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Treim

Alpha & Beta Tester
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Posts posted by Treim

  1. 2 hours ago, Volin said:

    Yeah really poorly executet 😄 May I ask how long it took you to came up with that? 🙂

    This really helped me, delaying the orb/wells like that was the key, at minute 4:00 everthing became clear! My best attempt was a bloddy mess about 13 minutes, I hoped there would be better ways. Most of this should be adoptable to other Stonekin maps. Thank you once again kind master 🙂

    Btw I appreciate so much that you not only tried yourself but you gave an example with your replay!


     

    For the general strategy for this map about 10 minutes. From start to the finished run about 50.
    I started out with checking the map for exploitable components and there was the cliff as the main component. Using the risk assessment from my previous post and checking fires available units and buildings it was obvious that the construct would and Moloch would absolutely rek any army consistant out of ground units that was not massive. So that was pretty much out, which left me with very few options actually, so I came in with the Blaster cannon + Mine combo as the first step, otherwise cc + towers would just be too much damage, not even speaking of the Tortugun.
    In my first run I tried experimenting with Termite Hill for to maybe get them on max range to kill the towers but it proved to not be possible (for me at least), I had especially high hopes for a corner on the right top side of t2, but yeah no luck..

    You know what instead of just explaining it in detail, I'll just upload all the replays before the final product you already saw... for whoever is interested. (the scout replay is just a 12 second one for me to check out the map.)
    Replay names are too long, so I added a description for what it is.
    rPvE_1Player_Level10_Stonekin_Pure Fire_Map scout.pmv --> Map scouting
    rPvE_1Player_Level10_Stonekin_Pure Fire_Test1.pmv --> Test 1
    rPvE_1Player_Level10_Stonekin_Pure Fire_Test2.pmv --> Test 2

    grafik.thumb.png.0203ace3ecef444dff2c1b95bf9e223a.png

    Volin likes this
  2. Fire tends to be able to clear these camps by tackling one problem after another to continously open up more room for units to work with.
    If you want to summarize the problems on Stonekin maps it usually is:

    • Windhunters
    • Nox Sniper
    • Deepgorge towers
    • Moloch
    • Construct

    Just tackle these one by one, usually a front to back approach is the way to go, though it can vary.
    Usually early on Windhunters and the Nox Sniper severely hinder your options due to oneshot potential or cc from dragons, but they are also fairly easy to take out so that's the first step.
    After that I realized that the Tortugun would turn around later than the construct and can be kited with Nomads easily outside of the tower range. So very easy to take out with Mines aswell.
    If that wouldn't have been possible you'd just continue with Skyfire Drakes and Sunstriders. You'd use the Skyfire Drake to lure the Tortugun to your orb slowly. Prepare a few Mines there. Sunstriders to not take damage from the tower while luring. Use Nomads to take hits from the Tortugun and it shouldn't be too much of an issue. Your orb might take damage but should be able to survive. Usually 4-5 Skyfire are enough.
    After that there is no real thread any longer because of Sunstrider (for remaining towers) + Skyfire drake combo.

    I'll attach a replay. I did not play perfect here, especially the Tortugun part was poorly executed overall - was my third try and just realized I could do the kiting strategy on this particular map in this run, so it was a bit scuffed.
    T3 was fully cleared at 8:35. I think you can get it down to 8 flat for sure or a bit lower than that with a perfect run.
    rPvE_1Player_Level10_Stonekin_Pure Fire example t3 clear.pmv

    I hope this helped.

    Hirooo, Volin, Blashyrkh and 3 others like this
  3. Just to maybe clarify the slightly contradicting advice that wanky was giving compared to other people.
    The speedrun strategy for Lost Spirit Ship is played with just fire affinity and flame crystal. It is not necassary for casual play whatsoever and has its drawbacks as in random maps you are less prepared for what occurs in camps compared to speedruns where the map is known and usually multiple runs are finished.
    Ground presence makes it significantly easier to adjust for bad decisions and therfor grants you a lot more leeway in how to approach camps, which is especially relevant against Twilight, where 1 bad decision can cc-lock a LSS only army to death.
    Ground presence has its drawbacks against Lost Souls though, especially with a sustain tank like Overlord where the Lost Souls Necrofurys can focus down a couple of units. Also ground presence there allows these Necrofurys to damage air units when they are positioned on top or in close proximity to a focused ground unit, so I'd recommend playing with only 1 Overlord for the first 2 layers of camps and a more LSS centric game against Lost Souls and leave the Overlord behind for the last layer of t4 camps and clear that with LSS only.
    Just something to keep in mind.

