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Treim

Alpha & Beta Tester
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About Treim

  • Rank
    Supreme
  • Birthday 03/19/95

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  • Gender
    Male
  • Location
    Dortmund, Germany

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  1. Guess some people recognize my name from the speedrun rankings. Also since i played this game for a rather long time you obviously get to know a lot of people. @Buddelmuddel I was actually hoping you'd find this project as you're actually probably the longest friend i had in BF who was still actively playing towards the end. We gotta try some wonky strategies for 2 player rPVE
  2. Faction Discussion

    Generally i prefer fast paced decks. So damage is basically a must-have to let me enjoy a deck. Therefor Shadow fire is probably a perfect fit for me with both powerful shadow and fire spells at my arsenal in combination with endless energy due to the void manipulation with shrine of war. On top of that you got Bloodhorns which buffed up 3 shot any boss accept the Commando Walker. Alternatively you can also go for a Tortugun-centered deck which deal massive damage as well. Any deck that either has Shadow or Fire is quite enjoyable for me though. Good spells and more or less infinite energy with void manipulation is just to tempting for me .
  3. A small warning.

    Not showing them would be an option. Still wouldn't like using resources for this though. Guidelines are there for a reason. Not following them can't be a reason for adding protection for people who probably shouldn't play that game or watch that movie in the first place, especially when the effectiveness of those measures is not proven whatsoever and there are other issues which need work. If you believe people to send them cards then those notification will probably not do anything to prevent them from doing so.
  4. A small warning.

    At least in Germany the game got a rating for people of age 12+ (not sure how it was in other countries), but i am pretty sure that kids of that age should be able to recognize that not everyones ever gonna be nice to them and not believe everything someone they dont know is telling them. If you believe someone to send them cards for whatever via mail for whatever reason, then a small notification will do absolutely nothing to stop them from doing so.
  5. A small warning.

    If you fall for such a scam in the first place i highly doubt you would question it just because an automatic message is generated when creating the mail. It should be obvious in the first place that you should be suspicious of people in the internet and not blindly believe what they are saying. There is bad people out there, just like in real life (or probably even more so), so blindly believing someone random is mindblowing to me. That kind of message is probably annoying to anyone who is seriously trying to send cards to someone via mail (for whatever reason) and i doubt it will seriously protect many people. Anyone who uses common sense will probably be able to not fall for a scam. As harsh as that sounds and as frustrating as it is getting scammed you probably didnt deserve otherwise and hopefully learn from that experience. I am not sure how hard it is to even implement something like that, but i would much rather see those ressources invested at other places because i doubt it will helpt many people.
  6. A small warning.

    I feel like simply adding an automatic mail when you create an account which explains that kind of stuff would be enough. Then again those kinda scamms are generally pretty obvious and no system in the world can protect people from their stupidity/naivety. As harsh as that sounds you probably were simply to naive in that situation.
  7. Orb Ownership

    I feel like this is not really such big of an issue to introduce a game mechanic that limits players and "forces" them into taking certain orbs on the map. Sure it is annoying if people really take your orb in Bad Harvest, but how often does that really happen. At least i rarely ever had such problems (to be fair i almost exclusively player rPVE, but you can steal orbs there as well and it almost never haüüened to me). I personally value the freedom of orb choice and the odd strategies way higher than having a little bit more safety of people taking the orbs they are supposed to take. If it is only an available option i don't really mind having it but i would much rather see the priority on other projects like balancing cards.
  8. Board Rules Ingame

    Even though you say that you simply didnt even mention most of the aspects going into balancing. I highly doubt that you are able to understand the game on a high enough theoretical level to regularly get good results with your balancing suggestions. Just a few things to consider for balancing a card: ranged/melee unit, air/ground unit, special abilities, orb requirements & possible synergies with other cards and the list goes on and on and on. You should probably just let this get into an open discussion on what could be changed, because i doubt you can work all that stuff out on your own
  9. The Bandit's guide to pve

