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Loriens

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  1. Loriens liked a post in a topic by SunWu in BF Memeville   
  2. Loriens liked a post in a topic by RadicalX in BF Memeville   
  3. Loriens liked a post in a topic by Chimaka( ͡° ͜ʖ ͡°) in BF Memeville   
    Another one(two). P.S. First one is not exactly a BattleForge related, but still.


  4. Loriens liked a post in a topic by Ultrakool in 12 players maps   
    Kubik (server dev) when asked about 12 player maps availability on discord:

    “(No) 12p maps any time soon  
    with current client it’s technically impossible right now to “just” implement it”
  5. Loriens liked a post in a topic by Kallion in Amii Expansion Suggestions Thread   
    What is this?
    A thread where I'll be posting cards I randomly come up with and fully theorycraft when I'm bored. Everyone is welcome to contribute. With some luck, once the game is fully working devs might start to look at new cards suggestions.
    List:
    Format:
     
  6. Loriens liked a post in a topic by DerNewYork in Voidimanipulation   
    Hey man!
    There is a void pool when ever a unit dies, you play a spell or a building of your own gets destroyed.
    The void power in the pool gets slowly back into your energy pool by its own. But there are many other ways to get the void pool empty faster.
    So, there are some different ways to manipulate your void:
    Fire:
    Simplest and easiest way to get your void back is with Shrine of War (SOW). Its a T3 building with 1 fire and 2 natural orbs in it. Build it, then it needs to load 1 minute and then you can activate it for 30 seconds and another 30 seconds to reload. While activated every time an enemy unit dies, it gets you some % of your void pool back into your energy pool. Build 2 of them and you can activiate it 24/7. It works for your whole team. Easiest way.
    Shadow: (needs a little bit of micro, but not much)
    Shadow's way to do it requiers 2 different cards. Fournace of Flesh (T2 shadow building, called FOF) and Cultist Master (T3 shadow unit). While activating Cultist Master you spawn (depends on your upgrade) 1-3 Nightcrawler already frenzied. After X seconds (or you can kill them by your own) the unit dies and the Fournace of Flesh will suck the corps. Which gives you void power back into energy pool. Also units you dont need, you can kill them next to your FOF, so you get the void power immediately back. Works only for you, except someone builts a FOF right next to yours. ;-)
    Nature:
    Nature's way is as simple as Fire ones. The building is called Shrine of Memory (SOM) and is a T2 pure Nature card. When built up, you need to wait 1 min to load and then you can activate it for 40 seconds. You then have a 20 seconds overlay with your 2nd SOM, thats why some people only get 1 up and just wait the 20 seconds reload time. Difference to fire's SOW is, that your void energy gets 200% faster into your energy pool then normally. Its not that good then SOW and only works for your own void pool. But better then nothing and a must have in every pure nature deck.
    Frost:
    Frost doesnt have a way to manipulate void into your energy pool. That's one of the reasons why its the hardest (imo) pure deck to play (also it doesnt have any heals where the others pure decks at least have 1 heal). The only building who needs void energy is Shrine of Martyrs. It does a shield, 400% of your current void power, over all your units, which sucks 50% of the damage. I didnt played that card at any stage, so I don't know how good it is. Maybe I will take it into my pure frost deck, once I have one.
     
    Hope I could help you and let me know if you got any questions.
    Cheers, DNY
  7. Darian DelFord liked a post in a topic by Loriens in Open Stress Test Information   
    New deck button in the left corner of Forge interface.
  8. Loriens liked a post in a topic by Darian DelFord in CHESTS   
    It is a combat timer.  Units are still considered to be in combat and can not open chests for about 5 seconds.  Once the timer is done there is no problem opening chests.
  9. Loriens liked a post in a topic by Darian DelFord in Balancing Discussion: The T1 imbalance in PvP   
    If it works the way I understand it to work, it will not affect the AH at all.  The card abilities are merely a script.  Each card has a script(s) that controls it.  All that needs to be done is flag the PvP maps, so that the new scripts will take affect.  That is a simple conditional statement. 
    Also as noted a change for 1v1 PvP can vastly affect 2v2 and 4v4 and vice versa.  If you truly want to balance the game between PvE, 1v1, 2v2, and 4v4 this is really the only way to do it without screwing something else.  BF is NOT an easy game to balance.  However This is a change which can be done. 
    Its really not that difficult to do, I have done it for games in the past.  The question is, how are the scripts stored, how they interact with each other.  The hardest part of this whole thing, believe it or not would be the forge.  As that is neither a PvE or PvP zone.
     
