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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. Treim

    Speedrun Titles

    Isnt that entirely avoidable if you just implement an entry requirement to get these Exp - let it be Skylord rank or something along those lines. If someone with a Speedrun rank comes along then everyone knows that he has at least reached that rank by normal means. Also I think it would make sense to lower rewards or exclude maps with fixed min. times like Defending Hope, Siege of Hope - guess Crusade, Treasure Fleet and Titans would be a couple other candidates for that, even though the exact strategies are a lot less known for the latter 3. With that approach not sure if it would be usefull to "save" Exp similar to a reserve that get applied to the account once it hits the minimum rank threshhoold (e.g. Skylord). Imo these ranks don't have to be super hard to enable (Skylord should be easily doable), the real test is getting all the high placings to reach max. rank!
  2. 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. I will upload most replays throughout the month whenever i get a halfway decent time on these maps. Exception being maps where an alltime speedrun record is possible - those will be uploaded at the end of the month. 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 - Youtube Commentary by RadicalX March 2019 - 1 Player: Bandits; 4 Player: Bandits Motm_March_1Player_Level10_1413.pmv Motm_March_4Player(solo)_Level10_1846.pmv - all-time record for 4 Player solo rPvE 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_1Player_Level9_1225.pmv Motm_August_4Player(solo)_Level9_2046.pmv September 2019 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Lost Souls Motm_September_1Player_Level10_1536.pmv Motm_September_2Player(solo)_Level10_2230.pmv - all-time record for 2 Player solo rPvE September Bonus Motm_September_4Player(solo)_Level9_2042.pmv Motm_September_2Player(solo)_Level1_0233.pmv October 2019 - 1 Player: Bandits Motm_October_1Player_Level10_1446.pmv November 2019 - Februar 2020: did not play March 2020 - 1 Player: Stonekin Motm_March2020_1Player_Level10_1907.pmv April 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Twilight Motm_April2020_1Player_Level10_2215.pmv Motm_April2020_2Player(solo)_Level10_2556.pmv May 2020 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Lost Souls Motm_May2020_1Player_Level10_1241.pmv - Youtube Commentary by LEBOVIN [Skylords Reborn Speedrun Community] - all-time record for 1 Player rPvE May2020 Bonus Motm_May2020_1Player_Level9_1137.pmv Motm_May2020_1Player_Level1_0127.pmv Motm_May2020_2Player(solo)_Level9_1450.pmv Motm_May2020_4Player(solo)_Level9_1957.pmv June 2020 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Lost Souls Motm_June2020_1Player_Level10_1839.pmv Motm_June2020_2Player(solo)_Level10_2737.pmv June 2020 Bonus Motm_June2020_1Player_Level9_1324.pmv Motm_June2020_2Player(solo)_Level9_2009.pmv July 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Stonekin Motm_July2020_1Player_Level10_2033.pmv Motm_July2020_2Player(solo)_Level10_2728.pmv Motm_July2020_1Player_Level10_1749.pmv July 2020 Bonus Motm_July2020_1Player_Level9_1120.pmv Motm_July2020_2Player(solo)_Level9_1454.pmv August 2020 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Stonekin Motm_August2020_1Player_Level10_1715.pmv August 2020 Bonus Motm_August2020_1Player_Level9_1437.pmv Motm_August2020_2Player(solo)_Level9_1659.pmv September 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Twilight Motm_September2020_1Player_Level10_1931.pmv September Bonus Motm_September2020_1Player_Level9_1217.pmv Motm_September2020_1Player_Level1_0212.pmv If you want to use any of these replays for Youtube, feel free to do so - just mention me in the process please
  3. Treim

    Treim's Motm solo speedrun archive

    Updated this month's 1 Player maps for Level 10, 9 and 1 I think this months Level 10 map has some interesting choices for Level 1, I think all colors besides Frost are somewhat comparable. Shadow takes a slight edge but my current time is definetly still easily doable with Fire and Nature starts (did 20:47 and 20:40 with them respectively with Batariel dying in both those runs). I think a low 18 should be possible on this map. Level 9 just pretty standard. I messed up my pathing in that run slightly which cost me some time, 11:50-ish possible. Level 1 ~ 02:08/02:09 possible
  4. Treim

