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Dallarian

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  1. Dallarian liked a post in a topic by synthc in Synthc's Balance Proposal   
    This is exactly my intention.  The whole purpose of a large balance patch is the change things up significantly.  Sure, you can win with every color, but my goal is to bring each matchup as close as possible to a 50-50 chance to win (assuming equal skill levels); balance in asymmetric PvP games is mostly about eliminating any advantage that occurs before the match has even begun and emphasizing skill, strategy, and adaptability instead.  I want to eliminate map advantages and matchup advantages as much as possible, and that can't be done without disrupting the current meta and which decks are good against which.
    It will take at least months before all bugs are fixed and all planned features are restored, so we have plenty of time to test and get things sorted out.  No one can accurately predict how the meta will turn out in the end, but understanding the balance system that Battleforge uses and modeling changes mathematically (which I've done) greatly improves the chances of things being balanced from the start.  Make no mistake, though, I don't think that my balance changes (or any one else's, for that matter) are likely to be perfect right out of the box.  It always takes lots of testing and iteration to get things tuned just right, and Kubik has already said on discord that we will be testing any changes on the test server before deploying them.  I'm certainly not suggesting that my changes be implemented as-is without any testing.
    I think it's actually better to rebalance several cards at once, because it allows you to see how the newly changed cards interact with one another and gives you a better idea of the game state as a whole.  Rebalancing and testing cards one at a time would take a lot longer, because while that one card might be balanced, it might later become unbalanced after you make other changes and then you'd have to go back and fix it, which in turn might break other things... it's a vicious cycle.
    I believe the current approach is to collect all the agreed upon changes and put them into a big balance patch, then test and refine things until we reach a good game state.  This is how it should be done, because, as you said, making big changes can have unforeseen consequences.  I definitely think that we should go big with our changes though before the game's release.  It may be an unusual approach to balance patching, but Battleforge is in an unusual state where people have had literally years to think about balance before even getting a chance to play the game again.  We've compiled a lot of information and consensus on what needs to be changed and this is the ideal time to change all of it.
  2. Dallarian liked a post in a topic by DarcReaver in Synthc's Balance Proposal   
    If you don't change the overall meta the veterans will stomp the newer players and drive them away from the game, leaving the pvp community ultimatively dead for everyone but a couple of old day players.
    It's already almost impossible to catch up to all the abusive combos, micro tricks and other gameplay elements to even get on par with the "average joe" player who used to play Bforge before shutdown.
    Bugs need to be fixed, wombo combos should be harder to obtain and overall it would be nice to have a couple of equally available units for each unit role instead of a couple of no brainer cards that outclass every other card in one ore multiple areas.
    That's why SynthCs approach is good.
  3. Ultrakool liked a post in a topic by Dallarian in The Stress Test Rookies#2! 06.04.19   
    I am going to donate tournament, 50 BFP reward for players who take 5-8 place.
  4. Loriens liked a post in a topic by Dallarian in The Stress Test Rookies#2! 06.04.19   
    I am going to donate tournament, 50 BFP reward for players who take 5-8 place.
  5. Loriens liked a post in a topic by Dallarian in Frost T1 PvP Guide by RadicalX   
    Why haven't I read it before I started losing 1v1 rankeds? rules!
  6. Dallarian liked a post in a topic by synthc in Frost T1 PvP Guide by RadicalX   
    Very nice guide, @RadicalX.  You've covered all of the important stuff in detail, but I do have one critique, and that is that I don't think your Frost vs Nature section is accurate at all.  I was ranked 1st with my pure nature deck back when both Freemka and MaranV were very active, so I've played literally dozens of nature T1 vs frost T1 games against them and I can tell you that it's much more nuanced than just nature getting streamrolled by Frost Mage spam.  Nature has one key card that just wrecks frost T1 when used correctly, and that card is roots.
    There are actually two things that are very dangerous for Frost: namely, Swiftclaw rush and Shaman spam.  Swiftclaw rush is actually more dangerous than Scavenger rush IMO, because nature can root defending units when they run to attack a different location, which often buys the nature player enough time to kill a well.  The other thing is that Swiftclaw has very high M damage so, on small maps and with proper micro + heals, it can actually just fight Ice Guardians and win if the Frost player grabs a well.  Swiftclaw vs Ice Guardians in one location is a very close fight when the Frost player has just grabbed a well and is down 100 power and it all comes down to micro here.
    This makes things more difficult than the Scavenger rush because the frost player has to commit more units to defense or their Ice Guardians will just be overwhelmed and killed.  On smaller maps where Swiftclaw rush is good (easy to run between bases) frost actually shouldn't grab a well, even if it means completely giving up map control.  What you want to do as frost is just hang back and defend while building up a Frost Mage army.  As you noted, once the frost player gets a critical mass of Frost Mages, they will be able to kite and kill the Swiftclaws with ease.  If the nature player grabs a well and tries to zone you out of the map, you just need to be patient and build up that Frost Mage army—you'll still be able to kill their well long before it pays back the 100 power investment (just watch out for defensive towers).  Frost can always defend against Swiftclaw rush, but they have to be very careful about taking wells on certain maps.
    Swiftclaw rush is very powerful on some maps, but most high level frost t1 vs nature t1 games come down to Frost Mage spam vs Shaman spam.  You are correct in that Frost Mages completely destroy Shamans in a head to head fight (even with the Dryad damage reduction); but, again, the key card here is roots.  This scenario is actually very high tension and a single mistake can easily cost you the game here.  What nature wants to do is to keep the frost army away from their base, and catch the frost player when they have their Frost Mages in a bad formation—they want to root the frost army in such a way that they can pick off a couple of Mages without losing any Shamans and then heal up and repeat, dwindling down the frost forces until nature can eventually take a head-on engagement.  
    First and foremost, frost wants to keep their Mages close together and in a line formation (facing the nature army) in order to prevent the nature player from getting a good root.  After that they want to try and pick off Shamans one by one with Frostbite, and they want to try and force a full-on engagement by threatening to attack the nature player's base.  Often this matchup comes down to the Frost player attacking the nature player's base, while the nature player uses their power wells/orb to absorb damage from the Frost Mages, but in this scenario frost usually wins due to Home Soil.  So nature wants to avoid this by constantly threatening with roots (keeping the frost player from marching straight into their base).  Nature can also build Primal Defender or Mark of the Keeper if they feel their base is being threatened, provided they aren't completely giving up map control by doing so.
    I think that nature actually has the advantage in this situation unless the frost player has Glyph of Frost.  Glyph can save the frost player after the nature player gets a good root, and it is also a major threat to the nature player when their root is on cooldown—if nature can't run away or use buildings to absorb damage, they lose.  So what this ultimately comes down to is a war of positioning and trying to catch the other player's army out of position; one good root can end the game, and likewise, one good glyph can end the game.
    Frost is generally favored when the numbers get really big (like 20+ mages) because Homesoil just keeps scaling to the point at which nature just can't do anything against it, so nature wants to be taking the initiative in this matchup, and they generally want to end it or go T2 before the numbers get too huge.  Pure frost also has the advantage going into T2, because War Eagle just decimates Shamans and Dryads; whereas Frost Mages are still at least decent against nature T2 (especially combined with War Eagles, because they can knock back Parasite Swarm).
    I can't blame even a very experienced player for not knowing this matchup that well, as it is an extremely rare matchup, especially at the higher levels.  Hopefully you can incorporate some of this information into your guide; and if you want me to back up the statements I made here, I'd be glad to do some nature t1 vs frost t1 sparring once I get access to the game.
  7. Dallarian liked a post in a topic by Eddio in Frost T1 PvP Guide by RadicalX   
    Wow awesome guide I love Frost
  8. Dallarian liked a post in a topic by Ultrakool in Frost T1 PvP Guide by RadicalX   
    @RadicalXAwesome guide! You'll have to wait until tomorrow, maxed out my reps for the day :/ 
  9. Dallarian liked a post in a topic by anonyme0273 in Frost T1 PvP Guide by RadicalX   
    The effort you put in these guides seems to be bigger than what I put in most of my schoolwork  Good job as ever!
  10. Dallarian liked a post in a topic by RadicalX in Frost T1 PvP Guide by RadicalX   
    How to play Frost T1
    a PvP Guide by RadicalX
    - General talk -

