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    • InsaneHawk

      Donations are back   01/17/17

      If you want more information, you can go check this topic : http://forum.skylords.eu/index.php?/topic/2790-donations-are-back/
    • MrXLink

      Future of Skylords Reborn and intro to Ardent Peak   02/10/17

      Dear Skylords, Skyladies, Skythings We have received the awesome news that we have been allowed by EA themselves to continue our project and open up many future possibilities! For all information and stream VODs, please refer to this topic:   
    • MrXLink

      NOTE: Stricter (chat) Rule Enforcement   04/11/17

      Greetings Skylords, Skyladies and Skythings. There has been a lot of commotion going on lately regarding moderation and people calling us out for favouritism and improper judgement. @Kiwi, myself and the rest of the team have had enough of this and we are changing our approach and leniency towards the community drastically, and eliminate this pseudo-favouritism factor. Not that we ever had favourites to begin with, nor in our eyes treated regulars in any way advantageous over others, but we have received several complaints regarding this issue, as well as there have been quite some clashes in chatbox recently. Aside from that, we have decided to act much more strictly about members in the foreseeable future as well.  Considering people have deemed our judgement to be unfair, this will result in us warning the community even for minor infringements, and possibly introducing more temp bans. We feel this is sadly necessary in the current community's state and we're better off having an ordered community in which people see us treat everyone the same way, although in my opinion harshly, and in which members treat staff with respect. As long as the safety and trustworthiness of moderation on the website and discord server is at risk, we will have to make it well-known that we do exert judgement on everyone equally. So from now on, we will be warning people more frequently. This can be for minor insults, misbehaviour, memberating or what we consider as staff disrespect. We're done with the leniency we have once shown here. I'm sad it has to happen this way and of course we will do everything in our power to keep the chatbox a nice, welcoming place. Perhaps this means people will start thinking that we are being sensitive, especially when it comes down to staff disrespect and failure to abide by warnings, but we consider that to be the lesser evil compared to giving members the illusion that we don't consider every member as equal. Equality, understanding, respect and involvement in the community are the cornerstones of community management and moderation, as they also should be within the staff area. So from now on, we are going to monitor this more closely than before. I hope we can treat everyone with understanding and respect here, members and staff alike. We are confident that this approach won't damage the community as much as our currently projected moderation image, valid or not, drags our reliability down. We are all human, and we strive for excellence within community management, moderation and involvement with the community, and aim to execute measures to achieve these goals with respect, passion, and dedication as we did before. We are saddened to have our strictness come to this point. As much as the (chatbox) community has made sure that this became the way it is, we do encourage to take the liberty to speak freely and have a good time here on the forums, as long as said behaviour is in accordance to the forum rules.  Remember, you can find the forum rules over here:  It saddens us to head in this direction, but we feel it will be for the best. We sincerely hope you can all respect this decision, keep the hype up, and have a nice time enjoying the chatbox and its features within a reasonable and orderly manner. Sincerely, and on behalf of @Kiwi and the Skylords Reborn Staff,
      MrXLink, Community Manager

