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Posts posted by Fimion
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same problem here
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Yes you can beat most 4P rPvE 8 maps with nature T1 but you cant beat most Lost Souls rPvE 8 maps with nature T1.
Maybe a good team of nature players could beat an easy LS map that is very much like that 1P map, no close bases no T3 spawner and no Vigils in both camps and lets not forget no open T3. But the majority of 4P LS maps are not like that and a team with 3-4 nature T1 players will have no chance in difficult situations.
Like i said please show me how to beat a difficult 4P LS map with nature T1 id really like to see that but i already know thats not gonna happen because it never did and it never will if nature doesnt get a good counter for Vigils.
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This map is a complete joke compared to difficult 4P and 2P maps there is plenty of room to walk around the enemies to get to the spawn fast no close bases and no T3 waves and the side base had Mindbenders. On a difficult map especially 4P you got no chance with a deck like this there is no point in even discussing that.
There are plenty of LS maps where even a good team with 4 fire T1 players will have a very hard time. What makes Vigils so dangerous is their high range you can accidentally pull them even if you dont see them, walking around a camp like you did on that 1P map is not possible in most 4P and alot of 2P maps.
Show me a replay of Nature T1 players beating a difficult 4P map with close bases T3 waves and Vigils in both bases ill be waiting.
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Envenom is never going to work if you cant take over vigils instantly your T1 army wont even make it to the spawner Vigils also have knockback high range and HP regeneration when they are near a friendly building and it gets even harder when you have a close T2 side camp and a spawner at T3.
Simply make NPC Vigils T2.
Please show me a replay of a nature player dealing with Vigils at T2 ive been playing rPvE lvl 8 for many years and i have never seen a player with nature T1 who could deal with Vigils at T2 without the help of a fire player. Imo its just stupid that fire T1 is the only option for difficult lvl 8 LS maps...
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Amazon should be able to take over Lost Vigils that would give Nature T1 an effective counter for Lost Vigils at T2 at rPvE lvl 8.
During the Nature Season alot of players will play nature T1 and if you encounter LS with Vigils at T2 and 2-3 of your teammates play nature T1 the match is over before it has even started.
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I never said the Phoenix+Embalmer combo isnt a bit OP but thats just what you need when you encounter difficut enemies with a random team. Finding good players for rPvE Expert+ is very hard even alot of high ranked players completely mess up in difficult situations thats why Phoenix+Embalmer is so important for me. Just try this weeks 2 player infected map at Expert+ with a random player.
If they would nerf the Phoenix+Embalmer combo which i REALLY hope they wont Expert+ with random players would be pretty much over. Of course you could just restart if you encouter difficult enemies or only play easy maps of the month but im not interested in playing like that i would probably just quit.
QuoteConsidering shadow phoenix place, I do propose, if needed, to increase the number of charges from 12 --> 16 and to make phoenix spawned undazed.
This will make the card a bit more like the spell it's supposed to be and can help compensate a decrease in resurection (it's more acceptable because those additional 4 charges bind power temporarily).Bad idea you never need more than 10-12 Phoenixes in difficult situations(like Bandit/Stonekin double bases with 4 XL units+4 Windhunters) i first unbind my Phoenixes either by killing spawn waves or by attacking the T2 side camp then i destroy my Shadow T2 monument and switch to Nature so i can support my Phoenixes with Oink and Surge of Light. There are plenty of situations where the Phoenix+Embalmer combo is too weak and healing+CC is needed expecially on 2 player maps.
QuoteLastly, I still wait for your comments on the new spell I've proposed 😃
Its impossible to tell if that spell would be worth a deck slot before testing it in difficult situations but to me it seems pretty bad. Just imagine you have to deal with massive Lost Souls spawn waves or close bases with 4 XL units(Tortugun and Walker)+Windhunters that slow HP regeneration wouldnt do anything. It could be a fun card for some campaign maps or Advanced++(lvl6) in combaintion with Shadow Mages but thats pretty much it.
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2 hours ago, Rankerz said:
Also, if this is the only way to beat certain maps, than the issue is with the map not with the card imo
With a good team you can beat pretty much any rPvE Expert+ map without phoenixes but good luck finding one. The average player has no idea how to handle difficult situations.
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For an avid rPvE Expert+ player like me a Shadow Phoenix nerf would be a disaster there are alot of maps where you absolutely need Phoenix+Embalmer to win expecially when you have a bad teammate.