    Hey everyone, apparently I didn't plan on releasing this guide so early, but since I have this finished guide lying around for such a long time I'll just post it now. This time I will talk about Frost T1. I'll try to do pretty much the same I did with my shadow guide: I'll try to provide some basic informations for new players combined with some deeper analysis of matchups and tips for more experienced players too.
    The stuff I wrote refers only to 1v1, because 2v2 is different in many ways (I said the same stuff in the other guide).
    General question: Why should I play Frost T1?
    Let's start with an essential question here. Why would somebody consider playing Frost T1? Because Frost T1 isn't as reliable as Shadow or Fire T1, since Frost has got 2 major weaknesses:
    1. no access to a T1 swift unit
    2. Frost does very poorly in open fights without a near power well
    Those two weaknesses combined make Frost very inconsistent in a way, because the difficulty of your game depends primary on the map you are playing on and not the opponents deck-color like in other matchups. Alot of people consider Frost T1 as too risky and that is a big reason why next to no high ranked players used it (only nature T1 was actually even less common). But lets take a look at the upsides of Frost T1. 
    First of all Frost Units are the strongest T1 units in the game in terms of combat stats. Their cost efficency is amazing and they have such an incredible amount of hp which makes aoe damage useless unless your opponent is already T2. Frost may be weak if you can't get a close well situation, but when you manage to take a favourable power well you can smash your opponent from that point on. Frost T1 is unbeatable in a close well fight as long as your opponents doesn't build turrets or is T2 and even then it's possible to win due to the incredible stat efficency of Ice Guardians next to buildings. In addition to that Frost T1 offers a very strong late T1. There is pretty much  no colour that stands a chance against you at the late-T1 stage (not even nature as some people may think). Your units already have got an incredible amount of health and homesoil adds another scaling effect in terms of damage which lets you outscale your opponent easily. 
    I guess you can describe Frost T1 like this: "High risk, high reward"
     - the Deck -

    This list is going to be short like the one for my Shadow Guide. It just gives a slight overview about the cards to show what was essential/viable/trash.
    Group 1 - The "must have" Units (You would suffer alot if you decide to play without them):

    Master Archers
    Frost Mage
    Ice Guardian
    Ice Barrier
    Home soil
    Glacier Shell
    Group 2 - Very strong additional cards, which provide safety for some matchups:

    Lightblade (purple)
    Frost Bite (purple)
    Ice Shield tower
    Glyph of Frost
    Group 3 - Cards that are only useful for higher Tier combinations:

    Frost Bite (red)
    Frost Sorceress
    Group 4 - Cards that are only useful in a single certain scenario (usually not viable):

    Imperials
    Lightblade (red)
    Wardens Sigil (both affinities)
    Northern Keep (blue)
    Glaciation (blue)
    Wintertide (both affinities)
    Group 5 - Trash

    Northern Keep (red)
    Northguards
    Glaciation (red)
    Construction Hut
    Defense Tower
     