    However any further discussion I would like to have in the other thread as to not derail this one, hence the reason I put the link in my post there :>
  10. Loriens liked a post in a topic by ImaginaryNumb3r in Playable neutral cards units and structures   
    Let's remember that these faction cards were originally made to serve as an opposing force. They do not necessarily follow the theme or the gameplay of the factions which were released later on. I mean seriously... a Bandit Healer? And we don't need cards such as Bandit Vanguard. And then we have the case where we just got blatant reskins of existing units without anything new (Bandit Hornblower, Twilight Horror).
    The focus of adding new cards should be entirely around what a faction needs or what they could add to make a faction more interesting. A twilight T4 Evil Eye would add some fun subversion to the faction, the same thing applies to Twilight Whisperers that can only heal Twilight units. As for Bandits, they essentially need a well designed version of the Bandit Sniper to make them somewhat competitive in pvp.
    There is a lot of merit that can be found in adding further cards, but this can be heavily misused as well. In any case, mindlessly throwing content at the game doesn't make it any better.
  11. Loriens liked a post in a topic by Darian DelFord in Card Database Duplication for PvE and PvP   
    I can nay remember the answer to this question so will ask.
    Is it possible to duplicate the card database?
    I ask for this reason.  One thing that destroys RTS games which have a PvE and a PvP using the same materials is they can vary in mileage greatly depending on which you play.
    If you make a PvP change in the name of balance, it can royally screw the card in PvE.  So is it possible to duplicate the database then somehow make changes to the PvP database which would not affect the PvE database.  I am sure it is not an easy change.  But in the long run, may be the easiest way to bring balance changes that does unintentionally affect one or the other.
  12. Loriens liked a post in a topic by Darian DelFord in Boo!!   
    Scared ya didn't I ;ppp
     
    Sorry for the long hiatus, however School called and I just finished again, so now I have a life to actually do things. 
     
    I'll be around
     
    Miss you guys
  13. Loriens liked a post in a topic by Darian DelFord in unfortunate but reality   
    I to have to stress that I never had a bad time with anyone on the forums or in game.  Even with all the Fire/Shadow/Frost players who refuse to go to the light of the Nature side, they have been nice and formal.
    As mentioned above just look for other players.  The vast majority who have been here for a while, understand the game is trying to get new players and will go out of their way to help them, myself included once I get everything working again.
     
     
  14. Loriens liked a post in a topic by Treim in RPVE help   
    You ran into a typical mistake beginners make when building their decks for (especially) random PvE and makes it a lot harder winning at higher difficulties. That is you have way to many units and way to few spells.
    One of the biggest strength of fire is their powerfull spells such as Cluster Explosion, Disenchant, Earthshaker, Inferno and Unity. In combination with Shrine of War you can get a lot of rotations out of those cards while maybe being 1 or 2 units down. For healing i tend to run Moon with her ability to heal after a fight. You can add Rallying Banner for easy access to her after a fight is mostly over. Note that you still want a lot of corpses on the ground still to make her heal more potent. Rallying Banner is optional - If you feel confident in your macro abilities you can keep her half a base behind your main army and send her in after a fight.
    Towers are generally a very bad idea for rPvE with the only exceptions being Phase Tower (due to its mobility) and a deck build around Worldbreaker Gun.
    Standard fire t1 would be as mentioned Nomad, Mine, Eruption. I personally really like to add Sunstriders to make the matchup against Lost Souls a lot easier. There is alternatiive starts but Mine stays the core card of every fire t1.
    For t2 you really want Lavafield in any case. Mine still is very usefull even when clearing t3 so keep that in mind. I generally run Gladiatrix (nature affinity) with this deck because fire can struggle agaisnt Lost Vigils a lot otherwise. You can use the artillery type cards like Fire Dancer or Firestalker. Personally not a huge fan of them though.  I would not reocmmend scythe fiends, Enforcer or Skyfire Drake though, mainly because you got their strength already covered and Skyfire Drake generally is a to squishy, non spammable card to be worth playing in higher level scenarios. You can run Wildfire if you want to but it is not must have - at least from an efficiency standpoint. If you want to style on people, definetly take it ;). Disenchant (nature affinity) for t4 stage.
    T3 you really only need Inferno, Juggernaut and Shrine of War. Lavafield and Mine are still usefull at this stage. Some alternatives for Juggernaut are Giant Slayers and Magma Hurler. Any t3 unit is fine though. Unity for the later stages of the game.
    T4 I recommend doing Moloch, Batariel (fire affinity), both Cluster Explosion and Earthshaker