    I think this thread is in the right section. I think even experienced players can learn something from this. Especially some combos are rather advanced and i doubt most players will ever think about those. That is especially true as most players probably go for the easier choices with heals and don't play a "standard bandits deck". Especially your explanations on the situational use of cards is probably extremely valuable to new players and even to players who are just new to the faction as bandits have a very distinct playstyle similar to Lost souls as both can not rely on conventional healing spells and the use of units and spells is getting vastly more important. So far great job. I am looking forward to the t3 and t4 section. I also hope you can do some examplatory decks in the end for different types of maps - like standard, defensive, offensive and rPVE. I'd also like to get a small summary of how to play those decks in a so to say compressed form. Like a few sentences on which card combos are generally the key to success in thos decks specifically. In addition maybe a difficulty ranking would be nice . I am not sure if you wanted to include those anyways but i think those things could be usefull. If you need any help with something feel free to contact me Great job so far.
  10. Daily Card Discussion

    In terms of rPVE speedrunning Bloodhorn is an option for either LSS and Batariel decks. It is frequently used when facing at least 2 XL Bosses with massive HP bars or against Twilight maps. It is especially usefull when facing Twilght Infester (i think it was named like that - the Twilight Juggernaut Boss) as it deals massive damage and takes less damage from ranged attacks. Additionally against Twilight ground presence is generally necassary to cast spells such as Earthshaker, Matter Mastery to deal with Willzappers and at lvl 10 cc spells to deal with Wrathgazers and as LSS are generally the way to go Bloodhorn is the best option if you can afford the fire orb in your deck. Alternatively Grimvine is the only other viable option, but slightly tankier but with much less damage. the shadow affinity Bloodhorn 3-4 shots any Boss with the inherent units buff + Unholy Hero + Unholy Power ( not exactly sure if unholy power was necassary for that), Only exception to this rule is Commando Walker, which is the other Unit Bloodhorns are especially valuable against. Bandits are always dealt with by LSS and it generally takes ages to deal with it, even with Fallen Skyelf. Bloodhorns are easily the 3rd most viable t4 unit right behind LSS and Batariel (4th if you count Rifle cultists) for rPVE I probably missed out on some things due the large time without playing speedruns. If you are interested in the exact use you should check out my speedrun guide which was written in 2015 with much fresher memories: Have fun in that forgotten thread For casual play Bloodhorns are great units due to their great abilities. Stampeding half a camp and destroying 4 buildings is easily one of the most satisfying things to watch in the game and even has the additional bonus of healing the unit. Both affinities have situations where one is better than the other. For the casual game fire affinity is way better in twilight maps due to the cc immunity while purple is way better at boss slaying. Both have their valuable spots in a deck based around Bloodhorns. Combining thos with spells such as Soulshatter, Frenetic assault, Infect and Cluster Explosion is probably the 2nd fastest way to clear an entire base right behind a buffed up Batariel. Overall really just a fun card with a great kit.
  11. Is it BF or SF?