    Some of you may noticed the surprising fact, that I included Wintertide in group 4 despite the fact that the card used to be pretty popular. I want to talk about it a little bit more in detail, because alot of players rated it pretty highly even tho it was a very unnecessary card and pretty much a wasted deckslot. And this is the reason for it:
    The only unit, that has any kind of synergy with Wintertide are the Master Archers. The other M Units, don't get anything from the knockback immunity and even if you can give your units insane amount of effective hp for a good amount of time, it wont make a difference due to its self-root. Wintertide + Masterarcher spam is not useful against any deck and there is always a better option for Frost T1. 
    -> Master Archer spam + Wintertide loses against Dreadcharger spam if the shadow-player stops every movement command so he doesn't kill his own units with the reflect damage through stomp and it is not really hard to execute that. Motivate makes it even worse in this matchup.
    -> Master Archer spam + Wintertide is useless against nature, because you wont have enough burst to kill units effectively. Hurricane will at least do a single knockback before you can react unless you are a master at predicting the enemies actions and even tho it seems like hurricane does no damage at all it can deal up to 500 damage in total against a massive unit spam (10 damage that gets applied 5 times against up to 10 units). That is at least a respective amount for 50 power. 
    -> If you try Master Archer spam against Frostmagespam you are going to have a bad time. A very bad time. Frostmages will just demolish you, because it's an S-counter and has a constant knockback. This means you have 0 damage without the use of wintertide and still less damage when you decide to use it and this is just bad.
    -> In the matchup against Fire Scavenger is just a better version of Dreadcharger, because there is no stomp-effect, which makes it even more reliable (Therefore the blue affinity of Wintertide would be actually better in this matchup). Apart from Firesworn there is no real knockback (Sunderer doesn't count) that makes Wintertide useful in any way.  
    You may think Wintertide helps you to scale better into the late T1 stages since you get a higher efficency the more units you affect with a buff, but honestly ... you already outscale every deck in the late T1 stage due to homesoil, which is the superior buff in every perspective. Wintertide just doesn't have any kind of synergy that makes it worth a slot for a 1v1 deck. I consider Wintertide a 2v2-only card and this is why I would recommend to take this card out of your Frost deck.
    - The maps -

    I want to mention the maps right away, because they are super important as a Frost player. I want to give you a little overview about the strength of Frost T1 on each map, because  in case your opponent plays shadow or fire as his T1 (which happens probably around 80% of the time) he will try to prevent you from getting map control and close wells. Against nature things are much different, but I'll talk about that a little bit later. 
    Haladur: It alawys felt a little bit weird to play on this map. The middle of the map was pretty much perfect for you, because the power wells were pretty close to each other and it was not possible to get zoned from the first power well. Sounds great at the first look, but there was a massive downside. The main base was super far away from the middle position. This allows swift unit spam for the shadow/fire player and this is pretty nasty to deal with. Your opponent attacks your power well in the middle, but if you try to play units to defend he can just run down to your main base and leave your slow units on the other part of the map. You have to spend your power very carefully on this map, otherwise you'll end up with a massive amount of bound power, that does litereally nothing for you.
    Uro: This Map is your worst enemy. If your opponent starts immediatly with his swift unit he can block every spot on the map. You are pretty much forced into a dazed fight, which isn't favourable for you at all. Many Frost-players tried to start with 2 units immediatly and sent them to different positions to aquire at least some sort of mapcontrol, but that only works as long as your enemy doesn't pay attention. If you are in a tournament and your opponent picks this map you should consider playing something apart from Frost T1. 
    Lajesh (standard version): You had a wellcluster next to your main base which is easy to defend. But on the other hand it's very hard to apply pressure due to the walls. Your T3 spot could get blocked pretty fast, but if your opponent takes the position himself it opened up opportunities for you to launch a strong attack. 
    Lajesh (without walls): If both player agree to play without walls this map got just so much more interesting. When the power rises you can take an aggressive power well and force your opponent into a close well situation. Even though you had to spend 100 power into the power well  you will come out on top. But take care of mortar & phasetower!
    Yrmia: I loved playing Frost T1 on Yrmia. The well distance is very short and the map in general is very small, which helps you alot to defend yourself against early aggression. If you get yourself into a safe position you will be able to launch super powerful attacks in no time. In my opinion this is the best map you can get as a Frost T1 player.
    Simai: A very passive map. It is very easy to defend yourself against aggression and you can take alot of power wells on your side of the map without losing to much map control. On the other hand it was very difficult to attack your enemy if he decides to stay on his side of the map. Pretty much an antifun map, but pretty favourable because it allows you to scale. 
    Elyon: This map causes alot of problems, because it's small and mid centered. Since you wont be able to win dazed fights against fire or shadow you would lose the control about the mid position which means you would lose the entire map control. You have next to no available power wells & no T3 spot which causes serious issues. At least your T2 spot was very save, so it's not as bad as Uro.
    Whazai: It always felt a little bit weird to play on this map. You have no control about the middle of the map in the early stage of the game and your opponent has the pressure advantage. That said, Whazai isn't that bad for you. The map is small and that increases the power of your Ice Guardians (you can spawn dazed IG's with active shield over the cliff at your starting wells). If your opponent gets a little bit too greedy and takes a power well in the middle you can punish him for that. By way of conclusion I want to remark that Phasetower is broken on Whazai.
    Generated maps (small): The small maps were very threatening, because they are super mid-centered. The player who controls the mid position (usually 1 orb + 4 wells) controls the entire game, sometimes you could even deny T3 spots. In most cases you had at least a save well spot with a T2 orb, but you lost so much map control and you had to fight really well if you try to reclaim it.
    Generated maps (big): These maps are just bad designed. You need 2 entire minutes to walk up to the enemy. At least the maps were favourable for you, because no early aggression means you can take safe wells and scale into a T3 which should be not too bad for you since Frost T1 allows you to play a timeless one T3 regardless of your T2 colour. Still not the most enjoyable type of maps ...
    Frost may be very map dependend which makes the T1 a little bit unreliable for your casual ladder games, but just imagine how strong it can get in tournaments. There were a good amount of players, who used to play only pure fire. In a best of 5 you would get at least 2 free wins by picking a good map for Frost T1, because Pure Frost naturally beats Fire in T2. Mastering frost T1 can help you alot in these situations and can make yourself a way more threatening player even for opponents with superior micromanagement and decisionmaking when they aren't flexible in their deck choice.
     