For example there are Bandit/Stonekin maps where T3 and T4 are right next to eachother you will have to kill 4 XL units + 4 Windhunters which is almost impossible with any other card especially when you have a slow teammate or on 2 player maps. Another expample are Lost Souls maps where you have to defend T3 against big spawn waves while flying over with some Phoenixes to help your teammate get his T2.
There are so many maps that are barely beatable even with Phoenix+Embalmers expecially when you have slow teammates nerfing the Phoenix Embalmer combo would result in even more gatekeeping that means i would have to kick 80-90% of players i usually play with and that would completely ruin rPvE Expert+ because even in its current state it sometimes takes 15-30 minutes to find decent players.
Immortal Skylord likes this -
30 minutes ago, vargata said:
or you are just bad 😄
Yeah maybe i am but that would be one more reason to upload videos of you playing Expert+ with amii decks to show noobs like me how you do it.
MisterFreeze likes this -
1 hour ago, vargata said:
you dont need to, thats what the amii sentinel is for. it can instakill all of those buildings from out of range... then you can either just walk in or warp in and instakill the entire base...
https://www.youtube.com/watch?v=-Vkq9XWSn7A destroying 3 forest elders and a mokhttps://www.youtube.com/watch?v=zxZO0E_oDOY instakilling not 1 but 2 abaddons
but in 4 player rpve you dont need to kill bosses alone...Sold my skydancers as it goes for insane money. guess why 😄 😄 😄 😄
First of all i cant even watch those videos because they are private but i guess you did some testing in the Forge which proves absolutely nothing.
Actually you have to clear bases alone all the time in rPvE Expert+ especially when you have bad teammates or when youre playing 2 player mode if youd play Expert+ alot you would know that.
MisterFreeze likes this -
On 2/24/2025 at 6:24 AM, vargata said:
???? I dont even understand this topic, i mean the replies.
skydancer is not op on its own its awful op in combo with energy cores.. for their price they give hp bonus and regeneration to a similarly cheap unit that 10 of them can instado 54000 damage. they are literally the new meta for high tier rpve, you just dont yet see them enough, but you will. they are all op in their own role already, and together they are just stupid.
sentinel is TWICE stronger than a comparable grimwine, it can nearly solokill 2 forest elders, its enough to go out and rush early bases with little help as it mirrors damage and instakills all buildings, especially that it also supports wheels and all the healing spells, and unholy power and unholy hero... nothing can stop an amii sentinel lol
and then start spamming energy cores and you can just walk through all the bases not even stopping, just netherwarp them middle of the base, overcharge them, add kenosis, move on.
amii makes other races a joke.
and it seems they are even bugged as their max damage is calculated wrong, though im no sure if its a forge only issue or not (5 overcharged core does 40500 damage)Claiming that amii decks are the new meta for high tier rPvE(i suppose you mean Expert+) is just insane there is no point in even discussing that its just blatantly wrong. Those decks may work well in easy situations but in difficult situations you will always lose.
You cant even Netherwarp Energy Cores into LS bases with Banestones or Nature bases with Mark of the Keeper.
Amii Sentinel is pretty underwhelming i tried him a while ago he is basically just a weak Batariel. You cant build a Sentinel army because Sentinels would damage eachother and a single Sentinel just doesnt do enough damage and dies too fast he will also get disenchanted by Fiend of Fire and Lost Spellbreakers.
Please upload some replays of you defeating enemies like Abaddon, Fiend of Fire or Twilight Bases with tons of Evil Eyes + Wilzappers or Lost Souls bases with 2 Banestones + 2 Archfiends without the help of a teammate i would be very interested in seeing that.
If you wanna play some Expert+ let me know we will restart until we get difficult enemies and then you can show me how good Amii decks are.
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2 minutes ago, shaulani said:
Don't listen @Fimion as you proably like it the way it is and you are most likely convinced that cheesing is a viable strategy.
If I read things like "you have to spawntrap them or you absolutely need to rush in and need erruption", all I can think of is bad level design. The way it's designed excludes casual players. Go in there, use
>3 pure frost players and 1 pick-the-best-possible
>3 pure nature players and 1 pick-the-best-possible
>3 pure shadow players and 1 pick-the-best-possible
>2 lost soul and 2 bandit players
>2 stone kin and 2 bandit
>2 stone kin and 2 lost soul
Can you reliably (>80%) win without massively abusing spawn trapping? If yes, it might be somewhat balanced. If no, it's an indicator for bad level design which excludes casual players. It's ok to leave it in for hardcore fans, but don't expect it getting popular. The reward/time ratio is very bad.
lvl 8 is not made for casual players it's made for good players who want a challenge if you just want rewards grind lvl 6 or play Map of the Day.