    Overall you shouldn't have any issues with your rPvE 9 deck at all.
    Just in case you are interested in what an optimized allrounder LSS deck for random level 9 looks like, I'll leave this here:
    LSS.thumb.PNG.e4b95a9c92d99f0a7c7bdff7134d46fd.PNG

     

    Also while the points previously brought up by my fellow posters for the level 10 considerations are correct, you can certainly make the case that a fire t1 is not as bad one might initially think.
    Fire t1 will pretty much always be significantly faster to nature t1 in clearing t2, so you also get to have those wells earlier which reduces the 100 power deficit the orb switch will cost you, while you can also play that with 4 deck slots (though I think I would cut Shaman from your current deck as well, so that might be a mute point if you do that). Though you obviously have to find a good spot to swap orbs without sacrificing elsewhere as well.
    Fire usually is better at supporting other players as well.
    In terms of LSS on 4 player level 10 in general:
    I usually find that you have a hard time reaching critical mass with them. Due to the start being delayed significantly compared to level 9 often times (Lost Souls, Stonekin) or camps being significantly harder and annoying especially for LSS later on (Twilight), I often ran into the issue that I barely had any LSS and am almost always short just 1 or 2 ships to tackle a camp efficiently. Doesn't sound like a big deal but the problem is that LSS only really works well if they overwhelm camps with damage. So if you're underprepared against Lost Souls you have to deal with constant shields, against Twilight cc becomes even more of an issue and Stonekin has damage reduction that really slows you down as well and with due to damage spread of LSS (abeit not as bad as the previous 2 factions mentioned).
    Imo LSS are still playable in random groups but you will often struggle later on, so don't be surprised about that as other decks work way better in low power scenarios which are a lot more common in level 10 maps. Also against Twilight you will almost inevitably need another cc spell or offering (for frenetic assault) otherwise any income with Wrathgazers or bigger camps will tear you apart at the seams. I'd personally cut Shaman for Curse of Oink as a versatile low cooldown spell.

    Overall you did a very good job assembling these decks btw. :)
    As you saw from the comments it really mostly is nitpicking and small optimizations.
     

    Pritstift and Flasonios like this
  4. Just a general statement for the reward situation of the challenge.
    It kind of feels counterintuitive that the easier version of the contest has the best rewards.
    And yes I am aware that the expert rewards combined are still worth more but that would also mean you put in the effort to invent 4 completely different strategies that are severely more limited than the Silver challenge.
    The differences in bfp worth even between the expert rewards seems odd aswell. Especially nature stands out here with pretty much double to triple the reward worth of the other expert challenges.

  5. 13 minutes ago, Kispilka89 said:

    Is it even possible on Expert? Some nice thing just like at start you can get 2 or 4 twillight enemy "randomly" if you get 4 you can like start again because 1 well will be destroyed.

    The only way what i found to stay alive on expert 20 mins is to lure factions to each other but... Endless hordes :)

    Shadow and nature runs are already completed. Frost seems to be possible. Fire seems to be the hardest faction at least for now.
     

    Metagross31 likes this
  6. 1 minute ago, NobleWolf said:

    Hi everyone sorry for this not making much sense, to start I had played skylord's reborn before when I found out this was a thing back in 8/17/2020, I had to take a break due to health concerns and when I came back all my decks and card were gone. I was just hoping some one could help maybe...

    The game was reset for launch around mid december 2020. You were playing in beta before.
    Everyone had to start over^^
     

  7. Would it be possible to change the lost dancer debuff effect into a temporary disable instead? There are a bunch of similar on attack effects for ranged/melee attacks and ability denial. E.g. Skycatcher, Lost Dragon, Twilight Whisperer, etc.

    Would it be possible to change these effects in a way to make them applicable to buffs as well. That would obviously also effect other buffs (Motivate/Life Weaving/Unholy Power/Unholy Hero/Girl Power/Unity just to name a few) and therefor be a nerf to LS albeit probably not too influential besides Mo/WoG as it will only effect cleanup of camps, not so much the main clear. Considering Lost Souls has a very clear difficulty spike to all other factions, I think this would be at most a minor nerf to the faction(on top of what is actually trying to be done here already).

