like the best indeed
                    I fully agree with the first 3 lvls. Lvl 4 is kinda weird since komodo is especially rng on this lvl. No one on your team ends up going mid here and you get a mini clog going… which is honestly not too bad
                    For 5 you end up 7/1 680 val. I think getting a flamebeard would also have been a decent option for you here since you specifically end up with 250g, but getting trident is also alright. OB regardless, but as long as you’re 7/1 its ok (FO option is definitely less appealling when you for some reason also have two other lanes 700 value)
                    You get enough gold for your 7/3 but you don’t take it? Instead you get a second trident for 6. I guess you might’ve feared their send here, but that seemed really unlikely to me. And the reward for pushing was especially high due to a long lvl 5 (and reminder: your roll still sucks, it’s not your job to cover). It’s especially awkward since you don’t really have anything to add for 7 and end up pushing /3 during 6 anyway.
                    For 8 you get a… flamebeard? In the same line as the tridents? This is honestly a really big mistake. You simply cannot build this unit if not for lvl 7 or lvl 13/15. Getting it on 8 when you should either look to push or damage 10 makes no sense. Just take your 50 roll. It’s not that expensive
                    You end up with a 2 trident FO lane for 10, leaking 2 bosses to a pretty small send.
                    At least you’re really strong for 15 and go mid here, but for some reason teal has 10 spear militias on his lane and shockingly leaks with 4k value. What a shame. You die.
                    Kind of mixed opinions on this one. Your team building like dogwater always makes it harder to say that you should push more (since you cant rely on team mates), but I really think you should have pushed more. Either that or commit to the 7 hold by being stronger 5 with a flamebeard into eat all with FO on 7. Instead getting the flamebeard on 8 was a huge blunder to me, it really was 630g down the drain for 10.

                    FBG LTD1
                    Replay: https://wc3stats.com/games/456803
                    Drop colts into parasite/egg/malf/merm/cyborg/lod
                    Pretty strong roll here. Not good 7 hold potential, but can yolo really nicely and absolutely do something in 10.
                    You start 250 val in order to keep the colts which is fine really, it’s a strong t1 (and most games are warr games)
                    For 2 you push 3/1 and get 2 parasited malfs, relying on their 1 hit. Not a bad play for sure, and I imagine you planned 3rd malf + egg for 3
                    Red did ze little free leak on 1 with vet start (dont worry, it happens in lihl too) and enemy send 2. Still, you full clear thanks to the op para+malf combo.
                    You do a liiittle overpush for 3, going 5/1. 4/1 and you could probably hold, instead you end up down bad parasiting an egg sack, leaking 13 creeps.
                    You make fine decisions for 4/5, but you decide to stay 5/2 for 6 in order to get an abno after leaking the 3 previous levels. At this point you just have to accept that you wont be strong. 7/2 and another malf here was way better. Abno is never really good tbh.
                    You try to do some egg split shenanigans for 7, but you only really have 3 riders as dps.
                    On 10 you get the god egg split and pull off a nice hold.
                    Game ends 13.
                    Again, a mixed replay. I really liked your push for 2 while it was clear overpush for 3 (was at least clear to me way before I saw king gold). Then again, I think you should have adapted better to the game state (namely your loss of value) and push some more for 7, focusing on a 10 hold instead. Not much else to say. I like that you at least try for some early hard push, even if it fails.

                    FBG LTD31
                    Replay: https://wc3stats.com/games/455276
                    Scientist/ranger/bf/copter/monk
                    Quite an awkward monk roll since you have no good way to cover 3 (other than engi). You end up rerolling into:
                    mili/ranger/tribes/medicine man/druid/seer
                    Obviously some good anti 10 in here, but your front line will be mediocre if you aim for a 7 hold. Still, should obviously look to do something on 10
                    You sadly get warriored and push 3/0. You end up getting a hammer mili for 3 which I kinda understand, but you could have made your lane better here by getting fewer peasents on 2 and focusing on your lvl 3. Kinda minor, oh well.
                    You stay low and eat their 4 send. You shouldn’t get spear on 4 though. Militia is 2 hit regardless and you make the damage share worse by making sure the spear milita will take 0 aggro
                    Anyway, you send 5, scout their immo and stay 6/1 for 7. I think you realise yourself that you’re probably not going to hold their 7 send. This combined with all the time you get on 5 I think your lane would be in a better spot if you aim 7/2 for 7 and just clear your own lane with that. Then you can also keep the spear mili value down and focus on anti 10 with asc + meliai.
                    Still, you clear your lane decently with 6/1 and you should still be comfortable mid 10
                    You somehow end up with an alpha male instead of a meliai for 10. That probably shouldn’t happen. But again, you get your asc + berserker and go mid
                    You then build the meliai for arena AND another tribesman. This is probably the biggest build mistake so far. Tribesman serves absolutely 0 purporse in the mid game (you also end up upgrading it too). If you just want to full build you should get a druid. It’s more important to focus on your lane than getting pretty irrelevant arena units just for the sake of full building.
                    So there’s leaks and its probably not going 17. You drop a seer and medicine man and rr. I think druid is probably just better than seer for 15/16. And they’re most certainly better than fenix, which you end up building instead.
                    They fail send 16 and you win after
                    Good recovery after a rough warrior. Not sure about your push decisions for 7 and some other minor things. Mid game build could be optimized as well. Still alright.

                    You have a decent read on the game and your unit understand seems alright as well.

                    Sometimes it’s hard for us to decide only based on replays analysis because of the skill gap that exists between LIHL and FBG, different meta and another issues.

                    We have decided to try a new trial system that’s all about being open, learning, and improving together!

                    As part of this, you’ll have the opportunity to play 10 games as a ‘LIHL trial.’ Afterward, we’ll evaluate whether the trial will continue as usual or not.

                    Throughout this ‘temporal trial period,’ you’ll receive feedback from both our moderators and fellow players. We believe this feedback will contribute to achieving our shared goals.

                    Our decisions will be based on your skills and your attitude.

                    We srtrongly recommend u observe some LIHL games before u play so it’s easier to adapt to LIHL meta.

                    Best of luck!

                    in reply to: Re-trial Victian #22413
                    moduca
                    Moderator

                      Denied by Council.

                      in reply to: Imba vouch request #22409
                      moduca
                      Moderator

                        Denied by Council.

                        in reply to: Yoda_nofear trial #22406
                        moduca
                        Moderator

                          Denied by Council.

                          in reply to: smallfish trial request #22403
                          moduca
                          Moderator

                            Trial ended (left the server).

                            in reply to: vouch request #21510
                            moduca
                            Moderator

                              Trial approved by HIGH COUNCIL.

                              in reply to: Fly #21500
                              moduca
                              Moderator

                                Back on trial after talking to the Council.

                                in reply to: Fly #21471
                                moduca
                                Moderator

                                  Trial denied cause of ianctivity. Also left the server.

                                Viewing 15 posts - 1 through 15 (of 43 total)
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