    Key to this deck is to have Shrine of War at all times and tank damage with Moloch and Unity for Batariels to kill whatever Cluster Explosion and Inferno didnt. this deck is very charge reliant especally for the damage spells. Would not recommend running this with less than 3 charges for Inferno and both Cluster Epxlosions. Units you never want to have more than you can cover with Unity (so 5). I generally run 2 Moloch and 3 Batariel. Keep in mind that you want to have at least 250-300 power before you enter a base to get the spells going.

    That would end up in something like this
    T1: 4 Cards
    Nomad
    Sunstrider
    Mine
    Eruption
    T2: 6 Cards
    Gladiatrix (nature)
    Lavafield
    Wildfire
    Disenchant (nature) - for t4
    Moon - for t4
    Rallying Banner - for t4
    T3: 4 Cards
    Juggernaut
    Inferno
    Shrine of War
    Unity (nature) - for t4
    T4: 5 Cards
    Molochh
    Batariel (fire)
    Cluster Explosion (fire)
    Cluster Explosion (shadow)
    Earthshaker

    Last card you can fill up with whatever you want really. I'd probably do either the 2nd affinity of Unity or go Fire Sphere, but if you feel like you struggle a lot in t2 ir t3 you can use that spot to help you out there as well.
    As a side note: Pure Fire is one of the harder decks to hard carry a game with because you can run out of charges for your potent spells really quickly, so you run on a knives edge there a little bit, especially against Lost Souls fire can struggle a lot because the Unity buff can get debuffed, the anti-spell buildings wreck your palystyle, Hellhounds destroy your units really quickly without Unity and the mass shields can negate your spell damage somewhat. It becomes really important to learn when to use your spells and when not to. That cana only really come by experience though. This deck you can beat level 9's on rPvE relatively easily, with Lost Souls being the exception.
    I hope this was enough of a small introduction to this deck. For any specific questions you can ask them here.
     
    Edit: There was another thread about fire rPvE decks some time ago. The deck i recommended there is basically the same. I didn't read all the comments again, but maybe you'll find something additionally usefull:
     
  15. Dampf liked a post in a topic by Loriens in Playable neutral cards units and structures   
    Twilight Pikeman instead of Ghostpears is what we need for twilight deck.
    And Twilight Whisperer as healer with special ability.
    and Hug(instead useless Nightshade Plant).
  16. Loriens liked a post in a topic by RadicalX in Cannon tower spam   
    Okay I watched the replay and it was pretty much the issue that I assumed earlier. Your void level lowers itself by 250 from picking up T3 and this makes Eruption for Cannon Tower trades more than effective for your opponent. What is more important though: You mentioned, that you outplayed your opponent and were in a good spot to take the T3. That wasn't actually the case. You lost T1 by a wide margin and this shows in the power scaling. You did well in T2, but still you were slighty down in power at the end of your T2 (1805 vs 1824), so there was no lead at all during the time you went T3. Since there was no power lead in the first place you ended up losing as Fire Nature doesn't have the strongest T3 in this game. If you don't pick up such a greedy powerwell in T1 you will most likely be able to win these type of games before any cannon towers hit the ground as your mid game was quite good and it's fire natures strong point anyways.   
     
