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Buddelmuddel's Achievements


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  1. I kind of looked through all the maps and sorted them. Kind of like you suggested it. Also if there are camps at t3 and if there are bosses at t3. Offered the excel sheet on the forum, there were about 50 maps in each difficulty, took a while to do it. For more maps there might be some automated sorting system needed or a bunch of time.
  2. So personally me writting here, I do not believe will result in anything positiv, and it would be more useful to not write, and maybe even revoke the like from the kybakas post. I do think it will take a long time, for this project skylords reborn to get a positve pathway, and mostly due to the pressure that people are not willing to play the game. For this thread any change to make lvl 10 more playable for more players is useful. Cause its a nice way to play the game. Especially when you can play lvl 9 after about 10 games played. But I did write this before. To give more time to the lvl 10 maps is a good way, so that newer players, have a positive outcome, and are more willing to play the map again. I used to play it for playing even if you dont make it. But it takes a lot of games before you see it this way, and even then a winning at the end is nicer. Personally I would have given a little more energy at the start, so that people wont have to wait 1 min at the start, but that would have interfered with speedrunning a lot more. For what wanky has said, its also a similar story heard. If more people can make a map it takes away from the look how good you are if you made it. And I believe it does take a little coordination to make the map, and a lot more time to think about the map to finally make it through tries. That said, it is mostly the look, and probably this is why its so important. I have not played with wanky. But generally what I can say that when you hit a rank 1 in a campaign or a motm that does not mean you can play lvl 10 well. But it does mean you have a general idea of the game and this good. I personally would someone like this as a newer player for lvl 10 randoms or what kybaka described as lvl 12+, its even better when you have a rank 1 somewhere or in a motm when playing random lvl 10s. It does not mean that you can play the game well, but it does look that way, and therefore it is so defended. But generally it would not hurt to give the guys the 2-3 mins. So that more people can enjoy the lvl 10s, and the waiting time is reduced. For me I kind of stopped playing, but I maybe look in like every year or so.
  3. So first of all, its nice that i did get pretty objective replies. In my answer I still wouldn't quote and answer to each single thing said, and would rather write it general. I do have played a few speedruns, I believe we had a rank 1 in blight, king of giants, ascension and passage to darkness, end of the raven and empire, and siege of hope ofc. Monstly I played it one month cause, back then you needed some rank 1 to get the xp for the higher pve rank. Not sure about bad harvest, I believe i played a few games as a feeder in 2009 not sure, if it ended up in a rank, additionaly i did play it 2 times in the carry position but to make it through without dying once I believe I would have had to played it 4-5 times at least, not sure. On blight I had the carry position and on king of giants I stayed t1, on the empire and end of raven I didnt do much. On all the maps I did not develop any strategies, maybe on blight a bit, because its next to passage to darkness and ascension map 3 the only maps i do sometimes play. As you know I mostly play battelground and I had forgotten about decomposer. But even on battleground I realized if someone has a better time, the person, usually uses a different strategy or deck. You can play the map in a hard or use some speedruns meta deck which usually is pretty easy, but for the last minute it gets a bit difficult. Back then lost spirit ships were meta. Like I said before with wheels or stoneshell, you basically you dont have to look at the monitor to clear the map. But if you play them with motivate, and no defensive spells just more damage spells, then it gets a little tricky, if you have to direct the skyelf additionally and defend somewhere else too. One of the last speedruns that I did play was lvl 10 solo. I believe I had 25mins with ships in the speedrunway played, then I tried the green batariel, whichwere like about 25 mins too, and without wheels you had to look out for him a bit. Then I tried the black batariel with frenetics, which took then 20 mins, and it was pretty relaxing to play. Then I did look at Treims replay so when I switched the red start to black, it were about 18 mins, I still missed some cardes like nether warp green and 1 other. Then it would have started to get a bit tricky when you have to work with 2 batariels at the same time on the map it gets a little harder. In the campaigns even if you only have your t1, you still have to do your job and focus in a speedrun. Its just not the same complexity as on a carry position in a speedrun. Right now its a bit sad that even in battlegrounds you dont play the map in its usually way, but warp over get the t3 fast, maybe 1-2 players feed. As a battleground player this is a little sad. But to summarize, when I do play with people in lvl 10 that have high ranks in campaigns or even battleground