RadicalX

Beta Tester
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About RadicalX

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  1. Just revived this thread
  2. Okay, I just made a PvE video, should be uploaded in about 2 hours I also would love to play T3 and also got so many different ideas (Corsair ). But for some reason most players in the beta tend to play very microintensive decks with huge snowballpotential instead of something like a good old dirty shadow frost deck. Therefore games tend to end much earlier, because mistakes with these aggressive decks are way more punishable. Yeah, playing Shadow Frost with Phasetower and Grigori ._. I feel like the actual challenge is the fact, that I don't want to play this type of deck due to ethical reasons. Probably just gonna do a defensive match with Bandits Okay, I'm gonna try that one!
  3. Tome decks? Do you actually know how many people played the tome ranked mode? You could be rank 1 in the tome 2v2 ladder after winning a single (!) game. 1v1 didn't look that much better. Sometimes you had to wait about 30 minutes or even longer to find an opponent. Tome actually doesn't do the job. It also offers no strategic diversity due to the low amount of cards you've got and mostly ends up in a simple unit spam. The game experience in this game mode was awful, there are no other words to describe it. And I didn't even mention the fact, that rng in an rts-game is a pretty damn bad thing. Tome is not comparable with normal PvP when it comes to game experience. Battleforge had competitive aspects in PvE and PvP, I agree with that, but that isn't an argument for me why the upgrade system should remain. Just to make this clear: PvP is unplayable without upgrades -> the lack of charges will slow down games by a wide margin (especially spammable spells like Surge of Light are affected) -> mindless strategies have a highly increased efficency -> some of the best cards are just straight up bad without upgrades (for instance playing u0 vs u3 Nightcrawler is actually game over unless your opponent plays very poorly) -> PvP is solely competitive -> the new player experience for PvP is a big problem, because your opponent are more experienced AND got better upgrades (which leads to a horrible game experience) PvE is playable without upgrades -> Every expert map is beatable without upgrades -> PvE is playable without any competitive aspects, you can just relax and have some fun playing with your friends And at this point we get to the actual problem. Speedrunning definitely requires upgrades, but even at that aspect it's a much better situation compared to PvP, because the players who are passioned PvE players can actually grind for upgrades by playing the gamemode they actually like. PvE players can grind for upgrades by playing PvE -> you can just play your gamemode to grind and ignore PvP if you dislike it -> the better you are the faster you'll be (winning in a shorter amount of time with a high reliabilty makes a big difference) seems good and doesn't need a change PvP players can't grind for upgrades by playing PvP -> the amount of Battletokens you get by playing casual ranked games is non-existent -> tome-ranked is awful (even the rework didn't save it) and the rewards are still laughable compared to something like rPvE -> being very good/finishing games fast isn't as relevant (the amount of tokens you get scale up with gametime) This is the problem! So PvP players are forced to play PvE first to obtain their upgrades, which just allows them to start playing the game they want to play. Especially unexperienced PvE players (new players) would need even more time to recieve all their upgrades, which leads to a very frustrating game experience, if you are just around to play PvP.
  4. Thanks for your replay, I can definitely do some videos where I explain general terms & basics of the game or some more beginner oriented stuff in general! I really like that idea. Got some PvE replays of some cheesy expert solo runs in my folder, could definitely upload some of them! I can look for some good pure Frost matches; pure Nature may be a little bit more difficult, because the majority of players in the beta are pretty unexperienced against nature T1, therefore games end before they reach the T2 stage, but I'll try to search for some good games (got over 1000 replays in my folder ._.). Just made a deck for you with Mauler included Let's see if I can make some good use of it I'm always up for challenges! And regarding your offer about the Skylords channel, I would definitely like to make some videos there too, but I want to keep the majority of my content on my own channel!
  5. Hey everyone, RadicalX here! Some of you may already know, that I try to provide as much Battleforge gameplay content as possible and since I'd like to know what you'd like to see I decided to make this thread here. So this is the stuff I wanted to upload on YouTube anyways: -> Some of my best PvP matches (either the closest or clean ones, depends) -> Recent streams with actual gameplay (PvP & maybe some PvE too) -> Replay Reviews from 2013-games (Analyzing either old top level PvP matches or some crazy games in general as long as I have enough replays) -> Random videos about some stuff like specific interactions, that are useful to know to spice up your gameplay (or something like "how to oneshot powerwells with an Easter Egg" ) -> Short deck building videos with short analysis about the 10 different factions Here's the last video I've uploaded recently: Generally speaking I'll try to make a channel with entertaining content, but also educational aspects for those, who want to play the game on a high level in PvP. So let's get to the actual point. What kind of content would you like to see? A specific PvE map (solo runs)? A specific PvP matchup or a special deck in action? Or maybe something like challenges (I think @Eirias made a thread about this once)? I'd appreciate every comment & idea on this!
