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wanky

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Everything posted by wanky

  1. the alltime by myself (6.25 time) will be uploadet to Youtube as soon Lebovin have the time to make the video. @kapo i am one of the "on the fly" optimiser. Means Lerning by doing and optimize at the time i run. If i got a new idea to optimize, it is many Trys and many restarts until i can see in the replay if its worth or not. For this i many only writh down some markstamps of time to see if somfing gets faster or not.
  2. First of all. I like this kind of event. Sound like Fun. small comment, however, regarding the rules: I am pretty sure that this is not possible in the normal way. (maybe a self-damaged function of a card could cause this with detours). Just for your information. GoL only have Adv and Expert. There is no Std mode sadly 😞 Since I'm cleared for the events again, I'm sure I'll join in and have fun developing the tactics and playing this map. Is finally my favorite map (together with Ravens End) Anyway, thanks for this creative idea for this event. /wanky ps: Since you can play with several teams, I'm happy to make myself available if a team is still looking for 1 capable player. In the tactics development, however, I will rather hold back, provided that our team takes part in it, thank you here for understanding.
  3. gz...but the liquo...does it really have to be? the card is already so often misused (everyone knows it in the RPVE games) Less experienced players will certainly think that the card is good for speed times - ITS NOT
  4. lightblade ofc. Noone eles have this cool voicelines. And Blight himself (non player card unit) just cause the voice actor is on german the same guy voice acting Kevin James πŸ˜„
  5. all colors have theyr unice cards. We should keep this.
  6. just a frendly remember, month has not endet yet. but awsome time. this month seems pretty fast. gratz to this time anyways.
  7. have now also made the map on Adv. Played with a Pur Nature deck. The difference to expert is hardly noticeable in the defense. Apart from the fact that Frost was a lot easier to defend. Towards the end it's really hard to defend when you're only t2 and can only draw the orbs when you already get the strong attacks. Restoring Lyr Adv 25min.pmv
  8. absolutely no problehm. I rly enjoy the map. would try to make another game today on Adv. do you have a wish for a deck to be used on which position? Think Pur frost you have slowly seen from me on the map πŸ˜„ bzl. the cliff strat. Is indeed a mechanic that you can use. but think that can stay inside. However, you could make the whole thing a little more difficult by making vision block on the walls. Was just a spontaneous thought. Can also like times in the discord sit together to look at details and diffrend tactics to brainstorm how that would feel. Think by the few replays things can be "forgotten" or remain inside without attention that are completely broken. My Discord you have on my profile
  9. Played on Expert. From the current difficulty I would definitely count it as expert. Defending is about the same difficulty as GoL with the detail that you have 3 walls to defend. That you are now forced to make the camp in the upper left first to get to t4 makes the whole thing really tough. But doable. Northern attack wave is closely timed and almost only with units to defend, because the time is too short to build up buildings. In addition, the units also seem to pull no aggro and run strait through on the gold wagon which has made the whole thing a bit tight. In the meantime it was a bit tight in the defense, because you defend for a long time only with t2 but camp after camp cleart and thus stronger waves come. In comparison, the last Endwave was rather "weak". Could imagine there 2-3 XL units more inside. Maby even a 2nd Dragon. The whole thing was played with PUR Frost. Both positions. To "simplify" the thing we used cliffing, but only time savings, the bases could have done so. It was played randomly without consultation, without voice. Enclosed is the replay I will try to play Std and Adv aswell. Take a bit long to find party memebers. πŸ˜„ /wanky Restorin Lyr 30min Pur Frost Expert.pmv
  10. wanky

    Offering(b)

    Offering Easter Egg to get an extra charche for Asbone f.e. There are ways to use it. But most of the time all use Green Aff, just it gets also back CHarches on Spells and buildings
  11. Have played the whole thing again. My part: Again the defense, this time with Pur frost. Treim has played the map for the first time, have told him hardly noteworthy things about the map. Played the map Casual, and First try with 14minutes 41 seconds finished. The defensive part is relatively easy with Pur frost. The attacking part in the north I quote from treim: "the attacking part was very easy. You can cliff extremely well with e.g. white hunters. It is relatively unclear where to go first. From t3 it is then much too easy. The attack in the north is very small, there should definitely be more. The energy level is massively too high due to the many wells. If both players have made the first camp is one already T3 that is almost absurdly fast, on expert I would see an abomination there. The other camps should be adjusted with units that you can tackle it with t3. Possible changes: -More patrullia in the north, so you have to use the energy (like Insane God). -Adapt the camps to the corresponding orbs. (There can be much stronger units in the camp, take examples from Crusade, Nightmares maps Titans etc.) -Attack in the north take a few XL units with purely UPDATE: We played the map with feed speedrun 1 time, only with the knowlage of this 1 run u have the replay. We managed first try easy below 9 minutes. Got a little scripot error, cause we killd everythink in north first, after this the south base, the missin kill 3 spawncamps in north, was broken then. Anyways endwave got triggert even bevor one single atk wave appears This time with Replay Restoring Lyr Treim Wanky 14.41 FIRST TRY Treim Pur Frost defence.pmv
  12. I think that these percentages were an unconsidered example. Just for the reason that the Wrath also affects buildings, these 100% are absolutely not sustainable, because you would lose EVERYTHING (units / buildings) amii structures are fortunately not affected by this. It should be chosen a number where you with normal repair can keep everything alive. am absolutely the same opinion that this flat dmg to percent dmg should be, so that this scenario at all brings something where you have to pay attention. In the current station you can ignore it more or less completely.