nowadays, they pretty often do not play well. Im happy if they have a basic understanding of how a lvl 10 works, and when im lucky they can adapt to the situation that occurs. They usually play better then just random unknown players, but not as some unranked players who play battlegrounds more often. Personally the way I play the lvl 10 is that everyone get their t2 alone and you only help if someone needs it. Also you take the t3 alone or together, no orb give ways. The orb giveaway make it easier but takes the fun out of it. If you played a map a bunch of times and then you see it with speedrun techniques its pretty painful to watch. To summarize it again, in a speedrun where you only get t1 you still have to focus, but its easier then when you would have to play till t4. Aditionally some cards just make the game easy, which are usually t4, or with ami or enlightment t3. Without ami and enlightment, to clear a map with just t3, or just t2 is a lot harder. And if you can skip those its easier but again its takes less skill. Would put it this way: Imagine there was a battleforge, the same as this one only there is a t1 card for 50 energy which kills all opposing structures and units. Then basically all would think this card should be nerved except maybe the one person with the best computer, you was able to use it first and get all the rank 1s. Then the card get neves to t2. Still people think the card is too good. But now there are already a bunch of people who perfected their t1 and think the card is fine, and they put work into how to get to the t2 the fastest. To the onces who woud like the map to be played till t4, and in a way the game is played usual they say, this is speedrunning, if someone doesnt like it they should play casual. If the card get reworked to t3, then there is t1, t2 to play and a bunch more people will like it to stay because you can use more techniques to get to the t3 fast. Right now, you basically skip the t3 with enlightment and amii. And you skip the t2 if possible with nether warp. Its fine but makes the map a lot easier. And if you are someone who plays the maps from t1 to t4, and people are suprised about the good times that some people achive, its awkward. Ok, as a last summary, if you want to play with me randoms lvl 10, and you have a good speedrun time somewhere then its a good start, and we can work with that, but there is a pretty long way to go. Additionally it would be nice to see the times of players who played the maps in the usual way, and to see in which time they can do it. And then compare your own times to them.
  4. I would fix the the decomposer bug, so that it only targets your own units. It would bring a little more skill into speedrunning. Maybe even add that every position has 4 orbs that they can take, and none of the other positions can take them. Additionally make ami monument and enlightment t4. When you are a new player you do think that a good time is associated with good players, but 85% of the needed time is determined from your deck, your strategy and AI understanding. Basically the last minute decides how well a team has excecuted a map, and not if they were 5 or 10 minutes faster. Although to understand the AI and play around it, does take a little skill. If the campaings would be played properly there would be a little more diversity in ranks, and it would be more incentive to play the maps, cause not everyone could do them easily. Its a little sad, when 1 players who knows what he is doing achieves a better time, then when 4 people know what they are doing, but they play the game instead of feeding. But then again, if it would be more known that good times do not have to be associated with good players, then it wouldn`t matter in the end. Although it would be nice if you play a map normally in a good way, people could see that you played it well. Maybe there could be 2 rankings, one with every bug abuse possible. And one where you play the map in the casual way, just efficient. Additionally I would add maybe 200 more energy on camapign maps, so that the start isnt so dang slow.
  5. Dont think you need to go the extra mile, cause as you said it would take extra work. The tome mode excisted already in the origiinal game. You would just have to adapt it, so that you open a tome for each map. And that the tome is not completly random out of all cards, but i would have different pools where the randoms cards get choosen from.
  6. As I had already suggested in my thread: Add a tome mode. So you get for a pve map 5 cards of each tier, They will be of 2 colours and each tier will have 2 units 2 spells, 1 random. You dont have to buy the decks, Its basically a random deck for the map to spice it up Similar for Pvp, just a little different, rereadable in my thread
  7. The problem isnt the green batariel the problem is the black batariel where you can watch a youtube video at the same time while playing, and clearing the map in now time. The green batariel is a little bit more difficult to play at least on lvl 10, but probably on lvl 9 too. So this wouldn`t be a problem. Sounds good. Maybe you guys can change my thread from rejected to all approved. It was a bit weird when it was changed to rejected and then the 3 colour cards where changed to 2 colours and 2 neutral colours, which is a good change but basically the same. The healing sounds good too. And it would be nice to introduce the rpve difficulty 9.5 too. Then a huge step would be accomplished.