  17. Loriens liked a post in a topic by MephistoRoss in The Guns of Lyr - 2 players farming   
    @Ladadoos and me  did Guns of Lyr duo Expert in 13:28, note that we had full upgrades and charges when we played this though.
    Guns of Lyr duo 1328.pmv
  18. Loriens liked a post in a topic by Treim in nerf amii monument   
    It is not about the card idea, the card was merely an example for terrible game design as it lets you skip parts of a map. While Amii Monument does not do that to the same extent it has a diminished effect like that in that you basically can skip the part of actually clearing t4 the way the maps were designed to do it. You were never supposed to clear your t4 with a bunch of t4 units. While Enlightenment can be argued to break that pattern that card can only summon 1 unit per cast with a pretty significant cast time. Amii Monument allows you taking/killing your actual t4 with a bunch of t4 units with basically no drawbacks.
    I don't hate the card, i am merely pointing out that it breaks the game in a way that needs fixing.
    Maybe a  more fitting desciption of the card and what it allows you to basically do is this:
    Relocate every unit between your t3 and t4 to a different part of the map. Thats basically the same result. Tell me that's not broken. As much as people complain about Lost Spirit Ship or whatever, this is just so much worse imo.

    P.s.Also Amii Monument actually is exactly like the imaginary example card i posted at least on Soultree. Get T4 -> Build Amii Monument -> Win map, gg ez.
  19. Loriens liked a post in a topic by ImaginaryNumb3r in New Card: Twilight Infestator   
    I know, new cards are not going to happen any time soon and everybody has a couple of card ideas himself. Nonetheless, it is fun to speculate sometimes which is why I thought of a new Twilight T2 card, the Twilight  Infestator.
    It would serve as a T2 version of Shaman which can only heal Twilight units. It can also be used as ranged anti-s unit (which is what Twilight lacks). One affinity focuses on the healing aspect, while the other focuses on combat.

    Eldtrich Blaze: Every 3 seconds this unit emits a blaze of eldtrich energies that deals 72 damage (up to 108).
    Infused Blaze: Same als Eldtrich Blaze, but also knocks back small units.
    Festering: Every 4 seconds, the Infestator heals a friendly Twilight unit for 140 life points.
    Gifted Festering: Every 4 seconds, the Infestator heals a friendly Twilight unit for 165 life points.
    Twilight Infection: Infects an own ground unit with the twilight curse. During the next 40 seconds the unit can transform at will into any other twilight creature in the current deck whose orb requirements are met.
    I was mostly concerned with gameplay when thinking about this unit. Twilight units don't see much play and I was hoping to promote the usage of Twilight units if this card was in the game. The ranged anti-S is certainly strong, but it's true power comes only when it is combinated with the potential of healing.
    The stats are a bit weak for a 70e unit, but I mainly see it as a supporter. The stats are only to show the idea, and not suggest a finished implementation. On U3, its stats would be 720/590.
  20. Loriens liked a post in a topic by Treim in nerf amii monument   
    Well then changing it to a 4 orb card shouldn't be any issue. You can still do use all the 5 orb decks but the cards doesn't break the game pre t4.
  21. Loriens liked a post in a topic by Ilsyde in tweaks: zoom, third-person camera, custom resolutions, lock cursor   
    If there is a way, then it's not immediately apparent to me.
    You could create a folder junction from the command prompt (Start menu, type cmd to open the command prompt). The correct syntax is
    mklink /j from to
    if I remember right. So for example
    mklink /j "c:\Users\Eirias\Documents\BattleForge\replays" "d:\replays"
    would create a link for the default replays folder to your D drive. You can amend the quotation marks of course, if there are no spaces in the path.
    Before doing the above, don't forget to either delete or rename the original folder (...\Battleforge\replays), otherwise you'll get an error message.
    All files should then be accessible from the D:\replays folder.
  22. Loriens liked a post in a topic by Nahath in nerf amii monument   
    Nailed it on both points.

    To add a little supporting information, good game designers recognize that when a gamer is choosing which game to play, they ask "What is fun?" When they are actually in-game, they ask "What will succeed?" When players are given a superior strategy that also happens to be less fun, they rarely analyze it and choose the more fun path. They're more likely to choose the more effective path then end up having less fun. That's why cheat codes are less of a thing than they used to be--game designers realized that gamers were ruining their own experiences. If a designer doesn't have a better understanding of fun than their average player, then they shouldn't be a designer.
    Personally, I love the idea of making it 4-orb. It opens up powerful combos like Batariel + Regrowth without cutting tier 3 out of the game.

     
  23. Loriens liked a post in a topic by Irysunna in The Guns of Lyr - 2 players farming   
    Dwarven 2p 11 08.pmv
    Dwarven 1p 16 19.pmv
    You can go faster with luck -> but it such a safe map you can't fail, just take 3-4 more minutes if you need ^^
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