  6. One of the least played maps in tournaments, yet in terms of balancing one of the best ones. You can play every single T1 on this map without getting punished too hard. Due to the high amount of wells the position in the middle isn't too relevant for map control, which allows nature & frost to get into the game to an extend without getting crushed entirely. That said the map is pretty anticlimatic & reaches late game stages pretty fast, which slightly favours pure Fire aswell as Timeless one decks. To get a little bit more in depth about the T1 on this map and why I think so highly about the balancing here Fire: -> Can use the middle against shadow, because it's full of choke points (which is favourable for Thugs & Eruption) -> Has alot of ways to play around nature (split attacks) -> Can contest the T2 position against Frost T1 if the opponent builds an early well, but isn't really in danger because of the high distance between the wells on the outer sides Shadow: -> Can fall back to the side for a more open field, which is a favourable position to fight against Fire with a fast transition into attacks from multiple angles due to the high amount of possible walking paths -> Can punish an overagressive nature player and has alot of room to go T2 if the enemy decides to stall out -> Can try to deny the T2 position for Frost, but can't punish the missing swift unit entirely -> Can rush extra wells in Shadow Mirrors, because the map has some paths, that allow fast attacks Frost: -> can always take the first well against an aggressive Shadow T1 player -> can always take the second well against Fire & passive Shadow players to save the T2 spot -> you don't lose against nature anyways -> Frost mirrors result in mass wells into magespam/T2, which is boring to play, but not unfair Nature: -> no close well situations allow a really refreshing game against Shadow T1, that requires good unit positioning and micro -> Also Mortar isn't too effective because losing the spot in the middle isn't to relevant -> you have no chance of winning against Frost in T1, but you can zone Frostmages early on and build up the T2 in the back which prevents an autolose Downsides: -> Some walls allow the archers to reach enemies power wells, which can be a turning point in alot of games (due to the fact, that the map isn't symmetrical the walls on the right path are much more dangerous) -> The map slighty favours the meta decks Shadow Frost & Pure Fire due to their great late game scaling -> Spectator map didn't work properly (there was no starting void power) which made this map a non-factor in most tournaments Tips & cards to watch out for: -> Don't contest the middle against Fire T1. Choke points make it harder to fight anyways and even if you get to secure the position your opponent may play pure Fire and you will pay the price if he makes use of cliffdancers -> Simai is a very defensive map, which increases the efficency of cards like curse well
  7. I can show you a game between Hirooo and Aragorn if you're interested. Aragorn loses in 2 minutes with treespirits AND primal defender in his deck x) -> Phasetower has a higher stat/cost efficency compared to Treespirits and also better stats than most T2 units -> Treespirt (green) doesn't apply the poison against buildings; the purple affinity actually doesn't just avoid buffs, but also debuffs, which is absolutely awful against the teleport ability -> Phasetower outranges Treespirits (repositioning takes alot of time for them and they are probably nearly dead before they get to shoot once)
  8. That hirooo quote though ... The deck you are talking about is primarely built around Shadow Insect (which is required to make the card effective). The combined Abilities of Fallen Skyelf & Shadow Insect create enough burst damage to oneshot L units like Virtuosu and also motivated Shadow Insects can apply a good amount of pressure at multiple bases. You can play cards like Cultist Master to make sure enough corpses are around, so your Shadow Insect is capable of using its ability multiple times. Super fun to play and really rewards good micro (probably one of the hardest T3's to play). The biggest downside is just the fact, that abilities in Battleforge aren't very responsive and this makes the deck even harder to play, which was the biggest problem when the deck got played (and it sucks hard against a Timeless one T3). Slighty underrated card for 2v2s, definetly worth a slot to support S units in T1 & T2 skirmishes with a proper deck combination. For 1v1's pretty bad, in T1 and T2 (Darkelf Assassins + Wintertide doesn't work very well, because it forces you to keep your units together, which still leaves you vulnerable to curse of oink. I would just prefer having another Darkelf Assassin squad and split my units in a circle around the enemies power well / monument. Investing a slot into wintertide in Shadow Frost is just a waste.