    - Matchups -

    Frost  vs Shadow

    Time to take a look at the specific matchups. I'll just start again with a short look at the core cards in this matchup:
    Frost:
    1. Master Archers 2. Ice Guardian 3. Ice Barrier 4. Homesoil
    Shadow: 
    1. Dreadcharger 2. Nox Trooper 3. Motivate
    Core Strategy:
    There are 3 possible scenarios that can happen in this matchup and I'll descirbe all of them.

    First scenario: You don't get a powerwell
    If your opponent get's the opportunity to deny you a powerwell and forces you to go into a dazed fight you will just lose. Master archer spam is the best thing you can do here, but you need at least 10-11 units with homesoil to stand a chance, because the Dreadcharger just demolishes Master Archers due to its bonus damage against S units. Ice guardians on an open field won't help you, because they have no iceshield and that leaves them as super squishy units. Lighblade costs too much & even a well placed Glyph of Frost won't save you, because there is just not enough dps early into the game to make good use of it. The shadow player motivates the focussed Dreadcharger and destroys you when he gets out of the cc.
    This is why you want to avoid this situation at every cost! Even if you have to give up alot of mapcontrol, getting a power well is the first very important step to keep yourself in the game.

    Second scenario: You get a powerwell and your opponent attacks you immediatly.
    This is the most common situation in high ranked. The shadow player has a 100 power advantage and alot of strong players will attack immediatly at this point because this is a very micro intensive fight. The Shadow player tries to pick off your units immediatly, because your units are more cost efficient and if he waits to long or doesn't get his picks you outscale him, defend the well with glacier shell and get a massive advantage. This is why you have to micro your units as well as possible to survive up to the point where you can fight back. 
    The units you need to play are Master Archers and Ice-Guardians. How much of each kind is decided by the units your opponent plays. If he plays many Dreadchargers, Ice Guardians are your way to go, Master Archers perform better against Nox Troopers on the other hand. Be careful with the use of spells at that point.Only use Glacier shell if your well drops really low. Otherwise your enemy can just switch his focus back onto your units immediatly and you wasted 50 power which could be invested into another unit. Only use Frost bite if you are 100% sure to finish off the unit & don't use home soil on just 2-3 units. It's better to get more units into the battle and micro them to build up a huge army. If you defend this attack successfully, the game is nearly won.

    Third scenario: You get a powerwell and your opponent takes one too
    Unless you are a really high ranked player this will be the most common scenario. And luckily this one favours you. If both players just take a well you are pretty much save due to the high cost efficiency of your units around your power wells. Just don't let your units die for free and wait a little bit up to a point where alot of power is in the game. Because at that point you can take another power well without any risk. Your opponent lost his momentum and can't attack you at a high power level even with his advantage due to the strong stats of your Frost units. 
    This often results in a situation where your opponent decides to take a power well himself. And this is how you can take advantage of this: Try to take your wells in a way to close the gap  between yourself and your opponent. If you reach a point where you just have to build 2-3 Ice barriers for your Ice Guardians so they can walk up to the enemies well without losing their shield to crush your opponent. Your unit composition should consist of 2-3 Ice Guardians + Master Archer spam. The Ice Guardians are a big threat to the Dreadcharger and Master Archers naturally outscale a nox trooper spam espcially since Nox Trooper needs so many extra hits to take down an entire Master Archer squad. The last missing piece is the homesoil that gives you the needed boost to wipe out the entire shadow army. In smaller skirmishes it's important to use Frostbite to pick off units and prevent yourself from getting outmicroed by swiftunits. 
     
    Tips & cards to watch out for:
    Starting unit: Always start with Master Archers and don't get baited into the Lightblade start. Yes, the card allows you to skirmish well due to the taunt ability if both players take a well, but if the shadow player attacks immediatly, the card is useless, because it gets demolished by nox troopers while binding more power than other units, that would be more useful in combat. This will make a rush much easier for your opponent. 

    Phasetower: This card can stop your aggression entirely, so try to figure out if your opponent plays it or not. Phasetower is strong enough to allow Shadow fighting in close well positions, therefore even at a mid/late T1 stage it can be risky going too aggressive against it, especially when the Shadow-player can make good use of terrain to protect the turrets from your Ice Guardians. But as long as you make sure to avoid being overaggressive there is not too much to worry about, because your units are strong enough to deal with Phastowers when the port ability gets used.

    Motivate: Not every Shadow player uses it, because Nature & Frost were sort of underplayed! If your opponent doesn't use it you will reach your power spike earlier to punish your opponent harder. So always be aware if your opponent uses motivate in the first skirmishes or not.  
     
    Replays:
    - coming soon -
     
    Frost vs Nature

    Core cards:
    Frost:
    1. Frostmage 2. Ice Barrier 3. Home Soil
    Nature:
    1. Swiftclaw 2. Surge of Light 3. Dryad
    Core Strategy:
    This matchup is pretty easy to describe. Spam Frostmages ... and win. Honestly, that's pretty much everything about this matchup. Frost mages negate Windweavers & Spearmen entirely, outdamage Shamans & Dryads by a wide margin and outrange Swiftclaws, who are the only real threat to you. In the early game Swiftclaws do a massive amount of damage to M units and therefore you need to keep Distance from your opponent up to the point where you get enough Mages to oneshot the Swiftclaws in one attackrotation (you need around 8 Frostmages with homesoil support to do so -> 930 damage per rotation, which is enough to kill a swiftclaw even with the dryad damagereduction). 
    The most dangerous thing for you is an early T2 from your opponent. Therefore you always have to be in a good position, where you can threaten a T2 rush while being in a safe distance to be not caught out by an early swiftclaw spam. The most popular decks with nature T1 were pure nature & stonekin (nobody played shadow nature or fire nature with nature T1). Executing a rush against pure Nature is pretty easy, because it lacks an M/M counter in T2 and as long as you split up your Frostmages against Curse of Oink there is nothing that can stop you (kiting Deep One with Frostbite is an easy task). Against Stonekin it gets a little bit more difficult, dependend on the cards you are playing against. Stonetempest for example can perma cc 3-4 mages, but Lightblade hard counters him, so try to play one if you see your opponent switching into T2. Razorshard got nerfed, which makes it easier to outmicro them, Stormsinger doesn't have enough dps to stop you and the other cards are also S units, so as long as your micro is on point you can rush against stonekin aswell even with alle the cc & building protects.
     