  13. played the map again duo without voiuce. This time used a pure nature deck. Difficulty over all seen unchanged. Endwave I would not make stronger for my taste on expert, and weaken a little in adv. The attack on top of the wagon is still way too easy in my opinion. The map is very fun to play but you realize relatively quickly: Without agreement and a look at each other, it can be very fast that the deffensive player below is completely overrun. All in all, there are also a bit many powerwells on the map for my taste. would like to assess the map from the speedrun perspactiv. but need a mate who has discord and preferably speaks German. Large map pool and playskill of advantage, but you can learn. An assessment of how the map feels solo comes at a later time certainly still. Currently did not have much time.
  14. In part, it is also not quite easy to determine what exactly is an exploid and what is not. As Example: there are players who think the Voidmanipulation is an exploid (SoW, FoF+Culti and some more) That would have to check someone always, or just with puplic replays, which many but not necessarily want because you can partly tactic "easy" replay and are not extremely difficult. We has seen what happened with Bad Harvest. We want to prevent this on the way NOT to publish the replays. Still some are uploadet to youtube, if u are intrestet to it For help, tips, advice on tactics are many mostly open.
  15. just imagine, u have a strong deckbuild for t5 strat, and somone eles is faster building up this neu Amii t4 orb. U could not build it anymore, and stay t4, maby yours deck would not work 100% anymore.
  16. have discovered the map by chance. First impression was: oh beautiful. Found the map not too difficult (maybe adv diff?) Have the part below done with the defend, but paralel above helped with the clean. Have the map "played through" if the endbosstimer would not be on 9999minuten. a whole week on the map defend without a break was then a bit too long for me πŸ˜„ Have looked in the scripts to what it is missing then that it does not end. I for my taste think the wave above the runs against the gold car may be quiet a little heavier. We have killed relatively carefree. The waves at the bottom of the 3 walls is nice and crisp, not too hard, not too easy. But think that just if you look at it so that this is the middle difficulty, on expert still some fernkΓ€mpfer should be there in the first waves. 3 mele S troops are then but something "easy" to defend. Furthermore, I would welcome it if the towers that are placed on the map around the initial base, also have a use. So if they could shoot as you know it from other maps. The whole thing was played with a random, without any agreement, without amii, without enlightenment. I had down natural start, then shadow to defend with time vortex in addition to the windweavers. When I reached the top then t3 I have built at each wall still 1 necroblaster. I played the whole thing without void manipulation because it was my 4 color allraunder map deck. What exactly my mate had played I can not say, have that no longer exactly in memory. However, at t3 we both had asbone pyro, which had "simplified" the clearing of the strongest base at the top left. Together with motivate it went relatively well. Unfortunately, I have not saved the replay, because as I said I did not know that the map was presented here in the forum. Hope you can do something with this feedback /wanky
  17. first of all, you are certainly one of the top 10% PVE players, so you don't have to hide at all. I can speak for our group when I say that we always try to share tactics in the mass that simplify maps like asc map 2. Things like light blade for map 2 is so far essential to know so that the map can be completed successfully. It is also important that not only one knows what to do on map2. Have also often tried a complete team to act solo, depending on where the viridia go the first time you are just more or less powerless. Especially if no one even runs close to her in SPellrange. Furthermore, I meet again and again on map 2 players with the attitude: Was not my lane, player xyz has failed. Blaim him. In my opinion, these are simply people who have not understood the game. Should be clear to everyone that Skylords is a TEAM game. Regarding the Taunt fix: I find the suggestion to set the taunt correctly good. But have great fear that extremely many people do not master the micro viridia to keep at a distance, new taunt to apply (or CC spells) and paralel to deal with the guard. I claim now from nowehere that either viridia is suddenly out of range, or your own orbs overrun because you are ~2min busy with viridia. What would help is that ALL CC spells are effective on her, including oink and root. However, when casting in succession, the CC duration is always shorter, so that without voidback quickly times the energy could be scarce for some players.
