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Volin

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Posts posted by Volin

  1. 11 minutes ago, Treim said:

    Can only really speak to the original 4 factions in rpve 10 [...]

    Fire enemy can also be beaten by any faction in that skill level we are speaking about. Fire is in between the other factions usually in both T2 and T3. And even for the late game high fire power bases of fire any faction has a tool. (with very minor exceptions, looking at you with my Frost Deck, Mr Fiend of Fire)

    And fun fact: Fire rpve even trys to counter a bit our strong fire start (meta) with many ugly M Counters. Sometimes against Fire you are even better with a non fire start yourself. But here too everything is doable.

    Agree in everything in general, just emphasize the high skill level we are speaking about. Fire can not only solve your problems, but also the problems of your mate, what makes it absolutely superior as starting option imo.

  2. 2 hours ago, DieToPlay said:

    but aren't you guys bored of the same default decks?

    I can of course speak only for myself on this issue, but: Not at all!

    Of course there can occur very easy 10s where the common meta starts and decks are a bit over the top, but this is more rare then maps that can even challenge a good team. And as a 10 team is (should be) a bunch of very good players you can still run for a good time on that easier maps - just for fun.

    Just a few days ago I had a set where I played with a good pal that is an really good 10 player, we both played Fire into Shadow starts - and we rolled some maps where we lost 3 or 4 games in a row to the timer. Could we have won the maps with perfect execution (and probably voice for faster communication)? Yes for sure. Still none of us did a major miss-play. It was just the little things that added up (T3/4 spawners, double T3 incomes, very close T4 with boss, T3 close to Pos4 T2, a very weak team (or rather one player) on the other lane that we had to bail out instead of receiving help from that easier lane). It was often just one slight execution mistake on our side that denied our victory in the end.
    And as long as you can't guarantee to win every game, it is a challenge, and as long it is fun to me.

    There is a thread here in the forums were Kybaka asked for just a tiny little extension to timer of 10s. Ky is an awesome good player and many other very experienced players supported this (including myself). But as long as timer is an issue even for good groups, I see no problem with the card balancing at all. The early game in a 10 can easily take 12-15mins, so even if players are taking the best possible start, they still need a crazy long time for getting T3 and then T4 on a map - and exactly that is what I like about 10s so much. While 70-80% of a BG9 happen in T4, in a BG10 most of the map happens in the early game. This early game is most enjoyable to me, because I do not only need the best possible card setup, I also need good teamplay and perfect execution of all players.
    And even tho random maps are not thaaaat random to people with a high experience level, there is still many factors that you just see as you encounter them. You need to react very quickly and accordingly, in addition to that high level of experience to know what happens if you do this or that.

    And I go with the statement of Anske here:

    18 hours ago, DefAnske said:

    every color has its own strenghts and weaknesses

    Yeah Fire starts are superior (seeing them stand-alone) in every BG level or player amount. But as we often said, Shadow has its strength in the early RB and is speedrunners choice. Fire and Shadow work insanely good together.
    But see the performance and strengths of Nature and Frost also: I would make a high bet that Nature is the most used start for PvE overall. Beginners love Nature starts, they are most easy to handle and give players a good feeling. Nature can also be a good teamplayer in almost any casual pve scenario, do we need to rebalance the non-nature T1 to this level for that - I don't think so.
    Frost T1 is also very popular, often seen in many BGs and cpve scenarios and the Mage alone with its superior early match CC is worth the pick. It feels most pleasant to play and we not even looking at more experienced strategys like Northern Keep for invincible units, a good dmg buff that scales great into late game, the highest dps T1 archers, an incredible good tanking unit it has on T1 and the very good CC spell.

    I feel that every T1 has its pros and cons. And that fire is the fastest start (if seen stand alone) and that it offers more team-play options as other colors in BG 10 due to the very special circumstances in a 10 has nothing to do with a bad balance imo. Its just this special situation why it shines so bright here.

    tl;dr: I feel all T1 have their pros and cons and I feel it not boring to bring the same start to a certain situation over and over again, as long at it is still challenging.

     

    EDIT-PS: Don't get me wrong, if the team finds a way to strengthen other T1 colors in BG10, without impacting pvp and without burning too much dev-resources you could say nothing against that! But I fear this would cost too much resources for a thing that is not really a problem, this issue is not worth much dev time, if at all (to me personally). For me this is a non-issue for above reasons.

     

  3. 5 hours ago, DragoX said:

    Also used to be very active on the forum, maybe there are still some old players around?

    Welcome mate!

