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Treim

Alpha & Beta Tester
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  1. Metagross31 liked a post in a topic by Treim in Looking for pure Fire BG10 Expert   
    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.
  2. ImaginaryNumb3r liked a post in a topic by Treim in Looking for pure Fire BG10 Expert   
    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.
  3. Hirooo liked a post in a topic by Treim in Looking for pure Fire BG10 Expert   
    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.
  4. Blashyrkh liked a post in a topic by Treim in Looking for pure Fire BG10 Expert   
    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.
  5. Metagross31 liked a post in a topic by Treim in Community update #4 - June 5th 2021   
    easiest 3 upvotes in anyones life xD
  6. Loriens liked a post in a topic by Treim in Community update #4 - June 5th 2021   
    easiest 3 upvotes in anyones life xD
  7. Pritstift liked a post in a topic by Treim in rPvE 9(10) - Lost Ships   
    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:

     
    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.
     
  8. Flasonios liked a post in a topic by Treim in rPvE 9(10) - Lost Ships   
    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:

     
    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.
     
  9. Treim liked a post in a topic by Metagross31 in Community map Challenge #3: "King's Ridge" until May 31 2021   
    Dear Skyfolk,
    the Challenge has come to an end and I am happy to announce the final rankings:
    Gold challenge:
    Fire:
    1. Lebovin - 22:21
    2. Kserske - 31:28
    3. Carofex - 34:13
    Frost:
    1. Wanky - 24:43
    2. Carofex - 34:22
    Shadow:
    1. Treim - 19:27
    2. Vornskr666 - 27:44
    3. Kserske - 32:54
    4. Carofex - 34:19
    Nature:
    1. Pritstift - 23:07
    2. Slyer - 27:05
    3. Carofex - 33:50
    4. Buttscratch - 34:27
    5. Kserske - 34:46
    6. Ignoringya - 46:56
    Silver challenge:
    1. Wanky - 18:44
    2. Kserske - 19:51
    3. Schnarf - 23:36
    4. Vornskr666 - 25:07
    5. Slyer - 25:55
    6. TurnItUp - 29:19
    7. Xamos - 34:48
    8. DutchyDutchy - 39:38
    9. Jucki - 40:39
    Thanks to everyone who participated and congratulations to all the winners! Also, a big thank you to everyone who helped me in organizing this event!
    The winning replays will be presented this friday at 8pm (UTC+2) via twitch. This is also, when the rewards will be distributed. Also, there will be a guest in the stream, who will help analyzing the replays, so look forward to that!
  10. Eirias liked a post in a topic by Treim in Gold for each rPvE map?   
    Here’s a list of gold per level and map type. Gold does not change if you e.g. play 4 player maps with 3 players.

    Gold from chests is not included in this list.
  11. The Pim Knight liked a post in a topic by Treim in 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.
  12. Metagross31 liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    1 player motm may 2021 - first try, bunch of fails - don't expect actual good gameplay.
  13. Metagross31 liked a post in a topic by Treim in Community map Challenge #3: "King's Ridge" until May 31 2021   
    Shadow and nature runs are already completed. Frost seems to be possible. Fire seems to be the hardest faction at least for now.
     
  14. Loriens liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    added Link to YT commentary by Lebovin for 2 Player solo rPVE all-time record (February2021)
  15. Zyna liked a post in a topic by Treim in Skylords Reborn: Open Staff Positions   
    The link for application is still available at the position description. Might want to fiix that to avoid confusion and unnecassary applications.
  16. Mynoduesp liked a post in a topic by Treim in Issues with permanent global buffs like Incredible Mo and Wheel of Gifts   
    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).
  17. Metagross31 liked a post in a topic by Treim in Lost Spirit Ship vs Bloodhorn (Who can clear camps faster ) Test.   
    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)
  18. Timer liked a post in a topic by Treim in Lost Spirit Ship vs Bloodhorn (Who can clear camps faster ) Test.   
    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)
  19. Loriens liked a post in a topic by Treim in Lost Spirit Ship vs Bloodhorn (Who can clear camps faster ) Test.   
    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)
  20. Metagross31 liked a post in a topic by Treim in Bad Harvest center camp   
    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.
  21. shroomion liked a post in a topic by Treim in Bad Harvest center camp   
    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.
  22. Donaar liked a post in a topic by Treim in 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

    Please note that older replays will not work due to the game being patched now. If all cards in the replay are unchanged you can fix it with the Replay Fixer Tool that can be found on the forums. If cards are changed, replays are at least as of right now not watcheable anymore - not sure if a backward compability will ever be introduced.
    If you want to cast any of these videos, feel free to do so.