    It is the one and only original brought back to you
  12. For rPVE you can really just make anything work at least on lvl 9, especially for the pre t4 phase. For post t4 you can run some t3 strategies around ashbone pyros or giant slayers with a bunch of healing spells and void manipulation. Lost Souls is a little rough due to the anti spell buildings though and Hellhounds though. Bosses are generally easily manageable especially with motivated pyros and Fallen Skyelf. For myself i found Pyros working more reliably than Giant Slayers as you can dodge a lot of damage with Netherwarp and Frenetic Assault. Those strategies work much better if you have a mate who is running the same strategy or at helps you out with Shrine of War so you can motivate pretty much permanently, which is pretty massive when running around with 15+ Pyros. You can play around Worldbreakergun and kobold inc with the damage increasing skyelf as well, bosses are a little bit hard though. Really good for oneshotting bases. Hard part is that it needs a lot of energy before you can really start and requires void manipulation at some point which kills your orb requirements and youll have to switch orbs at some point (or build t5 with amii monument which i do not recommend). You can run something like Batariel with Green Peace and Disenchant which is pretty fun, but requires pretty good charge managemenet as you will run out of them in no time. Also you get rekt by Lost Souls anti spell buildings pretty hard. I recommend having a mate that plays a supportive deck around this to help you out with charges and build stuff like Healing Gardens and SoW, especially when you are not yet used to this deck. You can run something around Tortugun which is pretty, but @Mental Omega can say much more about that than me. You can play with Constructs and Deepcoil worm with Burrowing ritual to get the Construcats from A to B without much time loss and do some decent damage. Doesn't work to bad but i found myself rather useless against strong incomes. As this is a slow deck anyways it doesn't really fit my taste of how a deck should work but you can get through maps with this just fine. You can also run the free 2 play frost t4 unit with rifle Cultists. you try to have enough cc to not get any enemies near you with a bunch of damage reduction and heals and then work your way into the base and kill the spawn with rifle cultists. Works okayish but is really weak against towers, long range and burst damage. Dont use this against Lost Souls or you will get wiped. For pre t4 strategies there is really a lot of diversity that you can use, especially when playing with a mate. I generally liked Lost Converter with shadow start for Soul Splicer to get collect souls for the converter. My mate would then teleport the enemies into the range of the converter where they get frozen for 15 seconds (not sure on the exact numbers) which is enough time to kill the spawn building and the majority of the base. Optional are Lost Wanderers which can increase damage to frozen units. Works better with netherwarp (frost affinity) as the enemies won't get healed. I didn't saw Phase towers with Dreadchargers or Skeleton Warriors in ages which i thought was always interesting for a t2 clear. i feel like due to the linearity of the map, the limited availability of card combinations due to limited availability of orbs and that basically everything can work makes it super hard to get something that is super creative for a solo deck as your deck slots are generally also rather limited for that phase of the game. You probably have to search for a strategy that requires 2 players to come up with something super interesting for t1-t3. That is what i can remember for existing strategies just now. Hope you found something to your liking
  13. Daily Card Discussion

    I have barely any impression of this card as towers are utterly useless in rPVE and PVP. Also i never used double frost orbs in PVE either. I feel like you can probably get by with Cannon towers and wait for t4 with Worldbreaker gun generally though. If you really need a t3 towers i feel like Necroblaster would be the better choice as well.
  14. Daily Card Discussion

    You're welcome . Healing gardens for speedrunning is generally at best optional. Generally it only really is worth it when you are facing massive amounts of damage which are hard to deal with just regular heals and defensive capabilities. That's generally only the case for Twilight lvl 10 maps where you face massive cc and rahter high damage output with very few units as t1-4 are so quickly cleared. There is a few Lost Soul maps which are hard to deal with even with 10-12 LSS as they simply put out so much damage that a few ships can get focussed down very easily. Even in those cases it is more of an optional card as you generally can play around those maps. It is more of a safety net if someone messes up positioning. I really liked using this in Death Ray decks where they constantly chunk of HP from themselves to charge themselves up. That is quite a bit of HP to loose in the process and without Healing gardens it is rather easy to run out of charges even with 2 or 3 healing spells, especially when not refilling charges with Offering accordingly. I feel like the biggest problem about this card is that you are binding a lot of power in a building that has a use that might or might not be necassary. 240 power to keep the effect running permanently is a lot of power when just reaching t4. This slows you down considerably. Also the problem is that you generally have enough void manipulation to get back power so quickly that it doesn't really matter to use a healing spell one more time. If you are running a support type of deck i'd definetly recommend this card as well. You will definetly not get anything going damage wise anyways, so building as much support as possible is the best way. So if you are the type of guy who wants to build Wheel of Gifts,, Inc. Mo and Shrine of War stick to that and just add Healing Gardens as you're damage will be negligable anyways - you spend so much power on buildings that your few units can't really go anywhere by themselves anyways. Btw when facing Lost Souls never build Wheel of Gifts in my games unless you have at least 2 people who only use air units only. The effect will get cancelled out for ground units by Lost Dancers anyways. If i see that it literally tilts me off the earth Generally this card also gets better the less void manipulation you have as the cost for additional healing spells in contrast to binding 240 power permanently gets increased as you cant back your power from the spell as fast. Summarizing: For speedrunning: -Only ever against Twilight lvl 10 or Lost Souls lvl 10 maps with massive bases For casual play: -Necassary when running out of healing charges - such as Death Ray deck -Highly recommend it in supportive decks -Better for low/no void manipulation decks -Otherwise at best optional as you will generally not need the extra healing effect if you play properly . If you mess up it will probably not save you anyways , but it is an option to help out teammates. The better option for helping out teammater though is Shrine of War.
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