    If you are looking for more community probably check out the discord server as it is usually very active

  4. Hello Skyladies, Skylords and other Skybeings,

    Over a year has passed since our successful bandit hunt, but unfortunately we have to ask for your help once again.
    It seems that some of the unopened gold chests have been taken away by some Stonekin scum, it is of utmost importance to secure them as quickly as possible.

     

    grafik.thumb.png.fd80c46540099e3906d9bc0452b24c94.png

     

    So What is the Task?

    It is almost like the bandit hunt – it was simple, it was fun – let’s do that once again:

    • play rPvE/Battlegrounds 4player, Map of the Month, difficulty 9
    • only pure color decks are allowed
    • every player has to play a different color
    • open every gold chest on the map
    • be as fast as possible (map completion)
    • no legendary/neutral cards allowed this time
    • your replay must be a victory

     

    How Can I Participate?

    The contest is running from now on until the 26.03.2023 - 23:59 CET

    You just have to send in your best replay, including the player names and the time, to @Volin either via PM or preferably via Discord (Volin#8101).

    Please name your Replay in the format: Mins_seconds_Player1_Player2_Player3_Player4.pmv (Example: "13_37_Ultralord_nukie_Kapo_Volin.pmv")

    If your team has a name for meme, or whatever reason, just let me know via PM. It is important that all members of the team agree!

    It is enough that one player of the group sends me the replay!
     

    How to find the replay on your PC

    Spoiler

    Battleforge automatically saves a replay file of the last match you play, named autosave.pmv.  After playing the map, rename this file, so it doesn't get overwritten. You can find your replays here: Documents => Battleforge => replays.
    Also it is possible to check "Save every replay" in the options menu, or to save the replay manually in the win-statistic window at the end of a match.

     

    Sounds Fun, What Are the Prizes?

    The prizes are per person, only your highest place will be rewarded:

    1st Place:            8 general Boosters
    2nd Place:          7 general Boosters
    3rd Place:           6 general Boosters
    4th-5th Place:    5 general Boosters
    6th-10th Place:  3 general Boosters
    11th-50%:          1 general Booster

    All remaining boosters from the ranking rewards will go to a random draw, those ranked below the top 50% will be entered into the draw first! Once every player below the top 50% has won a booster EVERY participant will be entered into a booster draw for any remaining boosters.

    @Bengel Sponsored 2.500 BFP. Those will be split into 5*500 BFP that will be drawn in the lower 50%.

    In addition I will reward any contest related meme that is send to me with an additional booster if we think it is good enough to share it in the stream!

    When Will The Winners Be Announced?

    The winners will be announced via a Twitch stream co-hosted by Ultralord and me! The stream will include at least the fastest three runs, quiz questions (with prizes!) and some interesting data from the event.

    Location: https://www.twitch.tv/ultralord_t1421

    Date: 31.03.2023 19:00 CET

     

    Future Events

    If you are interested in helping with these kinds of events for the community, or want to host one yourself as I do it here, don't be afraid and simply reach out!
    Send @nukie@Metagross31, or @Minashigo Hiko a PM on the forum, or direct message via Discord (nukie#9354, Metagross31#1103, Minashigo Hiko#1126).
    They are happy to assist you with upcoming events and with sponsoring towards your prize pool!
     

    We hope you have a lot of fun with this event and are looking forward to seeing all your replays!

    If you have any questions, please do not hesitate to ask.


    FAQ:

    - Can we also participate with a team of less then 4 players?   -> Yes, of course you can, just stick to the rules as they are and you are fine!

    Ultralord, Nyakyua, Damo and 6 others like this
  5. 11 hours ago, DieToPlay said:

    Correct me if I'm wrong, but there is no reward in playing any faction except fire for BG 10's, unless you go for a shadow start with support from team for early resource boosters.

    Ofc there will be some situations where you might need the occasional nature player for a random MOTK or some cheese roots tactic, but overall this is quite rare based on my experience in BG speedruns.

    See it exactly the same!

    Fire lets you work together over the 4 starting positions and no other color comes close to that. Yeah Shadow rewards with early RB, what is a HUGE advantage if executed correctly, but that is rather a speedrunners topic imo. Even more as it helps vastly to know the map to utilize the Shadow start perfectly.

    Also I share your inventory on Nature starts, yes they can be helpful in very certain situations, but here you also have a big advantage to know the map in advance (and utilize that as a team). Plus this comes with the downside that either the Nature starter needs to be bombed through with the help of Fire players or is way slower in a scenario where time is pressing even if you are not speedrunning at all. Plus you have less firepower for the other 3 fire-starters. Just to mention that.