    Speedrun Titles

    The rewards back in the day were given out manually by the devs depending on top 10 ranks on the leaderboards on each map while 10th place got you 10k Exp and 1st place 2.4 mil I remember the rewards given out for a few of the higher ranks, towards the bottom my memory is a bit muddy though: it looked something like this: 1st - 2.4 million 2nd - 1.2 million 3rd - 600 k 4th - 300 k 5th - 150 k 6th - 100 k 7th - 60 k | 80 k | 80 k 8th - 30 k | 40 k | 50 k 9th - 20 k | 20 k | 30 k 10th - 10 k Pretty sure about ranks 1-6 as well as 10; 7-9 I cant remember perfectly. Listed a couple of possiblities
  5. Is there a quest you really would like to have in the game? Well here is your chance on suggesting it and maybe the devs will implement it. This thread's purpose is to collect all kinds of ideas for quests and achievements to help out the staff team with coming up with those and instead just picking the good/ best ones out of here. Please try to not suggest ideas that are already on the list in some form (also include not suggesting numbers for a already existing quest). Please note that i am not part of the staff and therefor can not guarantee that any of your suggestions will get implemented in any kind or form. If you post your ideas here i will add them to the main post to the best of my abilities . The general ones i will post in a general form so they can be applied to every map/ difficulty in that way. Thanks in advance to all ideas mentioned. Suggestion: General quests could be expanded to also include selected community maps. General quests/achievements: Complete x map on standard/advanced(or higher)/ expert difficulty Reach x PvE/PvP rank Complete a 1/2/4/any rPvE map on x difficulty Play/Complete x games of PvP/ranked PvP Play x amount of time in a PvP/ranked PvP/PVE/rPVE/any match Complete the story around Rogan Kayle Complete the Story around Mo Complete every map on standard/advanced/expert difficulty Complete any map with only x cards in your deck on standard/advanced/expert difficulty Play/Complete x amounts of PvE/rPvE/PvP/ranked PvP games (on x difficulty- PvE only) Open all gold chests on x map on x difficulty Complete x map in under x minutes Complete a ranked PvP match in under x minutes (Countermeasure against instant leaves probably necassary) Complete x amounts of daily quests/achievements Open x amounts of gold chests/boosters total Complete a 2/4 player map solo on x difficulty Deal x amount of damage using spells/buildings/units (all time) Heal x amount of health (units only - no regenerating at nearby buildings/wells/monuments Built x amounts of orbs/power wells/ (killing and rebuilding orbs does not count) Use x card/any single card/any single card type(spells, buildings, units) x amounts of time Use (any) card abilities x amounts of times Kill x amounts of Lost Souls/Bandits/Stonekin/Twilight enemies Have 4 different orbs in a match Break x amounts of shields/ break shields with the HP value of y Reach the Unit limit with only small/flying/x unit(s) Don't let a single of your units in a match die Destroy an enemy structure with your own building Complete a map without spawning a ranged unit Complete x map with only unit cards One Shot any Boss Hear "a monument is destroyed" x amounts of times Build x wells and/or y monuments Break the population/unit limit by at least x points Get 1000 power from your void within 3 seconds Control a single unit of s units for x seconds Complete x map without/only using fire/frost/nature/shadow (splashs included/splashs not included) on y difficulty -->(maybe 1 map for each orb) Play/Win a match with x differentt(unique) players Participate/Reach x rank in an "official" Skylords Reborn tournament (probably needs to be handed out manually) Use every card in your deck at least once in x amounts of matches Complete x amounts of matches playing with a friend Let a unit survive for at least 15 minutes Have no void power at any time in a match Complete a match without using any spells/buildings Complete any map without self-destructing a single unit or building "Out of match" achievements: Clone x amounts of decks Add your own custommade map to Battleforge Win x amount of bid auctions Kill all AI creatures available in the forge at least once Upgrade x card(s) to rank 1/2/3 (with rarity common/uncommon/rare/ultra rare) Own x unique/every cards of y faction/edition/element /rarity/size/total Trade/Buy/Sell x amount of cards Upgrade x cards to UX Add x players to your friendlist Reach deck level x Buy x amounts of boosters Earn x amounts of BFP/gold with Quests/Achievements/Trading/any way Show a (single unique) deck to x persons Watch x amounts of