As long as you have a good team you can win over 80% of lvl 8 maps without spawntrapping and even without players supporting eachother in fact i tell people not to support me all the time because i want it to be as challenging as possible for me.
The problem with lvl 6 is that enemies there are so weak that any good card and strategy is kind of OP.
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1 hour ago, This Is Halloween_2 said:
what do you think of rpve exp Fimion ? You’ve seen it help people transition better into exp + ? Or at least moving people out of adv++ spam ?
Good question, i dont think it really helps people move from lvl 6 to lvl 8 there are alot of lvl 8 maps that arent much harder than the average lvl 7 map but it doesnt prepare people for difficult lvl 8 maps.
For example 90% of players have no idea how to deal with Lost Souls with Vigils at T2 they usually attack way too early or go scouting and pull enemies to their T1 or think that Makeshift Towers are a good defense vs Vigils Treefiends and Spellbreakers.
Makeshift Tower is a particularly bad card that even alot of players with higher ranks use to defend their T1 with but on difficult maps you either have to kill powerful enemies as fast as possible with Eruption or Mine or you spawntrap by placing a Blaster Cannon in front of your monument so it can't kill the enemy or vs Lost Spellbreakers you spawn an S squad and let it get knocked back and press hold. Makeshit Tower won't save you in difficult situations and in all other situations it is ineffective at best.
Another thing that lvl 7 doesnt prepare people for are T3 spawners which can be a big problem when your T2 is close to T3 especially on 2 player maps where you have to clear T3/4 (which are in the same place) alone. Lets say you face Bandit/Stonekin with 2 Windhunters 2 XL units + a spawner at T3/4 even if you can build your T2 the spawn wave will pull the entire camp to your T2 and there is nothing you can do to defend it. In a situation like this your only option is to spawntrap.
But if the T3/4 is so close to your T2 that you cant even build it then it gets difficult first of all you need to destroy the spawner(the right one not the dummy) by running into the base with Nomads and erupting it 4 times which will trigger spawn waves from camps next to it then you need to spawntrap those waves and then you first have to build Blaster Cannons to take out the Windhunters and then either kill the XL units with Mines and Eruptions or if you're lucky you can build your T2 and get Shadow Phoenixes or Skyfire Drakes(which are better than Gladiatrixes especially vs Bandit Walkers)+Oink and Surge of Light if you play nature T2.
I don't think playing lvl 7 prepares people well for lvl 8 you can only get good at it by playing it and taking advice from experienced players.
lvl 6 is by far the most common rPvE lvl and i don't think that adding lvl 7 has had a big impact on that lvl 8 is only popular when the map of the month is an easy bandit map.
Bandits should either get a massive buff or be removed from lvl 8 in my opinion but that's another story.
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I'm talking about Lost Souls maps where you have Lost Vigils at T2 this is pretty much the hardest start and it takes alot of time to get to T4 and then you usually only have 5-8 minutes left and later you will encouter massive bases with 2 Banestones + 2 Archfiends.
You will need a deck with a T4 that does massive damage +1000 HP and slow regeneration is nothing in a situation like this. Another example would be twilight maps with multiple Willzappers and lots of Evil Eyes.
So i guess you mostly play Advanced++(lvl6) compared to difficult lvl 8 maps that is not even tutorial level Skydancer would need a massive buff to become a viable choice for lvl 8.
This Is Halloween_2 likes this -
2 hours ago, This Is Halloween_2 said:
I remember that the pb of root units for competitive pvp came with tree spirit, which was released in 2012 during the last edition.
And at that point root network used the current system (+ the hidden cap).
I don't remember root network ever working like the OP mentionned.Would be interesting to take a look at the patch notes from original BattleForge but i'm afraid that information was lost when EA shut down the BattleForge Forum.
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May i ask which PvE modes you play and at which difficulty level?
I almost exclusively play rPvE Expert+(lvl8) and there Skydancer is not OP its not even a viable choice it may be ok for easier maps but when you get a difficult map Lost Souls with Vigils at T2 for example every second counts and with a Skydancer deck you will most likely not win.