    Tips and cards to watch out for:
    Treespirit: The honorable nature players wont use him, but you will still encounter this card due its ridiculous strength. But the good thing for you is the fact, that your Frostmagespam can't get caught out by treespirit, because you can build up Ice Barriers pretty fast to block their entire damage. It's a little bit more difficult to build them in an offensive position, but if you manage to do so it isn't a big deal to win a fight against them. 

    Primal Defender: Never underistimate the influence turrets can have on the game in this particular matchup. While bound power is usually a really bad thing, Primal defender can create a huge zoning are & on some maps (Haladur for an instance) your main base is super far away which allows to to stop any type of aggression. Your opponent can switch into T2 safely, which allows him to stay in the game. Primal Defender & Mark of the Keeper map have a big influence on this matchup, so keep that in mind. You probably won't play against Mark of the Keeper, because it's useless against Shadow (outranged by Phasetower), but people definitely used Primal Defender! But if your opponent doesn't use any buildings be confident try to finish your games in T1! Pure Nature does pretty well against frost splashes in T2 and you really want to avoid that unfavourable gamestage.

    Tip: Keep your Frostmages at one spot in T1 and don't split them up! You want all of them shooting at the same time at the same target (The damage can be bodyblocked by other units otherwise & having delays between the attacks allows your opponent to time more efficient heals betweeen the attacks)
    Replays:
     -coming soon-

    Frost vs Fire

    Core cards: 
    Frost:
    1. Ice Guardian 2. Master Archers 3. Lightblade 4. Ice Barrier 5. Home Soil
    Fire:
    1. Scavenger 2. Sunstriders 3. Mortar
    Core strategy:
    To play against Fire T1 you need to follow one golden rule, that will bring you alot of success:
    Don't get Greedy!
    It sounds a little bit silly, but it's really important to handle a pure Fire player and I will explain this in detail now. Like in every other matchup you will be in an defensive position right from the start. If you survive the first attacks against fire you will gain a massive advantage and be able to apply alot of pressure or force your opponent into an early T2. So let's take a look at the different type of attacks a fire player may launch at you and how to defend them properly. 
    How to defend a scavenger rush? 
    I mentioned this scenario already a little bit earlier. It is a really dangerous strategy to play against when the distance between your power wells is really high. So I will choose Haladur to explain how to play in this situation, this map is a prime example due to the high distance between the main base & the middle. 
    What's my starting unit?
    You have 2 viable starting units: Master Archers & Lightblade. Theses units will be needed in the defense. Lightblade allows you to make easy picks & is super tanky against the Scavengers. But I personally prefer to use master archers as my starting unit, because they are more reliable in the other scenarios against fire and if you see your opponent goes for the scavenger spam anyway you can still play the lightblade (pretty much as a surpise spawn to get a free taunt). 

    - Do I even take a power well in the middle? -
    Yes, definitely. You stand no chance winning a dazed fight and you have to get access to at least 1 spot in the middle. Take the closest well next to your base (don't worry to much about map control, if your opponent takes the aggressive well on Haladur he puts himself into a close well situation which forces him to either bind power into a defensive mortar or he will just straight up lose the game from that point on). 
    - My opponent started spamming scavenger, what shall I do? -
    Don't panic! You got less power, but way more efficient units, try to taunt one scavenger with your Lightblade! If your opponent runs away you got a very efficient trade, if he tries to attack, play maybe one additional Ice Guardian. Don't play more than 3 units immediatly! And DON'T use homesoil. If your opponent goes for the powerwell and it drops to 66% health start playing more units, only use glacier shell if it drops below 600hp! Your power management is the most important thing here. While it's usually good to play at your power limit it is important to keep some energy in you backpocket, so you will be able to react when the scavengers start moving down to your main base. Don't get too greedy and spend all your power at one spot, your other base will be left entirely helpless. Keep this in mind: If you play your defense perfectly you can ALWAYS defend a Scavenger spam, so stay calm!
    Second possible scenario:
    While the scavengerspam is just one possible scenario there is also one big threat, that is really dangerous to you, when you decide to take an overaggressive powerwell. I'm talking about the mortarrush. The threat of an offensive mortar is really big and forces you to make bad trades, which allows the fire player to snowball. Scavengers will rip Masterarchers apart while Sunstriders are a big threat to Ice Guardians. I finally found a great replay to showcase why this is the most dangerous thing you can encounter in this matchup:

    How to play this scenario properly:
    Sometimes you need to give up map control as a Frost T1 player due to bad map conditions. Even though you put yourself at a small disadvantage by taking a defensive power well, beeing too greedy may cost you the game against a top tier player and this just isn't worth the risk. 
    Third possible scenario:
    You can also be lucky and get into a close well position, where your opponent has next to no chance of winning. But be careful at some positions. If the position is protected by terrain your opponent may try to build up a mortar, which can be really annoying to deal with. It's usually wise to have a well distance around 70-80m, which allows you to spam Ice-Guardians & Master Archers (their stats are faaaaar superior to Scavenger & Sunstrider) from a save distance. In later T1 stages you don't even have to worry about that. It is possible to beat out Fire even with a Mortar, your units have a great health pool and don't die immediatly, and with homesoil you can destroy the Mortar in about 3 seconds. Afterwards feel free to kill every unit around you. 
    Tips & cards to watch out for
    Wrecker: This card is also used from time to time in a rush due to high dps & the rallying ability. But your Ice Guardian are stronger in theory, so keep in mind that you can take a well against a wrecker spam, but if you lose 1 or 2 units in addition for that things may snowball really damn fast. 
    Firesworn: I didn't mention the card at all so far, but the S knockback can be a problem for your Master archers, so don't rely too much on them!  
    Mine: Some people may try to protect their offensive mortar turrets with some sneaky mines for zone control. It's usually  not worth it, because it's easily dodgeable (for the majority of people atleast) but always try to think about it so you don't get caught off guard! 
    Replays:
    -> another mortar rush by Obesity vs freemka
    - coming soon-

    Frost vs Frost

    Core cards:
    1. Ice Guardian 2.Frost Mage 3. Homesoil 4. Ice Barrier 
    This matchup is pretty simple in terms of explanation, but pretty difficult when it comes to execution. First of all I recommend starting with frost mage (I know it's pretty uncommon, but that is pretty much because there were next to no experienced frost players around the high ranked ladder, since everyone played shadow & fire due to the high reliabilty). Master Archers don't have any particular use (there are no unitsquads to finish off and also no S units in general) and they get permacc'd by Frost mage. Lightblade isn't too bad, but it's just really useful against careless opponents who let their units get to close to their opponent before the true fight starts. Otherwise the Lightblade is just too expensive (with the taunt ability nearly as expensive as 2 Iceguardians, who have far superior combat stats).  Apart from that there are 2 types of possible fights.
    1. Ice Guardians vs Ice Guardians
    This occurs on small maps with close well positions. The winner of this matchup is going to be the player who has better micro management. So make sure to always keep track on your Ice Shields and move your units properly. In addition to that it's important to play at your absolute power limit, otherwise you will ultimately lose out due to lower dps. Try to have homesoil constantly active in combat (An Ice Guardian spam usually involves more than enough units to make it worth is), but don't get baited into using it too early at the start of the fight, otherwise your opponent may be able to retreat without losing any units and that would be a pretty huge loss for you. 

    2. Magespam
    This is why starting with Frostmage is so damn important and valuable. On maps without proper wellpositions to fight at, the Frostmagespam outscales Ice Guardians pretty fast. The amount of mages you need is higher than against nature so don't even think about attacking too early, but after 10+ Frostmages you will be able to oneshot Ice Guardians with a single attack rotation (75*10*1,55= 1163 single target burst damage). If you face a magespam with your magespam make sure to get off the first damage rotation. That's enough to win fight, because at some point your opponents counterattack won't deal enough burst damage to kill mages and your additonal splash damage also adds up over time. So make sure to get a clean & fast damage rotation at the start. 
    Tips & cards to watch out for:
    Glyph of Frost: Just make sure to respect its threat and you should be able to dodge it. But if you walk into it with your entire army, it can be pretty dangerous, because the enemies dps is really high in such a big spam and getting hit by a good Frost-Glyph can possibly cost you the game. Also be careful when playing a magespam, because you will have all of them pretty close to each other since you need to do this for better focusfire. This may lead to a full 7 unit freeze, which is pretty dangerous. So just dodge it & take the free 50 power advantage.
     T2 timings: Dependend on your T2 colour you should chose your T2 timing wisely. As a pure Frost player you can negate even a big disadvantage by just going T2, if there is at least some void power in your pool. War Eagles demolishe entire M unit armies. 
    Replays:
    -coming soon-
     
    Frost T1 vs T2
    This section will be added for Frost T1 specificly, because it's one Frosts biggest advantages over every other T1. It has enough power to even beat some T2's in a close well situation and I'm not talking about just defending with an extra well, I'm talking about straight up aggression. Here are the decks Frost beats in a T1 vs T2 scenario.
    1. Pure Nature: I mentioned this already, Magespam can't be stopped by a pure Nature player. Ghost Spears & Spirit Hunter are useless against the S knockback, Deep one will end up getting kited with Frost bite, and pure Nature doesn't have any other swift units. You don't need a close well to do this, but Ice Guardians will also do the job pretty well combined with the additional mages. 
    Careful: Dependend on your opponents deck you may have to play a lightblade to counter a potential Spikeroot. This is especially important against people who used Tresspirit, because it's often an indicator for root decks. 
    2. Stonekin: Pretty similar scenario. The Frost Mages will do a great job against stonekin and Ice Guardians  are almost impossible to kill (Stonekin lacks high dps units, which leaves the deck with no option to kill any units, while beeing forced to spend more and more power for cc and building protects). Having a Lightblade as a hard counter for Stonetempest can be valuable too (even though Stonetempest isn't too popular anymore). Just make sure to split your units as well as possible against cc and aoe knockups (razorshard).
    3. Pure Fire: If the pure Fire player goes T2 early into the game you can punish him by taking a close well. Your Ice Guardians have a great hp pool to survive initial Enforcer charges. Pure Fire has no cc and therefore has to rely on a combination out of units & wildfire to defend attacks properly. On a low power level you can just play either units or spells and that lets the efficency decrease by alot. In later game stages you shouldn't rush Pur Fire players because their defense gets much stronger and you don't want to allow the fire player to scale into the late game (Especially when you are playing pure Frost, T2 is such a great opportunity for you to win the game).
    4. Fire Nature: This also works really well, because Lavafield doesn't do enough damage to deal with the hp pool of Ice Guardians. Try to split your Master Archers against Hurricane and focus single Skyfire drakes with Frost bite. The lack of cheap & spammable T2 units will allow you to apply alot of pressure in the close well situation. 
    5. Bandits: Well Bandits has no cc, the aoe spells don't do enough damage and this makes it alot easier for you. But Bandits has spammable high dps units (Nightcrawler & Darkelf assassins), who can punish you really hard if you micro poorly, so try to kite nightcrawlers with Frost bite and play a Frostmage to deal with the Darkelf assassins. 
    6. Fire Frost: The success against Fire Frost was really dependend on the situation. Most of the time you should look for a close well against a wellcluster to reduce the efficency of Glacier Shell. Otherwise Coldsnap & Building protects may stall the game up to a point with enough room for Skyfiredrakes and Scythe Fiends. Fire Frost has pretty expensive units though, which means you got a big advantage in the early fights. 
    The other decks had some cards that were to strong to allow a favourable close well situation unless you've got a tremendous lead. 
    -> Shadow Nature has the cheapest cc and the cheapest high dps units
    -> Pure Frost has War Eagle (The Ability is too damn powerful)
    -> pure Shadow has Shadow Mages
    -> Shadow Frost has Lyrish Nasty, cheap high dps units & building protects
    Overall playing pure Frost was always a great experience for me and I hope we see at least some Frost T1 players in the game, when everyone is able to play again. So I hope you like the guide and I hope it will be useful for some of you in the future. I'll update it with replays, when I found some good ones, currently there are sadly no impressive Frost matches on youtube. If you are interested in more content about playing T1 check out my Shadow T1 guide aswell!
     I guess that's about it, thanks for reading and have a nice day!