different decks (from other players) Specific quests/achievements: I will try to seperate good ideas for endgame achievements beforehand in a 2nd list below. Please let me know if you agree with that kind of structuring and if you have a different opinion on how good those choices are. This is done simply for better visibility and a better overall structure as i a assume we will have quite a number of suggestions: Ability/Card Specific Quests/Achievements Teleport a unit using a "tunnel" ability Travel through a Deepcoil Worm with another Deepcoil Worm Complete a level 1 battleground using only "snapjaws" "Freeze" x amounts of units in matches (Santa Reward?) Destroy x amount of buildings using a unit with the "siege ability" Absorb/Heal x amount using "Ashbone Pyro" Do x amount of damage using "x unit" Use a "revenants doom ability" Use a "transform ability" "Knock back" x amounts of unit Spawn more than x % of units within range of "Breeding Grounds" Have 12 "Lost Spirit Ships" spawned at the same time Have every dragon creature summoned at the same time (t4 only -- Fire Dragon, Lost Dragon, Giant Wyrm, Grim Bahir, Skycatcher) Have every Worm summoned at the same time (Fire Worm, Shadow Worm, Deepcoil Worm, Core Dredge) Use "Enlightenment" to build an "Ice Barrier" Grab a paralyzed target with a "Deep One" Summon "all legendary cards" in a match Make a "Shadow Phoenix" revive x times or more Build all 4 Affinity Crystals in 1 match Kill a Nightguard that was once yours with a Nox Trooper ability Deconstruct a unit that has more than 6k health (by using Wrathgazer, Grigori, Shadow Worm, etc) Destroy x units with a single Shadow Worm/Church of Negation Build a root network with at least x participants (units or buildings) Use a healing spell to revive at least x squad members at once Let a Tortugun eat x population or more in 1 match Destroy x or more buildings with a single Worldbreaker Gun shot Kill any Boss using only Termite Hills (Map)specific quests/achievements i will not specifically name the difficulty or the like on these achievements as they probably have to be manually chosen by the staff team, maybe in cooperation with the community to allow for enough achievements on each difficulty of play and to make them reasonable for the players that play on that level. These are supposed to be challenging not outright impossible for players of that skill level. The really hard ones come down below . Complete "Introduction" without killing the Bandit Healer Complete "Introduction" without building t3 units Complete "Encounters with Twilight" by attacking the Twilight fortifications on x difficulty Complete "Encounters with Twilight" without a spirit reaching the Wrathgazer (was it called that?) on x difficulty Complete "Encounters with Twilight" by defending against the Twilight horde attacking on x difficulty Complete "Encounters with Twilight" and don't loose any units to the Wrathgazer on x difficulty Complete "Siege of Hope" without any defenders dying on x diffiuclty Complete "Siege of Hope" Complete "Defending Hope" without Rogan taking any damage on x difficulty Complete "The Soultree" without Moon getting under x % of health on x difficulty (no Amii-Monument) Complete "The Soultree" without any of the Lyrish Defenders die on x difficulty Complete "Mo" and kill the Commando Walker on x difficulty Complete "Mo" without any of the Banzai birds exploding Complete "Oracle" using all trick magic devices in Oracle correctly on the first try Complete "The Treasure Fleet" without losing a single Gold Wagon on x difficulty Complete "The Treasure Fleet" without opening a single Gold Chest Complete "Sunbridge" switching the gate in Sunbridge x amount of times on x difficulty Complete "Sunbridge" without loosing any units against Mora on x difficulty Complete "Convoy" without letting x amouns of Walkers die on y difficulty Complete "Convoy" without using the spell devices more than x times on y difficulty Complete "Nightmares End" without losing any of the nodes on x difficulty Complete "The Insane God" without letting any of the priests or temples take damage on x difficulty Complete "Bad Harvest" without the Gold Wagon taking any damage on x difficulty Complete "Titans" and save every single Prisoner on x difficulty Complete "Blight" killing the Ravenheart in under x seconds on x difficulty Complete "Blight" without failing to destroy a bandit camp in time on x difficulty Complete "Empire" killing Brannoc in x amount of time on x difficulty Complete "The Ravens End" killing at least x amounts of Raven Scoutships on x difficulty Complete "Guns of Lyr" without Rogans Stronghold taking any damage on x difficulty Complete "The Dwarven Riddle" without using the Fire Altar on x difficulty Complete a "Battleground difficulty 5" only using Manawing and Deathglider Complete a "PvP ranked match" going t3 before your opponent builds a second monument Kill a Promo unit with a Promo unit in a "PvP ranked match" Kill an XL unit with a S unit in a "PvP ranked match" Kill x amounts of frozen units in "PvP matches" Win a match with someone x PvP ranks lower than you in a "PvP Match" (same team) Complete a "Battleground" match on every difficulty Complete a "usergenerated map" on x difficulty Endgame, (map)specific quests/achievements: Some of these probably need some testing if at all possible (I will mark the ones i think might prove difficult to achieve or have outright no clue if possible for testing by making them yellow coloured. If you have already completed such feats in the original game or know that they are possible let me know and i will make sure they are no longer coloured). Complete "Mo" without Mo ever getting under x% (maybe 90%/95%/99%?) of HP on expert difficulty Complete "Crusade" without using the teleporters on expert difficulty Complete "Crusade" without building any walls on expert difficulty Complete "Sunbridge" without using the Amii-Portal-Switches on expert difficulty Complete "Slavemaster" without using the Firetrap on expert difficulty Complete "Bad Harvest" without building any walls on expert difficulty Complete "King of the Giants" without Rogan Kayle taking any damage on expert difficulty Complete "Dwarven Riddle" solo without building any buildings (including walls) on expert difficulty Complete "The Dwarven Riddle" killing all crystals within 3 minutes after destroying the first one on expert difficulty Complete "Guns of Lyr" solo without building any buildings (including walls) on expert difficulty Complete any 2 Player map solo using the tutorial deck on expert difficulty Complete a 12 Player map with only on person on each map and without using any spells on expert difficulty Complete all PVE maps in under 6 hours on expert difficulty (adding the all-time speedrun rankings of all time together (no rPvE) results in about 5 hours and 20-25 minutes --> 6 hours should be possible but still be a challenge even for most if not all speedrunners) --> can this even be tracked? Complete a "solo lvl 10 Battleground match" with only 2 monuments build total Own every card at least once ( (not) including promos?) Have every card fully upgraded (U3 + fully charged) Complete 1P rPvE at lvl x in under y minutes Complete 2P rPvE at lvl x in under y minutes Complete 4P rPvE in under 10 minutes 30 seconds on difficulty 9 Complete 4P rPvE in under 13 minutes 30 seconds on difficulty 10 Own x amount of gold Complete x amounts of "PvP ranked matches" in a row Reach Top 3 in either ranked PVP 1v1 or 2v2 Reach Top 1 on any Map of the month ranking (not including maps with fixed times: F.e. Siege of Hope) Use every card at least once in a match (all time) Complete all 2 and 4 Player maps solo on expert difficulty Complete any map with maximal 4(?) cards solo on expert difficulty Changelog: 2018.08.17 Added a "Ability/ Card specific" list for a better structure. Added @Eddio's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70866) 2018.08.19 Added @Chimaka( ͡° ͜ʖ ͡°)'s suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70893) Added @LetsEinfallslos002's thread (https://forum.skylords.eu/index.php?/topic/1948-achievements-for-bfr/&tab=comments#comment-40340) --> Does not include the "Kill x amount of units with y" or "Control x amount of units with y card" quests/achievements as those can be done for every card and would therefor make the list even more unreadable as it already is 2018.08.29 Added @Navarr's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70938) Added @Smok's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70959) Added @MephistoRoss's thread (https://forum.skylords.eu/index.php?/topic/704-ideas-for-daily-quests/&) Adeed achievement category "out of match" (should be rather self explanatory, but here you get anything that is about trading and forge activities and really anything that is not directly reached in a match) 2018.09.04 Added @Kiwi's thread (https://forum.skylords.eu/index.php?/topic/2737-quest-suggestions/&) Added some more own map specific and end game specific quests 2018.09.08 Added @Navarr's post (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/&do=findComment&comment=71129) Added some more own quests 2018.10.09 Added @Karl Lavafeld's post in form of a suggestion/hint in the thread introduction (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/&do=findComment&comment=76186)
  6. Treim