    That is the reason why all solid 10 players usually choose a Fire start for random matches. As soon as we are speaking about motm/speedrun things may change ofc.

    One more reason for fire starts: Even if you have 4 really good players, every few matches one of them will missplay slightly and need some help, there's so many things that can go wrong in a BG10   T1 phase. Happens to all of us. Here you need fire starters or the player that made a mistake is blown from the map.

    And just to stress this out once again: Of course any color is viable, even more in perfect teams. Kybaka for example plays sometimes an excellent frost start. Seen Treim starting with any colour or a group around Donaar and Gameover played 10s even with a pure frost setup over the whole team. That is totally possible, but for above reasons nothing that is ever suiting in a random group.

    Same goes by the way for the rest of the deck ^^ Yeah ofc you can play almost any faction (with small exceptions) in 4 player 10s. But it will lower your win-rate drastically as certain situations are not possible when not some quite meta decks are around.
     

    DieToPlay likes this
  6. For sub 12 you can run buffed Batas, pure Fire or Bandit Decks with either 2/2 orbs or 3 shadow 1 fire, driven by BH and Emberstrikes.
    Even "classical" BH Decks should be very fine. Not sure about Banzais, they are super strong, but perhaps too slow, idk.

    If you want to do sub10 things get quite special. You need a team of very experienced players, good coordination and a suiting map. Then probably you want to have a certain mix of above or all going Bandit. 1-2 Players having Plauge may help, tons of spells, most early SoW and more.


    I share this perhaps, even if I perform SUUUUUUPER bad, this is a showcase of a sub10 run (quite at the beginning)

     

    Metagross31 likes this
  7. 3 minutes ago, Fundus said:

    How do you beat a lost souls map where you get insta attacked by Lost Vigils at t1

    Very good 10 random groups just skip any LS with air-T2 immediately. This is so out of line in balancing, that you only play this as motm if you have a sane mind 😄

    That's how I was taught it by the master, and that is how I see it myself these days🙂

  8. 30 minutes ago, DieToPlay said:

    If fire t1 is the only faction to clear 10's reliably, aren't the other factions supposed to be buffed?

    I'm curious since I was told that the game is being balanced around casual play 🙂

    1. Ofc it is doable with any color. But you should know it is a bit more complicated why fire is commonly asked for.

    2.  10s are not casual content at all?

    DieToPlay and DefAnske like this
  9. Doing again a lot 10s lately. Yeah doing a lot of gate keeping - and sometimes you get some most pleasant groups, but it is crazy how many people I offend because I kick them.

    Still I hear often that they are driven by that boosters. And today I had a rank 20 who needed a longer explaination why wheels are a kinda super bad idea in 10s where everybody usually should play a better buff via spells.

    I know it probably is senseless to dig this out, but I need to share my feelings somewhere to keep my patience ingame.

    And ofc always even before the achievement there were a lot people comming that did not understand how big the step up from 9s to 10s is. But it is really crazy this days.
     

     

  10. + while the layouts can be quite unfair in 1pl they time limit if very forgiving

    When I did my first 10s in open beta with Stonekin decks I often needed 30-40mins for that. This was a good challenge, enjoying and I learned a lot - but that was a complete different gameplay as my first 4player 10

    I remember those, a group around Treim was looking for a Nature starter for their pos4 and he asked me to join for that. My job was just some heal support, not to touch T3 and waiting for Treim to bail me out.

    It was a blast when we finally hit T4, often with less then 5-6min left and all those guys started with their Batas and BHs. In the first matches I often thought "damn we can't win it anymore" but still won as their decks were fast enough to deal with it.

    4pl and 1pl are so different that they are very hard to compare

  11. 27 minutes ago, UltDragon said:

    By at least rank 10, you get players with a certain level of experience.

    There are always exceptions, but the rank reflects how much time you played.

    Now, the achievement requires preparation, how much are you willing to invest on instructing, every time a random player joins?

    Some maps require certain combination of cards, like Bad Harvest pos 3.

    Yeah sure, I get your point. Still you get mine also I guess. Btw don't get me wrong here, I'm a perfect example for overestimated ranks. I have rank19 and cry when I get most expert maps as quests ^^

    My request if this should be tied to rank would be: Make it not visible before 15-17 then. Gold ranks are gotten pretty fast by just hanging around in the game.