    Best regards,

    RadicalX 
  11. Loriens liked a post in a topic by Dallarian in The Stress Test Open #5 09.02.19   
    I like the tournament's system, if you're lucky you might get crushed by RadicalX twice! :D
  12. Dallarian liked a post in a topic by Kubik in Another way to get upgrades   
    Should we rename "gold" to "map silver" and change all the images  to get one player more happy?
  13. Dallarian liked a post in a topic by RadicalX in Tournament rewards   
    I really like the idea. Pretty much rewarding every player, who participated successfully (by that I mean playing all games without leaving the tournament before getting eliminated), would make this more appealing for people who are a little bit unsure about playing PvP in a tournament environment. 
    In case I do get to win some bfp again in the upcoming tournament, I would be up to donate my price to make this possible. 
  14. Dallarian liked a post in a topic by DragonOfTime in game is unfair to working class people   
    https://en.wikipedia.org/wiki/Profit_(economics)
  15. thesikaleon liked a post in a topic by Dallarian in Maybe add a Report Player option?   
    That definitely breaks rules and should be punished (a warning point atleast), so in my view it should be reported to one of Moderators, but I am not exacly sure if they are solving such things.
    So a report player tool could be quite useful here. I'd to see a official statement concerning this problem.
    And here some of rules:
    Global Rules (May Apply In-Game!)
    1. No Inappropriate Content
    This category includes, but is not limited to, content which is:
    Vulgar or graphic
    Disrespectful
    Offensive to any specific group of people (Racial/Ethnic/Country-based)
    Offensive to a general audience
    Obscene
    Threatening
    Insulting or calling out another member (Cynicism may also be seen as insulting)
    Relating to drugs or activities involving them
    Invasive of one's privacy
     
  16. Dallarian liked a post in a topic by thesikaleon in Maybe add a Report Player option?   
    This is what i get after 1/3 ranked games.