    Mynoduesp likes this
  8. 42 minutes ago, Ponni said:

    Well, there is Flame Crystal also that could give you a damage boost. An overweight of red aff ships is needed for that though...or possibly ok anyway, 5-6 ships giving increasingly more damage during 30(?) secs maybe is enough...

    One should be able to setup more as all your initial 4 ships at least can be red affinity. At minimum you should be able to run around with 8 in that case. Even motivating 1 constantly in base after that and missing out on 1 nature affinity LSS is worth it for sure.

  9. This is purely theoretical - not sure what you hope to gain from it but here is my thoughts:
    As you started discounting bosses i will do the same in my following arguments

    LSS will almost always be faster against Lost Souls (especially true for a whole map - singular camps bloodhorn might be favored) - main reasons:

    • Often a significant amount of a camps strengths is bound in air units which bloodhorn spell deck has a hard time dealing with (neither 2x fire 2x shadow nor 2 shadow 1 nature 1 fire have  a good answer here)
    • Shields hard fuck spelldecks because they counter the higher burst damage of spelldecks compared to the consistant damage of LSS
    • Lost Souls camps often are rather widespread (the camp has a lot of free room inbetween units and buildings, which is bad for cluster explosion

    LSS will be mostly (slightly) be better against Bandits (~70%)

    • Lost Souls camps often are rather widespread and have very few units --> LSS pretty much can just keep flying without even stopping, especially in early camps)

    Bloodhorn will always be faster against Twilight

    • Twilight camps are (in the mean) usually neither widespread nor super cramped resulting in neither an advantage nur disadvantage for Bloodhorn
    • Bloodhorn ground presence is king, pure LSS spam is unplayable in lvl 10 , you just get perma cc'ed by Evil Eyey and Wrathgazer
    • Twilight can have a lot of buildings that Stampede will help against a lot, especially the big spawn buildings. LSS can have trouble focusing down the big spawn building on these maps.

    Bloodhorn is about even with LSS against Stonekin

    • Camps are usually packed and a lot of its strength is packed into ground units (Cluster explosion)
    • Stonekin has a lot of high HP huge buildings that Stampede will help against a lot, especially the spawn. LSS can have trouble focusing down the big spawn building on these maps.
    • Stonekin units take less damage counteracting the burst damage of bloodhorn spelldeck.
       

    From a practical standpoint there is a bunch of problems here. Just mentioning a few:
    Even discounting the fact that bosses were ignored and obviously bloodhorn spell deck gets online way faster compared to LSS.
    Bloodhorn Spelldeck at its max damage output is considerably more difficult to play as you have no reliable way of healing unless you dont sacrifice damage for a nature orb + you have to manage low charge cards and long cooldown cards like Cluster Explosion and frenetic assault meticulously.
    Also LSS decks will suffer way more from incomes to orbs, especially in late game scenarios where you have to bind at least 2 LSS at your base. Also you would need to sacrifice another ship for void manipulation (Cultist Master), this will actually boost your damage as you now have access to cards like Motivate for your ships which gives you a damage boost overall but will make some camps borderline suicide from an HP perspective.

    From a practical point of view:

    LSS >> Bloodhorn vs Lost Souls
    LSS == Bloodhorn vs Bandits (very map dependant, should even out in mean but LSS is easier to play)
    LSS << Bloodhorn vs Twilight
    LSS >> Bloodhorn vs Stonekin (Playing a 2fire 2shadow spelldeck with few bloodhorns here is almost impossible, so you will be pretty much forced to play 1 nature orb which significantly hurts your cleartime)

    Timer, Metagross31 and Loriens like this
  10. 18 minutes ago, shroomion said:

    So ..who else tried running a few Molochs through the fire?

    I tried and failed two times..then someone finished the map before i could start begging for heals or revive spells ._.

     

    I like to imagine there is a stonekin spa in the center, where they make little grinders and such..

    You can spawn and warp yourself through there. It is pretty bleak tbh. From memory there is a couple Grinders and bandit sandland. Nothing crazy really.