    [Forum Game] Rate the song!

    So this one is as easy as you think. You just rate the post of your foreposter, scale from 1 to 10 with 1 = super awful and 10 = amazing After you rated you gonna post a new song:) Have fun and explore some great music. I will start:
  7. Treim

    Buddelmuddels suggestions for the game

    3. I think that these spells should stay within the theme of their faction. I think Blood Healing does that pretty well and is definetly playable and enables a lot of fun decks already. I think with the changes to Martyr shrine currently proposed Frost has a reasonable way of defense as well which only really leaves Fire out there. Currently you have to get very creative around stuff like Moonshine's heal to get stuff done, but I think that is fine overall. You might want to get healing a bit more accessable for that faction, maybe one could work around some kind of rage effect which enables healing similar to Batariels aura damage, where after certain threshhold of damage applied the amount of healing is increased and make it a small AoE similar to blood Healing but no clue if that is even possible to implement. Also I do not think that making healing easily accessable to all factions is all that desireable. I do not want pure nature to have access to mass massive damage spells either. I'd rather see new cards introduced that further strengthen the identitiy of these factions. For nature you could introduce a mass cc spell that is pure nature, For Frost I think Shrine of Martyr changes go into that direction. Fire you mighth want to introduce a spell that ramps up damage of units in a certain area by x amount, kind of similar to Unholy Hero or Flame Crystal and Shadow is strong enough as is i think. I think that splash decks will almost always stay stronger because a well balanced deck is almost always more beneficial. I do not think that making certain unaccessable for these decks is the way to go. I'd rather see better options for pure factions that double down on their strenghts. if that is a viable path to take even from a developmental viewpoint I do not know. 4. I think i stated this multiple times over the years on the forums already, but I think that the current jump from level 9 to level 10 is just too insane for most players at the moment while level 9 itself might be a tad bit to easy, a few Lost Souls maps excepted. I mean if pretty much anyone with a somwhat passable deck can beat the second highest difficulty something is a bit messed up imo. The jump currently is partially due to the vasst differences in difficulty depending on enemy faction, but I think that the current layout difference between level 9 and level 10 is the far bigger contributor. I think currently the level 10 structure introduces two characteristics that people do not find on any other difficulty that just makes them unable to face these things as they simply dont have any experience with these things. 1. Clearing a camp results in being attacked at a different place on the map early on 2. Clearing camps with spawn buildings by themselves That in combination with the average understanding of key game mechanics by the general player base that beats level 9's being low further enhances this rather massive spike in difficulty which in turn leads to players being overwhelmed instead of steady increase in difficulty where people can slowly discover the importance of these few concepts. In current level 9's you most of the time do not need these concepts to beat the map or only a very very rudimentary "understanding", so why bother learning. Sometimes i feel like that concepts like aggro ranges, spawn mechanics or base structures and strengths are totally foreign words to some players, even in the relatively repetitive formats of level 9 maps. To be fair especially the latter point varies between factions which does not help. I think that most level 10 maps are reasonably well balanced as they are, maybe tone down some of the LS maps a bit and enhance difficulty of Bandit maps a bit and I think you got a well balanced top difficulty that still allows for a reasonably well diversity of decks and strategies to beat while the different factions have different spikes in difficulty that require certain type of cards to be in decks of at least a few of the players as well as knowledge of playing around certain concepts. E.g. CC cards against Twilight aswell as understanding how to play around enemy cc, strong t2 card combinations and playing around XL units in lower orb tiers of play. Lost Souls - understanding of debuffs as well as playing coherent t1 strategies to beat overarching strength at t1 stages. In terms of changes to steady the difficulty curve for level 10 you could delete Level 8 maps, which essentially are no different than Level 7 maps for Lost Souls, Bandits and Stonekin and are close to difficulty 9 for Twilight imo. Make current level 9 the new level 8 and add a level 9 that differs in structure. I had a structure in mind that iirc was in the game back in the day and was patched out later on, might be wrong on this but not quite sure as its so long back: Have t1 to t2 the same is it is now but afterwards positions do not have shared t3's and instead the map opens up into two paths. At each end you find a camp that is roughly the strengths of a t3 camp right now or maybe the current t2 camps for level 10. That means you get 2 incomes upon clearing t2 and and you have to clear your orb alone against while having to defend at another point on the map simultaneously. This should be a bit easier overall, because in t2 you have more options for play and cant be surprised by attacks at t2 because