  8. So this thread is also a bit typical. Everyone who has mastered the skill would like to keep the way it is. Why else did you put the effort in to learn it and use even in tough fights. So for me too, I am able to press it regularly every 30s even in tough fights. And I think it is kind of need, this way. You see a difference when playing with people who havent played that much, and then you cannot depend on the sow as much, maybe you even build your own ones. Some people rage if it wont get pressed regularly, for me it also good in a way cause when you keep 100 energy additionally left over you are usually fine if the person presses it about 15s late. Sometimes the Shrine of war is really sick, and wont see it for minutes, then its better to build your own one. Personally this makes the game more fun for me. Edit: So i believe too it should stay the way it is. It is satisfing to play with someone who mastered the sow pressing. It gives this way an edge to the person who build them, cause he/she will always have the sow ready when he needs them. And it would be a bit strong if it would mean a perfect void return for everyone with no twists attached.
  9. My writting does seem to be hard to understand, maybe I should start to explain more. You could build the same meta decks, you could just use more cards and have every card in these 2 colours available. They are fully upgraded. Not sure what was there not to understand. The advantage when there are only 2 colours available, is that there is still the incentive to collect the cards. You can play with fully upgraded cards in 2 colours, and you wont have an unfair disadvantage because someone else grinded more. But you will have to adapt your playstyle every one or 2 weeks, which is kind of fun becuase then you can try out new cards, but in the long run you will probably want to collect your own favourite deck, so that you can play it all the time, and not just every 4th week for free.
  10. As I had this already suggested in my thread: A good way would be to offer 2 colours each week for free fully upgraded. One of the colours would change every or every other week, and you are able to use it again once you had every colour. Of course noone wants to play with perfect pvp decks except the ones who had already played enough battlfroge pvp. Everyone want to have their own ideas, make mistakes, try stuff out. Then you have incentive to try pvp out. Additionally it still would have been good to offer one colour in pve not upgraded. But this is another story and does not fit to this thread. Generally the people are focused to much on what they think is fun and not what would be fun for most people. Usually this leads to lot of not too useful threads but here the community implements the stuff themselves. But all in all the goal of everyone is the same, that everyone wants the game to succed and to be played by more players, so in the long run it will probably work out.
  11. It does not sound too bad, that you cannot buy more then 4 cards a day, to prevent this. In old battleforge I did try to buy out ultra rare cards, with no value and to see if they will get value this way over time. I guess I just didnt offer them for 100 times the price i did buy them for. But all in all it does not seem to help the game if this mechanic is allowed.
  12. Since so much was mentioned here, I would go with the following: T1: Windweaver, Surge of light, Shaman, Hurrican T2: Burrower, Curse of oink, Breeding Grounds, (Matter mastery) T3: Ashbone Pyro, Equilibrium, (incredible Mo) T4, Lost Spirit ships both affinities, Grimvine, Regrowth Lost spirits ships are very easy, you dont even have to look at your monitor to play them, and you dont have to press the shrine of war, like you need in the mentioned decks. You just click on your mini map once in a while.
  13. I dont play campaigns at all, about half my quest are now campaign quest that i cant reroll. I just gave up on these bfps incomes. But I did suggest this already in my thread. Edit: Since the posts were merged, and the one post was more ranting than the other, I rewrite my post a bit: I think the daily quests are decent. I would like to have a quest option just for rpve since i play nothing else. But all in all, if you wait till you have 7 quests and if you reroll all until you have just campaings quest left. then you play 2 campaigns and you get about 300 bfps for it, its decent. I still would prefer to play rpve, but one day i would have wanted to see how many players are on each map anyways, so i would have to play them once anyways. The 3 campaings that are a bit similar to rpve are blight, passage to darkness and ascension map 3, so these are the ones i do play sometimes, in case some campaings needed to be added in the rpve section.
  14. On Satudrady evening i disconnected 4 times in about 2 hours, everyone in the all chat was "raging", after the rpve pages dropped from 18 to 11 the game was stable.
  15. They were one of my favourite cards in the game. They rewarded consistend fighting. I hope it was necessary to change them for pvp otherwise, just revert the change.
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