    Metagross31 and shroomion like this
  11. 3 hours ago, Metagross31 said:

    I meant what would you go for other than style points :D

     

    Both methods are valid.
    Rifle Cultist strategy is more micro intense while sending 1 unit in is slightly worse but much easier to handle- I would personally go for the former personally (if I am not being lazy).

  12. 1 hour ago, Metagross31 said:

    What else would you want to go for? :)

    19 hours ago, Treim said:

    Best way for pure shadow if you don't want to get hit at all is Rifle Cultist ability + Unholy Hero. The potential 2nd and 3rd tower can then be taken care of with Infect/Undead Army and/or Frenetic Assault (nature)
    Universally applicable is to send in 1 unit as "tank unit" before piling on the building with all your units.
     

  13. 4 hours ago, Bkingn said:

    So is it enough to send just one unit in let him paralyzed then all my other units can go in without the effect? Im playing mass disintegrate shadow worms with overlords its pretty fun and powerful (lost souls are the easiest maps for the deck!) And the only thing that slows me down is the willzapper thats why im asking ideas.

    Just have to kill it before it's 2nd activation but essentially yes

  14. 3 hours ago, Metagross31 said:

    Nox Carrier + Nether Warp maybe? Don't know, of it even works, but it is the only creative solution that came to my mind and hasn't been mentioned before.

    Would require to send in a tank unit first as well as the animation isn't fast enough. Also Nox Carrier would require an extra deck slot that is only really usefull for this specific strategy and maybe to kill a spawn building in close base t4 scenarios - which is also easily possible with just staple rpve cards like frenetic Assault (+ Infect + Soulshatter).
     

    Overall not worth the deck slot unless you go for maximum style points.

  15. Best way for pure shadow if you don't want to get hit at all is Rifle Cultist ability + Unholy Hero. The potential 2nd and 3rd tower can then be taken care of with Infect/Undead Army and/or Frenetic Assault (nature)
    Universally applicable is to send in 1 unit as "tank unit" before piling on the building with all your units.
     

    Dallarian likes this
  16. 13 minutes ago, Dallarian said:

    Can I get some insight into speedrunning please? What would happen if all rankings were erased on release day? Are you able to repeat best times by doing exact order of actions, or is it "the most lucky time" from 1000 attemps, because implementation is too difficult to be perfect?

    Heavily depends on the map, some runs are more optimized than others, some maps have random elements while others have not, some maps have higher complexity (which usually means more inputs). Those are the 3 most important factors in rating how difficult it is to beat a time.
    These are the all-time records for a reason and are the result of 100th of runs on these maps (incl. strategy development).
    Like e.g. I would not want to try that GoL record, very highly optimized, endkill is highly randomized and high amount of inputs (though shortness of run and verry few random factors in setup lessen this factor to some extent)

    Dallarian and nukie like this
  17. 1 hour ago, Nal9or said:

    can u post a list of the cards cause i´m to stupid to identify them only by the pictures ^^
    or is there another way to identify them i dont know...?

    Forsaken
    Embalmer's Shrine
    Soul Splicer (nature)
    Offering (Nature)
    Shadow Phoenix
    Resource Booster
    Furnace of Flesh
    Cultist Master
    Fallen Skyelf
    Breeding Grounds
    Amii Monument
    Frenetic Assault (nature)
    Frenetic Assault (shadow)
    Equilibrium (nature)
    Thunderstorm
    Rifle Cultists
    Grimvine
    Lost Spirit Ship (nature)
    Unholy Hero
    Regrowth

  18. added 1 Player Level 9 & 10 for this month.
    Level 9 is pretty straightforward - ~10:30 possible
    Level 10 is one of those annoying maps again where you have a close base early on, this time at t1. I tried a bunch of different approaches to defend t1 and then how to kill the close camp most efficiently and ended up with the approach with a Sunderer and Nomads. You can obviously brute force the camp with something like Nox spam as well. ~17:15 should be possible on this map.

    Sam Iverson and Dallarian like this
  19. While the ability is underwhelming overall, you at least got to remember that the cost is refunded into your void power pool and with easy access to void manipulation for Lost Souls you can get that power back very quickly.

    I think the problem here is more so about the nature of the ability as it is an effect that only does anything after you died already, which might help you recover a situation but that is 2 big if‘s in a situation where you still obviously made a mistake. That just does not feel very rewarding at all.

    Dallarian and Torban like this
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