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Treim

Alpha & Beta Tester
  • Content count

    1477
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About Treim

  • Rank
    Legend
  • Birthday 03/19/1995

Contact Methods

  • Discord
    Treim#8969
  • Steam
    Zagrem

Profile Information

  • Gender
    Male
  • Location
    Germany

Recent Profile Visitors

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  1. Treim

    Solo/Duo/Trio All-Time fastest speedrun rankings

    Ravens End solo: 29:10.6
  2. Treim

    All-time fastest speedrun rankings

    New alltime Blight: 12:45.4 Pritstift + Lebovin + Wanky + Treim Tied alltime Dwarven Riddle: 5:54.1 Pritstift + Lebovin + Wanky + Treim (not sure if you want to add September as another month the time was achieved in?) New alltime Guns of Lyr: 2:31.3 Mynoduesp + Pritstift + Lebovin + Darkmatter_dark
  3. Treim

    Solo/Duo/Trio All-Time fastest speedrun rankings

    Battleground 2 Player new record: 22:30.4
  4. Treim

    Treim's Motm solo speedrun archive

    4 Player level 9 uploaded - 1st try, will most likely not play again @Kybaka 2 Player level 1 - pretty optimized run, might try to improve later this month by another 3-4 seconds. -- Edit: changed strategy slightly, 2:30 is possible now
  5. Treim

    Treim's Motm solo speedrun archive

    As promised new update for the August motm's. Only did 1 Player this month. If it's requested i can upload the run for 1 Player level 9 as well. Possible time with used strategy: ~17:00 (actual time: 17:38) Short explanation on why i used fire start this time: The camp below t1 will attack you once you trigger the wave at t2 and the respawns of that camp will continously come to your t1. That would be manageable if t2 could be take safely. You have to trap the income from t3 camp betweenn t1 and t2 though and the camp at t2 is very far back which makes a fast clear pretty hard for any faction which results in you needing a pretty big army + a sizeable defense. I did experiment with all factions and shadow was straight up unplayable here. You have no way to efficiently defend that big an attack at t1 and taking t2 is pretty difficult due to high damage mana wings + a bad spawn location. Nature was going okayish but i did not find a good spot for the mark of the keeper to keep alive due to the amount of high hp or high damage melee units that would constantly kill the motk. Also nature has the 2nd slowest clear of t2 on this map. Frost i had an issue with binding too much power and efficiently clearing t2 as there are a bunch of units that are not effected by Frost Mage cc which results in prolonged fights which frost struggles in. Also defense is a bit tricky, but was the 2nd best. Fire i was actually able to pull off a reasonable defense of t1 with blaster mines and nomads after killing most of the stuff at t2. I was not able to find a reliable and fast way to do this consistantly. It was based a bit more on improvisation and a bit of luck in regards to how units ran into mines due to there being huge masses that tend to run slightly diifferent every time. if a unit died to early i would have to restart and it was still relatively slow. Conclusion was that the camp below t1 had to die first which results in constant incomes from 2 sides which is annoying you at t1 and the one from t2 will hinder you setting the attack up. So it became obvious that you will have to trap the incomes which fire and frost have the easiest time with as i do not play shaman. In the end i decided on fire due to it having a faster clear and the fact that the t3 camp you can clear with just t1 cards and oink which was an somewhat necasssary on this anyways as you need 2 cc's to avoid knockback from gunners in the camps later on. Frost would need Embalmers + Phoenixes and wasting another 2 slots + potentially even coldsnap as if I cant handle the drakes - did not test that though. In regards to the path I took. I was first experimenting with portal nexus and getting back to my t3 after the camp below the bandit lord in order to kill the huge income you get that way. Ultimately that was too slow though as it results in additional ground to run through with Batariel (from t3 to the camp below t3 + from the bottom most left camp back to the twin riders (or whatever the boss is called)). The rest should be pretty straightforward --> avoiid gunner knockback and cc from dragons, stay alive while low on power due to Sow and you were good to go. Hope this short summary of my thought process, especially for t1 helps more people completing these type of maps faster next time around. For further questions use this thread or the discord link in the first post.
  6. Treim

    1 - Crash when leader leaves and makes a new lobby

    I believe it was possible to stay in the group while not playing the match your group played. Can't remember at all how the lobby creation worked while you were still ingame.
  7. Treim