they start as soon as you attack t2. After t3 camps are cleared both players on one side have a shared t4 again. I am aware that a lot of people will currently probably not be able to handle that, but I think that is fine, it is after all the 2nd highest difficulty there is, why should it be easy. Make the difficulty according to that. Even beating level 8 shouldnt be as easy as most current level 9's are but that would be more of a minor issue after this is fixed initially. Again I am not sure if any of this is even possible right now or ever will be, just my current ideal scenario for rpve difficulties. P.s. I think the easiest fix to op Lost Souls maps is to not allow enemy towers at t2 camps which severely weakens Lost Vigils after the spawn building is down, maybe remove shielding Lost wanderers as well (the non shielding variant is fine though) if the camps are still a bit too unfair, would require testing for sure.
  8. I think this is actually very relevant on how early portions of the economy will play out compared to the current version of the game. In the very early stages specific almost universally usefull common and uncommon cards were actually much more in demand than Infect, Netherwarp and it becomes very apparent why that is when you consider the situation players are in in the beginning. You have very little cards or resources to actually build a deck which means that cards that cards that fullfill certain different criteria compared to the endgame suddenly become a LOT more valuable as they are also still very rare due to the limited amount of time the game is out. So the first type of card is the essential t1 cards - especially units and a few key spells are important here - mostly t1 archers as well as Nomads in terms of units and then cards like Eruption and Surge of Light. Secondly cards that are very easily splashable and offer great value for a vast amount of the game and/or offer a solution to a specific early game like charge problems. so cards like offering, furnace of flesh, Curse of Oink, Equilibrium, Regrowth, suddenly become mad valuable - because they are good cards that are still semi available and you get good value out of them in essentially any game you play. This will most likely massively effect how the economy will play out over the first 2-3 months at least. I assume players will much quicker go over to search for very specific rare and ultra rares instead of trying to build up their foundation of commons and uncommons with a few rare and ultra rares sprinkled into those decks that they get from boosters or are specifically searched for. I dont think that the effect on the economy in terms of boosters not being given out as quest rewards will effect the game too much in the firist while after the launch because everyone is forced to buy these boosters to get an economy at all. The problem comes after that initial phase in my opinion, whereas compared to a lot of other games battleforge is as it stands right now an almost solved game or at least a game with a very strong meta game in both rPvE and PvP with a very high veteranship of its population which means that a lot of players are after very specific and in parts scarce cards that have comparatively low chances of dropping out of boosters which in turn are already relatively expensive. The problem here is that I highly suspect that these players will be willing to pay crazy amounts for these cards because they KNOW what they get for it and do not have to experiment to figure out the best way to play which will further hinder the influx of cards into the market. That is at least how I approached the game in the last restart and I suspect that most people with a couple of years under their belt will do the same. To them the risk vs. reward of a booster will most likely not be worth it, especially early on, they just want to get their decks together. I dont think the market will be as bad as people make it out to be, but I do believe that the current values will run into serious issues for especially people who are trying to follow the meta game, which is thanks to the relatively unique situation Battleforge as a game is in right now. That is - strong meta game with a lot of veterans reliant on few cards with relatively few alternative card choices with key cards being hard to come by from boosters and not readily available in the market ( due to restart and low drop rates) and initial concerns for common and uncommon cards being taken mostly care of by the change to the charge system. I think if you are smart in the restart you try to get your hands on a workable tier 2 meta deck such as Lost Souls, Twilight or something of the like which can be build with a lot of commons and uncommons and a few for the most part not so sought after rares and ultra rares and then try to accumulate the highly sought after cards when you see a good opportunity in the auction house, to at least get a couple of charges of these relatively early when the accessible bfp values people have access to are not too high. The economy for sure will build up slower as it seems to me that the current rate at which boosters are aquired seems to be a lot slower compared to now. i think that is fixable early on with a bunch of achievements to get the economy rolling a bit quicker by essentially giving out one time rewards, which become harder to come by (but with better rewards) the further you progress. As I do not think that it was mentioned how this system plays into the economy exactly I will for simplicity ignore it for now and base the opinion above solely on the confirmed information for the current iteration of the BFP system.
  9. Treim