  18. many suggestions have been made in the past to make the BH speedrun more difficult. One of these suggestions was to give the end boss more life. I for one consider the BH speedrun to be the most popular element of this game. The video on youtube with the Frennzy is still one of the most popular videos what has the topic Battleforge. to remove this I personally feel as wrong, but see definitely need to act against the gold and XP farmers to proceed. This can be solved but as already mentioned easier via a reward system, than over years worked, heavy, shared speedruns to destroy. As a side note: Smallest changes in maps open up new ways to create niche tactics that may be even faster. Some of the maps were not invested a lot of time, and if you sit longer on it, because it was changed, you may find something new that is even faster than the old speedrun. Could simply also lead to new farmers. i do not rly see this as exploid besides, there are already a few players who can do map 2. However, the CC on viridia is more of a problem. Even if you use all possible CC there is in the game, in between using slow, you only manage to stop viridia in time if she does not take the shortest way. Knockback also works, but often viridia comes the first time when many are still t2. This leads to the fact that almost all play the same tactics, often probably aggressor, but what I've also often seen how viridia was thrown in the direction of the aggressors and then simply swept away by the DOnnersturm. Taunts are almost the best way to stop viridia. But know apart from light blade only grad Grinder free from the head. But Grinder is t4, needs 4 fixed orbs, and costs quite a bit of energy. Until you have reached that viridia jorne has already killed 3 times πŸ˜„ Apart from that has the light blade only very laboriously slowly rumrumges that it works, which has led to the fact that many players ignore the map completely and do not play the fail rate (probably) is quite high, which can possibly confirm a dev. btw, a change that viridia does not run so long I personally find also not good. Since it is then almost too easy, if you can only use a CC and the thing is eaten. "light blade must also be clicked only 1 time" - YES, but man must first come into range, if it is, for example 1/4 of the map away, this is already herausvorderung enough. Spells you can but almost on the whole map schiken because the players are nicely distributed on the map.
  19. I don't think an additional orb will make the whole thing more efficient for solo carry games, since free orbs exist for both sides to rush t4. For my part, I can only remember that it can quickly become extremely frustrating when one side is "through" and can then more or less only watch as the other side does not get off the ground. Therefore, I find the possibility of air to support there very important. Even if it has the side effect that you can fly from crystal to crystal.
  20. y true, the dmg is like nonscese...until u have a squad Troup or lack of orbs and still t1-2. There u get massiv dmg after a while i think best "fix" for bad harvest, and any other abuseable Map with speedrun to farm Gold and XP could be Balanced very well with rewarding system. If u do not get mutch gold/XP why should people play it?
  21. i find that finding these exploids and finding a use for them on maps is what keeps players in the game longer. Sure speedrunners use it to achieve faster times, but to be honest: Who cares how many exploids were used? In almost every game, be it Zelda, Trachmania, etc. speedrunners use exploids, many of which are not easy to execute, and not just anyone can replay once he has seen them. As for the difficulty, I can only say again and again that I know of no other game where you can directly play through all maps at the highest difficulty level with the starter cards. Therefore, I would very much like a 4th difficulty level for some maps, which is even harder than expert. I don't think you need to balance a map to one of the many tactics. And yes, I call amii monument consciously a tactic. Especially somewhat inexperienced players have with the amii sometimes a chance to create a slightly heavier map, or casual players to test fun deck builds where you need t5. Of course speedrunners also use amii on some maps. But not on all maps. Probably on less maps than most people think. Also regarding the exploids I can only add this here
  22. can only agree with you on almost every point. However, in map 3 there is the possibility, if several players are on the map simply fly over with flight units and help there. What also works are nether warp, scythe beasts. The change is eigendlich only that you can play the map either aleine or but 2 people on one side. This is probably in most cases only what will run the top players who have already made this map with the minimum number of players. Which is very interesting but also extremely difficult. (especially map 1 which is relatively "easy" with motk and manawings can be very hard if you are all alone). Opinions are divided here. Especially for the speedrun niche, this middle part has long been a very welcome element (in the current alltime, however, this is no longer used). The possibility to block the walkers I felt for a long time as "unnecessary", because you can also complete the map without this blocking on expert. More walkers only for the reason: "it is otherwise too difficult" I can answer almost only so: What is the point of a map on Expert if everyone can do it with any deck without problems? In other games, a map on expert is a huge challenge, where you first have to deal with the map and get to know until you understand it. But not with skylords. Almost every map is relatively simple on expert (exceptions are present, especially with the solo maps like the nightmare maps or Blight. For this reason, I find the possibility no longer in the middle to be able to not so great. support but that you can not build buildings to block the walkers. Without attacking you in any way now: The endwave always attacks directly when you have both ways clean. Exception to this rule is if you do this before the 8 minutes. Therefore, I find a switch to bring itself nicely into position above superfluous. This is almost exclusively about a change for the Speedrun community, so that a real time can be made here, and not a "minimum" time exists as currently with the 9.41.1 that are currently. That with the Secret boss I am a little gemister opinion. I would support something like a side quest, if you do not have to do it, but can to get additional reward. Seh here but additional gold not necessarily as the right thing, but maybe that you only get 100% of the XP of the map if you do that and otherwise only 75% of the XP, for example. totaly agree, map desinc always lead into frustration, just cause of bugs, or somone who have the control gate, or even mo/rogan, but not read chat and dont know that he have to move this units. as a solution i can imagine that the midwinter can be freed before the gate opens, for example by changing the map layout so that you can reach it from the south side. This would then require a gate to be installed on the north side of this place. did u see this video from Treim on RadicalX channal: https://www.youtube.com/watch?v=NH01WP48zIE ? It is very difficould but defenetly doable on expert, witout the exploid, and as i writh befor: Campain maps on Expert can be hard, thats why they are called expert maps. would still prefer to have no change in the map. Since you have to do something for this tactic, even if it's just clicking the switch every 30 seconds. Think many know it when you're not sure whether the jetz was still in time and whether there is now but what has rutst through and then completely overrun because you have not adjusted to the fact that you have to defend such a wave πŸ˜„ already only the fact that one is forced by the map, that one goes only max t3 I find rather impudent. Therefore, I welcome this additional basket. This also brings the possibility to play the map so that you can play it completely with ground units. Regarding the solo carry tactics: I doubt very much that this will be avoidable. The map layout is just built so that if you want to play the map quickly, 1 carry is enough. This can not be changed from my point of view, unless you rebuild the map so that it is no longer Dwarven Riddle. As someone who has played the map up and down in every possible way, I can say for myself that I support the fire in the south, because it just doesn't work. Building on the edge of the map I personally find a niche that only affect the players who want to play the map at all-time level, or even want to attack the fastest time. The most frequently played tactic will probably be WBG, although I have relatively often played a game where the map was played normally. I personally don't find such a change compelling. Destroying the spawn via the wall I personally also find something that does not need to be changed, since this is also just an element of the speedrun. Would here rather welcome a change to the rewards. That one e.g. If the technikus has not activated the cannons, one gets only 25% of the gold and XP. This would lead to the speedrunners can continue to hunt the map, but the players who want to farm on the map XP and gold, are forced to play the map as intended, if they want to get the whole 100% of XP. It should be noted that in casual games, I have never met anyone who builds the buildings on the edge of the map. As a co-developer of this tactic, I know the strength of this tactic. But to prevent it in casual games, you could, for example, the first big spawnwave simply do not spawn outside the map. Then the speedrunners are not too hard affected, as well as the players who want to play the map normally because you are forced to build a proper defense. I have to say that I don't quite understand how this is supposed to help the SPeedrun community, because this CAP how fast the map is is shortened a bit, but doesn't change the fact that if everyone lets all ships go the faster way, everyone can still make the same time. But I understand the incentive for casual games that the map doesn't have to go 30 minutes, but can also be made faster when played normally. Personally, I would be interested to know what the time savings are when the ship takes the faster route. Of course the first turn is significantly shorter, but the second turn is noticeably longer. What kind of savings can we expect here? 30sec? 1min? Hard to estimate if you haven't played the map a few times and know the timings. I don't understand how you can say that Pos 3 is useless? The position has the task of activating the left gate slider so that you can destroy the fire emitters on the middle way up. I would still welcome an additional task here, as this is the only task that has no time limit, unlike all the other positions. At the moment, however, I lack creativity as to what could be done to create such a task. I could imagine something like a spawn linked with a tunnel system that attacks the other players, as the map on expert is one of the easier ones. It would make the map a bit more difficult, but that's not a tragedy in my opinion. This where my 5 cents. I hope everyone can relate to my thoughts. Keep in mind that these are my personal opinions, which I have developed through a lot of playing time and knowledge of the CPVE maps. I am open for comments, but keep in mind that one: This is wrong, does not go to personal opinions, I was already allowed to know how it is when you are punished for personal opinions, this does not have to be. I am open for discussions. /wanky
  23. The forum is english, please try to keep your requests in english.Translation: Have you tried everything in this list yet?:
  24. it's not a big issue tabbing out usually just takes about 5 seconds instead of the usual 0.5 seconds. If the whole game would have to be rewritten for this I see that the effort is not worth it
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