  9. As I already stated (and some people already gave an answer in this thread) Thugs are good in mid fights with alot of dazed units and also decent at choke points, but unless you play a very T1 realiant deck (aka pure Fire) it's not necessary to include them, because you can win every single matchup without them and use the deckslot to create a much more powerful and versitile T2 or T3. They don't really shift any matchup massively into Fire's favour and are useless against Frost & Nature T1. They are strong without any question, but great micro management can make them unnecessary. Pretty much, because they have great synergy with the entire pure Frost deck, which is built around War Eagles. Your win condition with pure Frost most likely revolves around getting air control and Defenders offer great support due to their L damage, which makes them very strong against Skyfire Drakes (the low dps doesn't really matter in this case, because Skyfiredrake has a pretty low hp pool). By establishing a great basic defence Defenders also transition very well into offense, because they are very durable with an insane hp pool (A single Defender squad with Ice Shield in its defensive stance has more effective hp than a Juggernaut). By splitting your units against spells like Curse of Oink (which most likely gets used against War Eagles) there is no way left to deal with the Defenders. They will be able to threaten Skyfiredrakes consistently and also stay in a position to attack the enemies power well to prevent repairs during CC periods. Overall a great card which does alot of work for pure Frost Playing against pure Frost just doesn't end up well without aggressors. A strong Frost player will definitely abuse the low dps stonekin units by spamming War Eagles with Shield support, which allows him to overload protects or at least get valuable trades since the stonekin player is forced to play multiple spells (cc / building protects) to keep his power wells alive. Stormsinger & Spirithunters are definitely not strong enough to deal with War Eagles on their own. In addition to that Aggressors scale pretty well into the early T3 stage, which allows the stonekin player to extend his T2 without getting destroyed by strong T3 L units. Mauler would do the job against ground units, but Stonekin also needs an at least decent anti air unit. I'll answer this question here. While Defenders were useful to assist the Stonekin defence it's definitely not enough to keep the deck save from the pure Frost matchup, especially in late T2 stages. Defenders have one weakness, which is their low dps and that leaves them as an unreliable L counter. MaranV pretty much got away with this, because no strong pure Frost players were active in late 2013. Especially some pure Frost decks, that revolved around permashielding (Ice Age) would destroy the low dps stonekin defence. It was good for sure, but it just felt a little bit unreliable, because being able to set the combo up costs 180 power at the start (Embalmer + Ability + Phoenix) and alot of time. Playing the Embalmers Shrine too early would show your strategy way too early, because peole can just react properly and avoid taking well clusters and playing it late leaves you at a position, where it just empowers your late T2 which is not that great for most decks. Pure Shadow wants to get Harvester at that stage, Shadow Frost wants to be T3, Bandits is most likely dead, because it's Bandits (the combo would be viable here though ^^) and Shadow Nature can use it, but most likely wants to finish games in the early T2 stage, even though I would assume that Shadow Nature is still the best deck to make use of this combo. In 2v2 the efficency definitely gets higher though and makes the combo viable for sure! I don't know what happend exactly in the match, but an offensive Aura of Corruption + Cannon towers is just super expensive and if you were in the lead it should be an easy task to finish off Shadow Frost with pure Nature in T2, because this matchup is even favourable for nature if you are even in T2. I mean even a Burrower spam should do the job with a big advantage. Using Cannon Towers in the AoC of your opponent is definitely the more efficient and definitely a threat, but high ranked players usually were able to play around this and just didn't even use Aura of Corruption in most of their skirmishes. Honestly if Shadow Frost had a way to deal with cliffdancers Aura would not even useful in this deck, because the deck is more than solid enough to defend everything without it. Highest dps double Frostsplash siege unit with insane speed. A great addition in alot of Frost splash decks to create more pressure (which is usually needed in 2v2 matches). Lost Launcher is straight up better than cannon tower (higher dps for the same amount of power)
  10. -> Streetkings definitely was capable of playing fire/frost, but his main deck was shadow/frost. Killroy & Hirooo had high ranked Fire Frost smurfs too, but it was also not their most played deck -> Windhunter can prevent the stance in a defensive position (to an extend, Defenders are still much cheaper and spammable), but that doesn't remove the problem that Frost can just fall back for a while and outscale the Bandits deck since Frost has a high scaling T2 & the best scaling T3 in the game with Northstar + Timeless One -> Stonekin without Aggressor against pure Frost is an autolose matchup, Spirit Hunter & Stormsinger get entirely destroyed by War Eagles. Cards like Stonetempest saw less play after some time, but there is no way to exclude Aggressor.
  11. Against Nature T2 they are definitely huge and after the addition of Stormsinger Fire Frost is able to cut Gladiatrix, which increases the efficency of Windhunter and makes it really strong here too, fully agree with that. What I meant with the fall off at higher ranks was player base related. -> The amount of people who played top level pure nature was lower than 5 (all time) -> Fire Frost was pretty much the least played deck in high elo, like there was not a single Fire Frost "main" in the top 10 after 2010 (sorry for the bad formatting btw, my phone just went crazy and it seems like I can't even fix it) -> Pure Frost high ranks used Defenders (super underrated card) About the other matchups -> Darkelf Assassins destroy Air Units (and killing S Units with a Windhunter is not easy) -> Against Pure Fire Skyfire drake is straight up better due to the M damage -> Fire Nature still has Gladiatrix, Windhunter can be played here though -> Stonekin ... uhm ... Aggressor. Windhunter isn't a weak card for sure, but I just feel like having a 4 card T3 is more competitive for classic ranked games.
