Jump to content

Treim

Alpha & Beta Tester
  • Posts

    1587
  • Joined

  • Last visited

Reputation Activity

  1. wanky liked a post in a topic by Treim in All-time fastest speedrun rankings   
    Blight Expert by LEBOVIN + Pritstift + Treim + Wanky = 10.10.9
  2. Volin liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    Update for
    rPvE 1 Player Level 1 - extremely short little map even in terms of Level 1 maps.
    Took me like 30 tries to get from a 1:40.0 to the 1:39.7 that i got now. Very fun to optimize this run.
    10/10 can recommend
  3. Mynoduesp liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    Update for
    rPvE 1 Player Level 1 - extremely short little map even in terms of Level 1 maps.
    Took me like 30 tries to get from a 1:40.0 to the 1:39.7 that i got now. Very fun to optimize this run.
    10/10 can recommend
  4. wanky liked a post in a topic by Treim in All-time fastest speedrun rankings   
    Empire 11:54.4 by LEBOVIN + Pritstift + Treim + Wanky
  5. Loriens liked a post in a topic by Treim in All-time fastest speedrun rankings   
    solo Sunbridge 11:51.1 by myself
  6. Loriens liked a post in a topic by Treim in All-time fastest speedrun rankings   
    solo Sunbridge 11:40.0 by myself
  7. 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.
  8. Treim liked a post in a topic by MephistoRoss in Math behind power well resource generation   
    I think you made a mistake with your calculations. 
    3 wells = 96 seconds (50/(0.35 * 3 / 2))
    4 wells = 72 seconds (50/(0.35 * 4 / 2))
     
    Additionally you get of course void power back from the resource booster once it gets destroyed, so with 2 wells it is even worth it if it stands over 14.3 seconds. 
  9. Zyna liked a post in a topic by Treim in Math behind power well resource generation   
    Resource Booster heavily depend on how many wells that resource booster supports. You get an additional 0.35 power/ 2 seconds. With a static cost of 50 power for the initial investment.
    Break-even-point for just the booster occurs for x wells after y seconds:
    1 well = 286 seconds
    2 wells = 143 seconds
    3 wells = 72 seconds
    4 wells = 36 seconds
     
  10. LEBOVIN liked a post in a topic by Treim in All-time fastest speedrun rankings   
    Empire 11:54.4 by LEBOVIN + Pritstift + Treim + Wanky
  11. Treim liked a post in a topic by SunWu in Buddelmuddels suggestions for the game   
    Using bloodhealing isn't that hard, and remember it's only 50 power wich is a big advantage over the nature heals. Yes, regrowth is easier to use and a stronger heal but as far as i see it you will either displease a lot of casual players by nerfing it or buff bloodhealing endlessly and people still won't use it as long as you don't change its mechanic and make it a generic one click AOE heal.
  12. SunWu liked a post in a topic by Treim in 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.
     
  13. Treim liked a post in a topic by wanky in All-time fastest speedrun rankings   
    update for Bad Harvest: 2.33.3 by Pritstift + Treim + Lebovin + Wanky ^^
     
    Sorry we dont have many time to play at the moment *wink* =)
     
  14. Treim liked a post in a topic by wanky in All-time fastest speedrun rankings   
    update for:
     
    Raven`s End: 18.36.6 by Lebovin + Treim + Wanky ^^
    Dwarven Riddle: 6.58.8 by Lebovin + Treim + Wanky ^^
    Passage to Darkness: 15.11.9 by Lebovin + Treim + Wanky ^^
  15. Treim liked a post in a topic by Pritstift in All-time fastest speedrun rankings   
    We would suppose also to add new rankings for the 12P-Maps. We want to avoid unnecessary cluttering of the 12P rankings. Thats why we would suppose the following classification of the rankings:
     
    1) Passage to Darkness
    Due to the fact that all three maps are nearly  the same we suppose the following categories to keep the overview:
    3/12 = "1/4" on a single map
    6/12 = "2/4" on a single map
    9/12 = "3/4" on a single map
     
    2) Ascension
    4/12 to 9/12 like above. 4/12 because based on our current experiences it may be not possible to finish the map ascension with just 3 players or we were just unlucky until now ;-).
     
    4/12 = "1/4" - on two single maps one player and two players on the other map
    6/12 = "2/4" on a single map
    9/12 = "3/4" on a single map
     
    For a makeable approach to track the rankings the devs also need to apply filter options for the 12P maps ingame. @Zyna@Ladadoos
     
    What do you think about our approach speedruners? Do you want to have deeper classification?
     
    We also have some first times:
    Ascension 4/12:
    50.51.5 LEBOVIN +  Pritstift + Treim + Wanky
    Passage to Darkness 3/12:
    17.21.4 Pritstift + Treim + Wanky
  16. Loriens liked a post in a topic by Treim in Recent BFP Reward Changes are Bad for Daily Players   
    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.

     
  17. Loriens liked a post in a topic by Treim in Top 50: Underwhelming cards in the game   
    @BurningWorld
    There will ALWAYS be so called op cards. Those are generally the meta cards or a part of them. That doesn‘t however mean that at least 1/5 of all cards is pretty much unplayable or that you at least have no real reason to pick them up.
    That doesnt mean that everything needs to be equally strong but i dont see a reason why you wouldnt want more choices of cards. Give them different strength and focuses so every or at least a vast majority of cards can fill at least a niche which they can be used for. Not everything needs to be meta, but having so many cards be absolutely useless is very underwhelming. Also having more choices on cards which can cover up weaknesses or enhance strength of certain playstyles would just advance the depth of the deck building aspect and by that also the strategic depth of the gameplay. 
    That doesn‘t take away of the progression as there will always be cards that are optimal to a players needs. There are already some niche cards that can help PvP players when struggling against certain enemy factions. Those are by no means meta and you generally sacrifice something else for it. Why dont we try to enlarge that pool of cards and maybe add some cards as actual options to cards that are considered core now. 
    Also your argument about rare cards being super powerful and op is kinda not true considerig cards like LSS being uncommen and op while a lot of UR‘s are kinda underwhelming ?
  18. Loriens liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    added 1 Player Level 10 - high 15 possible.
  19. Loriens liked a post in a topic by Treim in 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
  20. Loriens liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    Update for 1 Player level 10
    2 Player level 9 solo added
  21. Loriens liked a post in a topic by Treim in 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.
     
  22. wanky liked a post in a topic by Treim in All-time fastest speedrun rankings   
    Sunbridge solo 12:19.3  by myself
  23. Loriens liked a post in a topic by Treim in All-time fastest speedrun rankings   
    Sunbridge solo 12:19.3  by myself
  24. Dallarian liked a post in a topic by Treim in 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.
  25. Pritstift liked a post in a topic by Treim in Skylords Reborn Community Challenge #2: New Map "Rise of a Demon" - Win Harvester Promo and much more!   
    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
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use