    Treim's Motm solo speedrun archive

    added 1 Player Level 10 - high 15 possible.
  10. Treim

    Treim's Motm solo speedrun archive

    added replays for August 2 player solo level 9 and 1 player level 9. replay of my current time for 1 player level 10 was not saved due to disconnect after the game but I will probably play again later this week.
  11. Treim

    Solo/Duo/Trio All-Time Fastest Speedrun Rankings

    Sunbridge solo 12:19.3 by myself
  12. Treim

    Spells of the Lost Souls

    I wasn't able to keep Revenant alive throughout a whole battlegrounds. I think my maximum was about 4:30 to 5 minutes which is still considerable but far from indefinite. Generally the duration ran out after 3 to 4 minutes. The strategy has massive issues with long distance travel, so dead ends really kill the strategy as time is overall limited and the as you cant stay within Revenants Blessing to move you cut that time down further just by moving like that. That is why you need to plan your route meticously and scout the general map layout through the fog of war. The deck revolved around using Lost Evocation + Blood Healing for sustain, 2x Revenants Blessing and both Netherwarps and staying clumped up with units as much as possible within bases to minimize the useage of Revenants Blessing. A pure lost Souls deck is relatively underwhelming as is the case for most factions. What I like to do is build decks around keycards from these factions and if there are 2 cards that are relatively close in useability you choose the one that is of the faction even if slightly weaker than the "optimal choice". I think that way you can build a useable deck that can stay true to the factions/key cards identitiy without sacrificing playability too much. To stay on topic of Lost Souls here you might want to play Viridya with Lost shades + Home Soil-Ice Barrier/ Motivate (Frostbite and Gravity Surge if necassary). While that makes it a non pure deck the core unit still is Lost Shades and you merely use supporting cards to enable/enhance the strategy. You can generally build around 1 or 2 such concepts/ key cards for each tier and then build around that accordingly. You just need to ensure that certain cards do not take over the deck. Prominent examples are the aforementioned Frenetic assault and Infect as it is all too easy to suddenly make the deck reliant on those cards rather on the key cards you initially chose as such. So e.g. you have the theoretical choice between Frenetic Assault and Coldsnap, Knight of Chaos or Glyph of Frost, Lost Converter --> discard Frenetic Assault as it is most likely to overbearing and pick one of the other ones that either works well with your current deck on the current map and that you can execute on. If choose the Freezing stuff maybe think about picking up complementary units like Lost Wanderer to enhance damage against frozen units or use netherwarp to teleport(requires t3) units into the effect radius of Lost Converter use Soul splicer to pick up souls and feed the converter, use Lost Vigils as main unit to make use of the building in t3 --> etc. You get the drill. Maybe you can make certain buildings or cards work at multiple times in the game that way. i know this is a bit of abstract advice and maybe not the direct one you searched for but i hope that this helps you nonetheless.
  13. Thanks for creating the challenge. Was a lot of fun to work out a strategy for the map even if I didn't push my strategy to the asbolut maximum. I am excited for some of the replays and how other people solved this. In my opinion it is a little bit disappointing that so few people participated, especially considering how many good PvE and rPvE players decided to forgo the map. Nonetheless great job to the team and all participants. Hopefully there will be more challenges in the future with a bit higher participatioon
  14. You can try to summon the skeleton warrior army before you run in and have them in front of Harvester/Bata to tank the paralyze of the dragons.
  15. Treim