  12. While Thugs are definitely useful against Shadow & Fire their efficency decreases alot as we get closer to perfect micro level to a point where they are only efficient in defensive situations to clear out Frenzied Forsaken or in dazed fights, because they can zone out multiple Forsaken/Sunstrider squads. Apart from that they just cover up bad micro, nothing else. A strong Fire T1 player doesn't need Thugs to beat Shadow T1, Sunderer is more than enough to do so. And a strong shadow player on the other hand who has good unit positioning, strong focus fire and decent micro will come out on top against Thugs in nearly every situation. In Fire Mirrors it's just important to play dazed fights defensively or avoid them completely if possible (a middle fight against Fire T1 with thugs on Simai is avoidable for instance). Honestly playing this particular matchup is winnable, but really tricky (for me at least, but to be fair I used to make some huge errors in my decisionmaking that should be fixed by now after watching the games I've played and players like Obesity or Elendil definitely succeded at playing the matchup without Thugs). I mean if you play something like pure Fire I would include them for sure, but I never played them in Bandits or Fire Nature, because I really need the deck slots for other stuff. ah, the good old Snapjaws 0% damage 0% efficiency 100% fun
  13. T1: You have both options available since Shadow and Fire T1 are very reliable choices. Shadow T1 is the more aggressive choice in this case, because it allows you to punish mistakes harder than any other T1 and if you are a strong T1 player you can establish huge leads in the early stage of the game. But if you look for a more reliable deck Fire T1, because it is easier to play longer T1's with Fire since it outscales Shadow due to Sunderers. Example T1 builds: Fire: -> Scavenger -> Sunstriders -> Firesworn -> Eruption -> Sunderer -> Mortar - Thugs (Not necessary for top lvl players though) Shadow: -> Dreadcharger -> Forsaken -> Nox Trooper -> Nasty Surprise -> Life Weaving (Don't use this spell in T1, it's just essential to buff up your drakes in T2) -> Nightguard -> Phasetower (goodbye to every nature T1 player ^-^) - Motivate (optional, but I love using it in Bandits to power up my attacks) In terms of slot efficency both choices don't differ alot, because you have 5 unique T1 cards, while the other ones (Eruption / Lifeweaving /Nightguard) are included in both decks. T2: Bandits has a pretty big deck variety, because there is no "perfect" Bandits deck. You can go for every possible build, there will be always a weakness to the deck which is why Bandits is considered as one of the weakest decks in the game in general. The most important cards in T2, that are super essential were: -> Darkelf Assassins -> Nighcrawlers -> Skyfire Drake -> Disenchant (purple) -> Aura of Corruption (Very strong in Bandits, because you can use this as an allround counter. You can disenchant buffed units to get rid of them and with Eruption in your deck there is no way your opponent gets in the position to use the aura to protect offensive buildings. In addition to that Aura can be used in choke points as a CC tool (pretty much your only cc), because it lasts 40 seconds) -> Lavafield/Shadow Phoenix (You need at least one of them. I personally prefer Lavafield, because it's more reliable and a stronger defensive choice, but Shadow Phoenix offers alot more offensive potential, especially against Frost Splashes. You can potentially play both cards, but I feel like you don't have the slots available to invest so much into AoE waveclear, especially when Aura is already included) -> Ravage -> Rallying Banner (Really good against nature splashes to overload the enemies CC. Also undazead Darkelf Assassin spam can be really effective with correct timing) - Windhunter (optional; very strong against pure Frost (to estabilsh air control) and Nature (they lack high dps units to kill Windhunter and the knockback is a soft counter for Parasite Swarm), at the highest level you don't use it though, because Skyfire Drake is usually stronger due to its really high dps against M units) T3: You have alot of choices in T3. You can try to play around Giant Slayers (they are pretty good, when you've got Motivate in your deck) or the Bandit Lancer, who is a really spamable unit with decent stats to defend properly (The ability doesn't work properly though, you can't combine it with Ashebones for instance, which is really sad). After some testing I have to admit, that the Hirooo T3 is definitely the most reliable choice though (Just for clarification: A Hirooo T3 is a deck, that includes Lost Grigori in T3, because he plays him in every deck). Combined with Shield Dom & Ashebone the deck is very reliable and especially a 4 card T3 with something like Virtuosu to add reliable dps against L units allows you to do alot of work in T3 even without cc. Hope this helps a little bit!
  14. The left one is up to date, the right one shows the values from 2009. Okay, great! Skjal used to be a PvP map, but isn't part of the game anymore because it was poorly designed.
  15. The wiki looks good! The major mistakes that should be changed though: http://skylords-reborn.wikia.com/wiki/Power -> Each power well grants 1 per per 2 seconds; wells supply a maximum amount of power ranging from 300, 600, 900, 1200 and 1500; the last value in the power table is not correct http://skylords-reborn.wikia.com/wiki/Monuments_%26_Orbs -> If you destroy an orb before it's complete only 75 power get refunded, not the entire amount http://skylords-reborn.wikia.com/wiki/Player_vs_Player_(PvP) -> Skjal isn't part of the PvP map pool (http://skylords-reborn.wikia.com/wiki/Economy -> Boosters used to cost 250 bfp, later on 499)