    General naming structure of the replays:
    Motm_Month_Game mode_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 [RadicalX]
    March 2019 - 1 Player: Bandits; 4 Player: Bandits
    Motm_March_1Player_Level10_1413.pmv
    Motm_March_4Player(solo)_Level10_1846.pmv  -  former alltime 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   -  former alltime 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]  -  former alltime 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
    October 2020 - 1 Player: Stonekin
    Motm_October2020_1Player_Level10_1841.pmv
    November 2020 - 1 Player: Bandits
    Motm_November2020_1Player_Level10_1608.pmv
    November Bonus
    Motm_November2020_1Player_Level1_0139.pmv
    Motm_November2020_4Player(solo)_Level9_1810.pmv
    December 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Twilight
    Motm_December2020_1Player_Level10_1947.pmv
    December Bonus
    Motm_December2020_1Player_Level1_0125.pmv
    Motm_December2020_1Player_Level9_1056.pmv
    January 2021- 1 Player: Stonekin; 2 Player: lost Souls; 4 Player: Twilight
    Motm_January2020_1Player_Level10_1835.pmv  -  Youtube Commentary by Eirias and myself [Battleforge Creators Guild]
    January Bonus
    Motm_January2021_1Player_Level9_1107.pmv
    Motm_January2020_2Player(solo)_Level9_1913.pmv
    February 2021: 1 Player: Stonekin; 2 Player: Lost Souls
    Motm_February2021_1Player_Level10_1522.pmv
    Motm_February2021_2Player(solo)_Level10_1822.pmv  -  Youtube Commentary by LEBOVIN [Skylords Reborn Speedrun Community]  -  alltime record for 2 Player solo rPvE

    March 2021 - April 2021:
    did not play
    May 2021: 1 Player: Bandit
    Motm_May2021_1Player_Level10_1754.pmv
    June 2021 - July 2021:
    did not play
    August 2021:1 Player: Bandits; 4Player: Bandits
    Motm_August2021_4Playe(solo)_Level10_1829.pmv  -  Youtube Commentary by LEBOVIN [Skylords Reborn Speedrun Community]  -  alltime record for 4 Player solo rPvE
    August Bonus
    Motm_August2021_1Player_Level9_1030.pmv
    Motm_August2021_4Playe(solo)_Level10_2033.pmv
    September 2021:
    did not play
    October 2021: 1 Player: Bandit
    Motm_October2021_1Player_Level10_1122.pmv  -  alltime record for 1 Player rPvE
    November 2021 - December2021:
    did not play
    January2022: 2 Player: Bandit
    Motm_January2022_2Player(solo)_Level9_1239.pmv
  23. WindHunter liked a post in a topic by Treim in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Addendum Encounters with Twilight - I played this on expert with just the starter cards with deck level 0 (first map I played after reset - first to do it on expert):
    The spawn on the southeast is the key to complete the 2nd part of the map because the Whisperers and Vileblood respawn there. I pulled in the Vileblood and Twilight whsiperers to let Rogan handle them while i sneaked past with 4 Firestalkers and ran the bottom path to the spawn camp with the Abomination. CC the L and XL units at the spawn camp while attacking the camp on max range with fire stalkers. I think I used 1-2 Surge of Light to keep them alive long enough. Afterwards you can clear everything with windweavers or whatever unit you prefer. Vileblood and Whisperers are taken care of and you can clear the big camp with the Abomination after clearing t3. Swampdrakes sleep in combination with Curse of Oink and a couple Magma Hurlers are enough if you lure them out and take out the 2 L-units you pull first before focusing your attention on the Abomination.
    Addendum Behind Enemy Lines:
    The map becomes much easier if you refrain from killing the spawn buildings at your t2 and t3 as killing those triggers stronger waves. You can see this in a replay from @RadicalX: https://www.youtube.com/watch?v=oHd7xVPuIdc
    Addendum Crusade:
    Defense in the South - You can trap incomes if you do not kill the archers completely and only kill the melee units. You can achieve this easiest with Mark of the Keeper and taking the wall. The Archers will start running around but never attack anything (make sure to kill them once all the camps are down, otherwise the endwave doesnt trigger) You can also do this with Nomads as demonstrated here: https://www.youtube.com/watch?v=g52hVdIKqq4
    Frost you can use Warden's Sigil, Shadow you can decimate the archers as shown in video above and just place 2 Embalmer's Shrine or somthing similar. It takes a while to take them down.
     
    Addendum Sunbridge:
    Even if you use the Gate trick on the right side at around 6 minutes an archer will come through and if it gets to your monument on the very right side on the map (if you already build it), it will pull the camp on top of it. You can prevent this by placing a unit at the gate to take care of that archer.
    Also you can use t1 towers to outrange archers at the wall. Phase tower with their relocation is especially good. Termite hill works wonders on those as well. If you start nature t1 you can use hurricane to blow archers of the walls and make the clear way easier. Furthermore the wall breaks down after you destroyed exactly half of the segments. You can use this to stay out of range of 1 half of the archers on the wall, if you positions yourself properly.

    The longer the gate is open within its 30 second cycle before the 2nd shrine is defeated the stronger the income will be that attacks you. The side that is attacked depends on which side the gate was last open when the last shrine was destroyed.
    Addendum  - Convoy:
    After the Grinder teleports in the middle path you can shoot him with Rifle Cultists' ability from the outside to end the map a bit earlier.
    You can also use undead army at the beginning of the map and then scythe fiends ability to get in that area and then prevent walkers from advancing with placing buildings at the bottom at the bottom at the path. Left player can then shoot with Rifle Cultists from the outside to destroy the shrine after capturing t4. The walker block essentially eliminates any time limit you have on the map and makes this map pretty much unloseable.
     
    Overall a good initial overview for maps that should help newer players to get a idea on what is going on on these maps and to avoid replaying map starts over and over again or be stuck in them for 40 minutes+.
    I think especially the Nightmare maps are very bothersome if you do not understand whats going on and what to do (tbf they are bothersome even if you know).
    Looking forward for what you have for some of the 4 player maps.
     
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