  17. Dallarian liked a post in a topic by MrXLink in Important: Open Beta Status Announcement   
    Dearest Skylords, Skyladies, Skyfolks,
    I'm sure most of you have an idea what this announcement is going to be about, given the latest status on Open Beta. As you all have realised, we haven't quite made our promised release goal of week 8. This mainly has to do with PvE breaking way more badly than we expected and fixing taking a lot more time than anticipated. How much time will this take? Well, please allow me a bit more space to explain. 
    The Skylords community has grown bigger and better than ever before, for almost 3 years now. We are growing closer to the public beta release of the game, and we're growing more hyped and enthusiastic with every development update Fiki posts. This is a fantastic thing; the BattleForge community has always been my favourite community around, where everyone is relatively friendly and inviting, has fun together and creates a warm, comforting atmosphere. However, as with most hyped projects, enthusiasm can rapidly take over and make both community and developer overexcited. This is generally a great thing, except when it concerns voluntary development as is the case with Skylords Reborn. Don't get me wrong, it's great that you are all so excited about the game; it's really mostly on our side that causes issues. 
    The programming team is just as excited about this as you are, and they are working tirelessly to make Open Beta a reality as soon as possible. However, with great hype and little experiences with such projects and group communities, comes great positivity. As you may know from the past, we have always been quite generous with our milestone and deadline estimations, striving every single day to make you all as happy and enthusiastic as possible, pushing our limits to satisfy you, the community, as well as we can. In our combined enthusiasm and desire to bring back a great game to you all, we have been blind to the risks of game development, and made completion date estimates very positively; but game development doesn't work like that. Something will always break, and several things have broken and put us back, changed things up, turned our schedule around. Real life has interfered, servers have been crashed, and the programming team has generally just been looking at the development cycle way too positively and have given themselves way too little time to work with in case things wouldn't go as planned. This has created a lot of frustration on the team and we have been rushing while we shouldn't rush.
    Especially in this week of hype, the entire team has experienced the results of massive hype. Tonnes of repeated questions, lots of enthusiasm, but also lots of doubt, lots of impatience, and foremost, intense amounts of pressure on all of our shoulders. The drive and need to meet our target time got so emphasised, and the expectations were unfathomably high. And sadly I have to say that it is taking its toll on some of our team members, even outside of the programming department; we're being hit very hard, but we remain steadfast, for all of you!. We are doing our utmost best to keep you all informed, engaged, and excited about the project, and the last thing we want to do is to disappoint you; and every single time that we may have to, every single time that things go wrong and Open Beta ETA's have proven to be just a little too generous, we disappoint you. And I am certain that I can speak for the entire team if I say that it sometimes genuinely does feel like we fail you all with these hopes we work up for you and end up being forced to shatter. Please be aware that this was never our intention, and unforeseen consequences have resulted in many delays. This has driven the team to a very important and hard decision.
    We are not going to give you any exact Open Beta completion times anymore. We will be more broad in our approach, and development timeframes will be larger.
    I regret to announce that this is something that really must happen; but I truly care about you all as a community and it breaks my heart every single time we awaken hopes in you that turn out to be false, disappoint and fail you with declaring that we haven't met our terms... needless to say it hurts all of us, the SR team. We're done making unrealistic promises to you guys, and we are sick, tired, and exhausted of disappointing this amazing community over and over. You don't deserve that, and so we will broaden our estimations widely. 
    This means that any development estimated times will be longer, but also more uncertain.
    This does by no means imply that we are slowing down development. On the contrary! We are working and progressing harder than ever, as many Closed Beta testers can actively tell you. We understand you may be doubting us at this point, we understand you feel like the project isn't progressing enough, and we truly do understand you all want to play; but just short of a hundred testers can tell you that we are making massive progress every day. This project is happening right now as we speak, and those who doubted we would ever get the game online have been proven wrong, and we strive to keep proving doubters wrong as we progress daily. With this new way of announcing progression, it would mean less stress on the team, hopefully no heavy disappointment to the community, and the more exciting and enjoyable the moment is if we finish way ahead of schedule (which is now also way more likely). Hopefully this will give you all a better impression and allow for more realistic expectations.
    Game development can take a lot of time, and especially for SR, it is extremely unpredictable. Things can suddenly go wrong, or we can suddenly make huge surges of progress. The most important thing remains that we don't want to rush things. When we release Open Beta we want stable servers, and the best experience for every single one of you. Coding under pressure will only create more bugs, flaws, crashes, and mental problems for our programmers, so we are giving them the time they need. We hope that you can understand this.
    That being said, with some of the issues persisting, we will have to give Fiki and his majestic team of programmers some additional time to iron out the remaining bugs, memory leaks, and other annoyances before we allow you all in. Trust us when we say that we don't want you to get hyped, enter the servers, and have an uncomfortable experience or have the servers crash. That would be awful, and we don't want to kill off your enjoyment like that.

    ------TL;DR? Start here-------
    The programming department has stated that they will need some more time to fix these issues. Although we consider this to be able to be completed sooner rather than later, we need to take risks and possible further delays into account. If we do end up knowing when we're releasing Open Beta with absolute certainty, you bet we'll have you know when!  -- Remember, we could be done way sooner or later than expected! Check the devplatform for the most up-to-date status of the game and/or release predictions: http://dev.skylords.eu/

    Another very important note: There has been some false information that has been spread through the community on several different platforms, causing a lot of unnecessary havoc and stress for both community and staff. We would like to remind you that you can find all relevant and correct news and announcements on our official social media, but most importantly forum posts that keep you up to date. Please do not blindly trust any dates or information given to you by community members that you don't know, especially if it sounds groundbreaking or impactful; if you can't find it on the forums, it's probably not true. Remember, content written by any member with a coloured name are staff posts; official announcements made by them are to be considered as true. Confused as to who is part of the team? Follow this link for a list: https://forum.skylords.eu/index.php?/staff/

    But there's some positive news too!
    > The launcher is coming along nicely, and has been worked on separately from the server. That means that once server work is done, we won't also have to start making the launcher from scratch, which will save a lot of time!
    > Many of you have expressed that they missed the original Booster Simulator. Now, the simulator is back in action and better than ever, integrated in our new cardbase, accurately supporting the booster ratios that will be in-game. Find it here: https://allcards.skylords.eu/booster.html
    > Additionally, we have noticed a huge amount of questions for when Open Beta starts. Trust me when I say there will be a giant thread when Open Beta is released that will explain everything to you! Please be patient with your Open Beta questions until it starts; it will all be revealed.
    > Feeling like you may have been too enthusiastic about Closed Beta giveaways? We will assure you that if you have been blacklisted on our Discord server and prevented from entering Closed Beta, your bans will be revoked and you will be given a second chance for Open Beta. Please don't break anything
    > We have upgraded the forums to handle more traffic. You should all have a way smoother experience than before; our server was running at 220% CPU capacity, ouch! We're now running more smoothly, so you should experience faster loading times and a better overall connection to this website.
    > During this upgrade, however, we almost lost the forum database because of all the problems linked to our server. We managed to save it just in time!
    > The next big announcement we will make will be the Open Beta Announcement, which we will stream on our Twitch channel (https://www.twitch.tv/skylordsreborn). In the meantime, it is possible that we will stream some BattleForge on the official channel to give you an idea of how everything runs while we work on getting a good Open Beta working for you.
    We would like to once again apologise for yet another delay and future vagueness on estimated times, and we would like to reassure you that it's healthier for the game's development, safety, stability, and enjoyability, as well as it is better for the health of the team, as we can take things easier on the moderation team, and allow the programmers to prioritise quality over time. We will do our utmost best to bring Open Beta to you as soon as we can, without the pains and frustrations and disappointment of further delays. We hope that you can understand and respect this decision, have the courage and determination to be patient for just a little longer, and that we may stand strong as a community, and that we may remain the most welcoming, friendly and comfortable community out there. Together we will soon reclaim the Forge and protect the lands of Nyn once again!
    Sincerely, and on behalf of the entire Skylords Reborn Team,
    MrXLink, your Community Manager

    "Wasn't there a date in here?" Yes, that is correct, and we removed it for good reason. Refer to this post for details.
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