    Treim's Motm solo speedrun archive

    Update for 1 Player level 10 2 Player level 9 solo added
  16. Treim

    Treim's Motm solo speedrun archive

    Another 1st try: 2 Player solo level 10 - this time actually with Batariel. Played very badly around heal charges especially in the middle of the match, so I had to make compromises in speed to compensate
  17. Treim

    Treim's Motm solo speedrun archive

    added first try replay for July 2020 1 Player level 9 (11:20) Edit: added first try for 1 player level 10 as well (20:33) - currrently 1st place
  18. Just add a rule that these agreements have to be agreed on in text fot there to be an official ruling by the TO (screenshot ingame or discord) and if any of those internal agreements are violated it counts as an instant loss. If you think someone violated an internal agreement, make it mandatory to send in written evidence (e.g. the screenshot) and the replay. Should prevent anyone from having funny ideas as the consequences are fixed and the rules clearly state in which form you have to supply evidence for the TO to do anything about it. Any verbal agreement might as well count as no rule at all from the perspective of the TO and if someone gets fluked by that he only has to blame himself. Only my humble opinion ofc.
  19. Treim

    Treim's Motm solo speedrun archive

    added replay for 1 player motm for June 2020 - first run that went past t3, did die with batariel, low 16 possible. I will probably not play this one again, will update times if i do though.
  20. Treim

    Treim's Motm solo speedrun archive

    Added 2 Player level 10 solo - messed up at the end big time, otherwise okay run for first full clear. I think something in the low 25's is possible. With a perfect run maybe a high 24. In regards to your request: You can essentially mirror this for the right side. You can play the right side slightly more risky by clearing the 2nd camp instantly as the Windhunters are positioned further away and you can probably dive with phoenixes before they can paralyze you. After that you can just fly out and clear t3/t4 similarly to what is shown in the replay. I do think you can play this with only phoenixes and no curse of oink which I tried once (13 phoenixes) but it gets a bit intense in terms of managing the phoenixes after the initial dive and you will lose some in the process of killing the constructs (i was left with 10), so you will probably have to respawn 1 or 2 for the clear on the 2nd camp at least on the left side. Right side you might just barely squeeze through with 13 starting phoenixes and no respawns if you play it well. The t2 clear is a bit more complicated on the left side as you have to really try not to pull the shamans or if you pull them at least not attack them for as long as possible. Otherwise you get 2 additional incomes, which you really want to avoid. I hope this helps you.
  21. Treim

    Treim's Motm solo speedrun archive

    Position 1 and 2 will play out slightly differetly most likely. I would clear it with phoenixes though. As there are Windhunters in the base you probably want to have at least 12 phoenixes. If they still trouble you, you can add Curse of oink and send a ground unit to oink the Windhunters before killing the constructs with phoenixes. I dis not play the map yet and only had a cursory glance. I will try to provide you with a replay solution by the end of the weekend for both sides
  22. Treim

    Treim's Motm solo speedrun archive

    added replay and Youtube Link for 1 Player rPvE for May 2020 in new all-time record pace. Enjoy added first tries of 1 and 2 player solo level 9 rPvE for June 2020
  23. Treim

    All-time fastest speedrun rankings

    Blight: 10:57.1 by LEBOVIN + Pritstift + Treim + Wanky
  24. Treim

    All-time fastest speedrun rankings

    1 Player rPvE: 12:41.8 by myself
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