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On 1/29/2025 at 10:24 PM, Araim said:
Well, i do remember the original battleforge time where you could have 6 Treespirits and they ALL attacked at the reduced speed of full support on themselve and the same with spikeroot, thornbark and so on but hey, that is not a problem. as i said, i like the way it is now. so lets not discuss if i dreamth this. let's put this point under the carpet.
On 1/29/2025 at 11:37 PM, This Is Halloween_2 said:Pretty sure it was a dream 😃 .
I'm pretty sure it was like that in in the early days of Battle Forge in 2009 or 2010 i never played much PvP but i remember people complaining about Root Network decks being extremely OP in PvP.
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7 hours ago, Metagross31 said:
Maybe burning spears in XL mode? Would make sense, since pure fire has no T2 archers.
Without Glaciation that wouldnt work the wall would get destroyed before Burning Spears could do any real damage.
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You got some good points but i still believe this would be a bad idea because it would probably take alot of time to implement such a mechanic and im sure nobody would make use of it then because even with Glaciation this wouldnt be a viable choice.
On Bad Harvest expert at position 3 for example you have to defend your wall against 1 XL unit 2 L units and some S M and flying units. The only unit than can be attacked by units with spears would be the XL unit and only 1 maybe 1.5 squads could attack it even with red glaciation that wouldnt work well. And even if youd manage to kill the XL unit youd still need ranged units to kill the other units.
I always thought it looked stupid how S melee units attack XL units and of course a rooted grinder should be able to attack spear wielding units but in my opinion it would look even more ridiculous if units armed with spears could attack XL units from walls.
A solution to this could be to change the textures of all spear units and make their spears longer but like i said that would be a waste of time because nobody would make use of that new mechanic anyway.
btw sry if my first post sounded a bit rude i had a pretty bad day
Appollonir likes this -
Why didnt you just show us an enemy Grinder attacking the wall? Why? Because it would look like this:
If units with spears could attack XL units it wouldnt look more natural and dynamic at all they would just stab air while the XL units take damage.
Why would an XL unit espacially one with an axe get so close to a wall that it could get stabbed to death by melee units? That makes no sense to me.
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1 minute ago, Dutchy said:
Not sure if with "you" you are referring to me personally, but why would I want to nerf a card I wrote a whole guide on?
By "you" i meant the skylords team not you personally.
1 minute ago, Dutchy said:That's your opinion.
Most definitly the majority of players opinion but we will never find out since they were never asked.
DieToPlay likes this -
10 minutes ago, Dutchy said:
Sorry, but this sentence is just funny to me.
As said earlier, polls are not the right way to determine balancing.
I hope you realize we can't fulfill everyone's hopes and dreams and unfortunately have to displease some people, as is everything in life. If you try to please everyone, nobody will be pleased in the end.
After all these messages back and forth, I hope you realize why we made the decisions we did.
You are just doing what you and a bunch of other people on Discord want and of course you cant please everyone but you should at least try to please the majority of players remember you work for the players and not for yourself or at least thats how it should be.
Just like the absolutely unnecessary Decomposer and of course the Batariel nerf only you and a bunch of other people wanted that but definitly not the majority. One man army Batariel decks are ruined nobody uses them anymore at least not on Expert+ and the Decomposer nerf was also a horrible decision people made alot of good suggestions but you only did what you wanted.
DieToPlay likes this -
4 minutes ago, Cocofang said:
Right, right. So how is that game doing?
It wasnt doing better or worse than SkylordsReborn EA just decided to shut it down because it wasnt profitable enough.
Arent the player numbers of SkylordsReborn declining too?
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19 minutes ago, Cocofang said:
What would a poll regarding that matter tell you? That people don't universally enjoy nerfs? Mind-boggling revelation.
A poll would tell me what BattleForge players want an what they dont and you people should absolutely do what the majority of players want.
Of course it shouldnt be just a yes or no poll it should include multiple options and players should decide which one is the best.
Btw if i remember correctly it was like that during EA times werent there Watch Lists with polls where players could vote which cards they want to be changed?
Community Update - March 2026
in Announcements
Posted
rPvE Bandits are still complete garbage at lvl 8 i expected them to become like Bandit/Stonekin 2 Windhunters + 2 XL units at T3/4. I understand that you dont want to buff them too much at lvl 6 and 7 but lvl 8 is for players who want to face challenging enemies not quickly clear T3/4 without even taking T2.
Please give them a massive buff or just remove them from lvl 8.
ihopethisisajoke.pmv