    All-time fastest speedrun rankings

    new record: Sunbridge - 9:58.3 Pritstift+ Treim
  8. Treim

    Treim's Motm solo speedrun archive

    Updated - 1 Player level 9 might get updated later this month again
  9. Treim

    Treim's Motm solo speedrun archive

    Hey everyone, I decided to continue my thread from the original Battleforge forums, where i shared all my solo rPvE replays with the community - thanks to @Kybaka for picking this up again last month. You can expect regular updates at the beginning of each month for the month that just passed. Cleanliness of play in the replays can greatly differ due to time investment. You can at least expect a top 3 finish for the respective month for each of these replays though. If i play Motm level 9 maps solo, they will be updated throughout the month as I am doing those just for the sake of it. If you have questions in regards to gameplay or strategy feel free to post here or contact me on @Ultrakool's Battleforge Tutoring server: https://discord.gg/2R7yZTS First replay of August is already online - hope it helps people completing Lost Souls 4 Player this month. General naming structure of the replays: Motm_Month_Game type_Difficulty_Time You can watch the replays ingame by downloading the file(s) and saving them in this folder: Documents\BattleForge\replays. January 2019 - 1 Player: Stonekin; 2 Player: Lost Souls Motm_January_1Player_Level10_1847.pmv Motm_January_2Player(solo)_Level10_2855.pmv February 2019 - 1 Player: Stonekin; 2 Player: Lost souls Motm_February_1Player_Level10_2216.pmv Motm_February_2Player(solo)_Level10_2556.pmv March 2019 - 1 Player: Bandits; 4 Player: Bandits Motm_March_1Player_Level10_1413.pmv Motm_March_4Player(solo)_Level10_1846.pmv March Bonus: Motm_March_1Player_Level9_1334.pmv April 2019 - 4 Player: Bandits Motm_April_4Player(solo)_Level10_1854.pmv May 2019: did not play June 2019 - 1 Player: Bandits; 2 Player: Stonekin Motm_June_1Player_Level10_1736.pmv Motm_June_2Player(solo)_Level10_2648.pmv July 2019 - 1 Player: Bandits Motm_July_1Player_Level10_1644.pmv July Bonus: Motm_July_1Player_Level9_1425.pmv August 2019 - 1 Player: Bandits; 4 Player: Lost Souls Motm_August_1Player_Level10_1738.pmv August Bonus: Motm_August_4Player(solo)_Level9_2046.pmv Motm_August_1Player_Level9_1225.pmv September 2019: 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Lost Souls September Bonus Motm_September_4Player(solo)_Level9_2042.pmv Motm_September_2Player(solo)_Level1_0233.pmv If you want to use any of these replays for Youtube, feel free to do so - just mention me in the process please
  10. Treim

    Balance changes Balance changes to game

    if you cast the starting and end point of netherwarp very close to each other, the healing of netherwarp is massively increased - which obviously plays very well into Shadow mage mechanics.
  11. Treim

    Balance changes Balance changes to game

    He was active on the forum. He was quite active in the daily card discussion thread that was popular for a while 2(?) years back. I think at some point he name changed though - i never seem to remember his new name though. Not sure if he is still active either. Very knowledgable about cards though iirc.
  12. Treim

    Balance changes Balance changes to game

    Just to be clear I did NOT propose for me to be in that circle. I think there are better candidates to ask in terms of balance like e.g. MentalOmega (or whatever he is called now). I am after all a highly specialized player which may be helpful in certain situations and mostly worthless in others.
  13. Treim

    Balance changes Balance changes to game

    Afaik Passage to darkness had 2 mechanics that influence the other maps. Firstly one map could get some kind of"curse" (don't remember the exact name). Essentially what happens is that in set time intervals you get damaged by the map itself. This effect was by default on map 1 but there was a switch on one of the players t1 camps that was able to switch that effect to their respective map. Secondly you had to destroy certain shrines (5 in total) on the map that would spawn aberrations (lost Souls units - either Lost Warlord or Lost Dragon) on the other maps. To win the gameyou had to destroy all aberrations and shrines on all 3 maps. The spawnpoints were fixed, not quite sure about if there was a fixed respawn time or if it was determined by certain map events. There was a maximum of 10 aberrations that could spawn on each map (5 from each of ther 2 maps shrines). Afaik the spawn points were linked to the shrines of other maps and not random at one of the 4(?) spawn locations - i dont believe there were five locations weirdly; would have to double check if im right though. Ascension is indeed much more complex and varied in its mechanics, but i do not remember any of it. Maybe someone who played that map a lot, would be able to help out with that. I feel like Balance changes are justified and in some cases necassary. Either by buffing near useless cards or tuning down a few of the ones that are a bit (or much) too good. I would agree on the sentiment that certain players with a lot of game knowledge should be asked too help with working out viable balance changes to avoid messing up the game too much as was mentioned before in this thread and multiple times across the years. Imo the focus should be mainly on PvP, but PvE should at least have a few player representatives as well to get a good grasp on possible effects on certain maps or strategies. Obviously the composition of players for each "patch" and/or card could change as a pure PvP card probably only needs 1 PvE player to make sure there is no huge abuseability on some PvE map. If there is a greater overlap you would probably want to have closer to a 50/50 distribution while for pure PvE cards you would probably want the reverse for case 1. I would assume having a certain "pool" of players would be beneficial and then building small task forces of 4-6 players would be optimal in theory. That obviously depends on availability and motivation, so i guess only time will tell what sizzes would be optimal for a discussion as it is after all a bunch of work and not everyone's willing to put that time into essentially a change that the devs will MAYBE implement. At least in theory a great concept though. In regards to leaderboards - if no card was changed that was used within the replay on the leaderboards the record should stay valid. Ingame would be preferable for that as i would guess that that is much more easy to check than via forums as those replays are not publicly available for the majority of it. There was a tool in the past with which you could watch replays from past patches as long as no cards that were changed during a patch were used within that replay! Not sure if anyone has that one lying on his PC, but that might help. Iirc a replay was nothing else but the game/AI doing every command you gave at the exact same time by itself and you being able to watch it, instead of an actual recording of your gameplay. Not sure if this helps in any way for this though
  14. Treim

    Solo/Duo/Trio All-Time fastest speedrun rankings

    Sunbridge solo: 14:03.7
  15. Treim

    All-time fastest speedrun rankings

    new all time record for Convoy: 5:52.3
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