  12. Said a few days ago on Discord: Seen more then one ember rank (what is that, 17?) that had not much clue about deckbuilding and spawn mechanichs while also played a few weeks ago with a sliver rank with perfect nomad micro, spawn trapping and other signs of deep understanding of game mechanics.

    My father always says: Not all older people are wise, some just get old.

    I had not much hope when creating this thread, even more as the lead designer had this topic on the table before this, and rejected.

    But the shoulder I cried out today told me to open up a discussion here

  13. 8 hours ago, narsegan said:

    I played this map for the first time, and on expert as well as solo, and personally I would say a big problem with this map is the instant fail in the form of the final objective, it's essentially a cheap death, which would happen on all difficulties.

    The final objective shows up when you claimed the final elemental tower, several waves spawn and they will march towards the shard, however the problem is that at no point in the game does it make you aware that you actually need to defend the shard, this resulted in me losing the game as my army was at the top left of the map and I of course did not have enough card charges to stave off that absolute massive wave of enemies as I only had a single charge left on all of my cards, this is in my eyes a surprise instant fail objective and bad game design, since the only way to know about this, is to die to it first, this is one of the ''sins'' of video games, as this takes away the skill of the players and forces them to die to a ''cheap death'' and only then they would know how to avoid the cheap death next time.

    As players naturally you play to complete the objectives you're given, yet if you do exactly as the objective says you will find yourself losing the first time as it does not give enough time to move your army to the shard in order to defend it. This can be solved by either making the player more aware of this happening, as it can be easy to forget about if you haven't played the map in a while or have been playing on the map for nearly an hour and when you're playing for that long you tend to only focus on the objectives. Or by including a countdown timer, you have x minutes to get back to the shard and set up defences. Though I believe it is better to make the player aware of it during the game as that way they have more time to setup their defences. Furthermore I would also find it counter intuitive that the best way to play the map is to ignore the objectives for a certain amount of time, though you would of course only know to ignore the sole objective of the map if you have already played and lost to it before.

    The other map I can think of that has a surprise mega wave like that is Crusade, however the important difference there is that you already have defences setup as that is naturally part of the objective, not the case with nightmare's end. I therefore wonder if perhaps another way to encourage players to setup defences around it is to just make it similar to the previous mission and have the shard give power(description says it gives power on nightmare's end but I'm not noticing it) and send enemies at it now and then. This will encourage players to defend it as they gain bonus power from it. Or alternatively if that wouldn't fit in with the lore place power wells there.

    A player should never be punished for doing what the game tells them to do, nor should they have to die first to know how to avoid that death., theoretically if one is skilled enough they could avoid any death, yet this could never be this case with this mechanic as it completely surprises the player. One could argue I wouldn't have lost if I tried the map on standard first, however the problem still persists on standard, no matter what difficulty you play it on for the first time there will be a very large surprise monster wave at the end which you will lose to if you're not aware of it, be it on standard, advanced or expert. At the end of the day this will be a problem for everyone who plays the map for the first time, or everyone who hasn't played the map in so long that they forget about it.

    There were some rather rude people on Discord not open to discussion, so I will simply leave my feedback here and leave this forum, do with it what you want.

    I agree with the most people from the discord discussion:

    If you played it in a team on standard you would have had no problems at all.

     

    You decide to go solo and expert for your first try, no point in blaming the game design or even the people from that discord conversation.

    In the time you were now complaining about this map you could have played it on all 3 difficulties

     

     

    Dolewan likes this
  14. 52 minutes ago, Sacriefice said:

    This is really just semantics

    Not even that. 3x the exact same icon with the exact same wording are per definition a duplicate. But who even cares.🥱

    As you say it is a redundant non-information and has nothing to do at all with knowing what the card does.

    If I have 1x, 2x, 3x or 4x the info to hover that a kill gives me 15% void return has no value on the information. I dare to say it is even the opposite, it is additional non-info that only may confuse.

    @WindHunter Can you clarify if this is really a intended design decision or has other reasons we may not see, as it seems to be no technical limitation?

  15. 2 minutes ago, DieToPlay said:

    After patch = many people complain there is lags.

    I personally have no issues, but I'm playing on quite a monster of PC currently.
    But I would say it is quite obvious there's something going on, too many reports of the same issue.

    I can even accept that it is currently not being fixed as the problem can't be identified yet. But I also read between the lines "problems must be from your end" and that is sad

  16. Not possible is just not possible, everybody can (or should) understand. As I said once to you, even "this is too much work" would be a good reason to reject a request.

    But saying 4 times the same icon (with the exact same information and text) is "not duplicate" is just ... 🤐

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