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Volin

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  1. Metagross31 liked a post in a topic by Volin in Decomposer   
    Really - usally when I was reading a post of @Pritstift about this topic, I had to fully agree with the content on the one hand, while on the other hand I would have pressed the "Dislike" button if we still had it, because I found the sound every time just completely out of line.
    That changes...fast... I understand his clear way of writing every day more.
    Not only that still farming (best ratio of effort to benefit with maximum "simplicity" at the same time = max gold/exp) and speedruning (going for the fastest possible time = what is a gold reward, we don't care about it) are getting mixed, now comes Buddel and mixes this with ambitious Endgame content (good players, doing a challenging content in different ways with different intentions). What a mess.
     
    And to emphasize that again, I think Pritstift already said it: A feeder in a speedrun and a feeder while farming usually don't have much in common in skill level
    To take the current 4pl MOTM as an example, yes, of course we use a feeder for a time just over 11 min (tomorrow the 11 drops), but:
    1) feel free to try the map as you described with a feeder (@Buddelmuddel) and you'll find that alone probably won't get you much below the 15 min - if you have 2 good bata pushers. Plus player 4 doesn't have his T2 available, have fun feeding there and pulling over Enlightenment Batariel before the T3 camp - it doesn't work out so easily.
    2) Yes, our feeder doesn't even need 20 cards ( he "needs" around 15?), yes he has a slightly easier job than the main Batariel player who has to make 8 (?) camps with his Batariel in those 11 min (and he has to have his Batariel first), but: His job is not easy and with a "I need a runner for BH" feeder you won't get far. Every spell and every move has to be right, and even a player who mainly feeds can take on other tasks - and these 1000 little things, which mesh like fine cogs, with a good overall strategy, make up real speedruns in the end.
    Even the good duo run we did on the MOTM 4 (~15min) has the decomposer as a key card - but seriously, if it's so easy, why doesn't anyone do it?
    Here, in my opinion, 2, or 3, things are permanently mixed:
    Farming
    - If the decomposer leads to situations like we currently have on Bad Harvest, then I can understand that this worries some. I personally know this phenomenon from many games and would simply ignore it, but of course I can also understand if you want to remedy this.
    Speedrun
    - Some people here act as if the Decomposer would automatically lead to best times - but this is actually simply wrong. We see it in the fact that the all-time records are so firmly in the hands of a group that to deny them the skill simply borders on madness. And not only the alltimes, they also dominate the rpve every month they really participate. And also the chasing pack is actually known from watching by now quite well
    If it's only the Decomposer and the Enlightenment, then I wonder why there are so rarely new names in the rankings. So what is the problem here with it?
    Abuse
    - Some rightly complain when the Decomposer is used without agreement and against the will of the "feeder", but hey, what are we talking about, report and well, that should hopefully fall under a rule-breaking and therefore punishable behavior, right?
    What remains (to me) are basic balancing questions, and these should be discussed in a more relaxed setting and by people who are deeply versed in the game mechanics - a.k.a our balancing team, which I trust completely.

    On the subject of different modes - against. The hardly used PvP mode shows best, that this work would be in vain.
    Otherwise I would like to have a subranking for runs that were made in the waxing moon phase on odd days by players who wear a blue baseball cap
    partly Translated with www.DeepL.com/Translator (free version)
     
    tl;dr
    there is no simple answer, read it
     
     
  2. WatcherOfSky liked a post in a topic by Volin in Decomposer   
    Really - usally when I was reading a post of @Pritstift about this topic, I had to fully agree with the content on the one hand, while on the other hand I would have pressed the "Dislike" button if we still had it, because I found the sound every time just completely out of line.
    That changes...fast... I understand his clear way of writing every day more.
    Not only that still farming (best ratio of effort to benefit with maximum "simplicity" at the same time = max gold/exp) and speedruning (going for the fastest possible time = what is a gold reward, we don't care about it) are getting mixed, now comes Buddel and mixes this with ambitious Endgame content (good players, doing a challenging content in different ways with different intentions). What a mess.
     
    And to emphasize that again, I think Pritstift already said it: A feeder in a speedrun and a feeder while farming usually don't have much in common in skill level
    To take the current 4pl MOTM as an example, yes, of course we use a feeder for a time just over 11 min (tomorrow the 11 drops), but:
    1) feel free to try the map as you described with a feeder (@Buddelmuddel) and you'll find that alone probably won't get you much below the 15 min - if you have 2 good bata pushers. Plus player 4 doesn't have his T2 available, have fun feeding there and pulling over Enlightenment Batariel before the T3 camp - it doesn't work out so easily.
    2) Yes, our feeder doesn't even need 20 cards ( he "needs" around 15?), yes he has a slightly easier job than the main Batariel player who has to make 8 (?) camps with his Batariel in those 11 min (and he has to have his Batariel first), but: His job is not easy and with a "I need a runner for BH" feeder you won't get far. Every spell and every move has to be right, and even a player who mainly feeds can take on other tasks - and these 1000 little things, which mesh like fine cogs, with a good overall strategy, make up real speedruns in the end.
    Even the good duo run we did on the MOTM 4 (~15min) has the decomposer as a key card - but seriously, if it's so easy, why doesn't anyone do it?
    Here, in my opinion, 2, or 3, things are permanently mixed:
    Farming
    - If the decomposer leads to situations like we currently have on Bad Harvest, then I can understand that this worries some. I personally know this phenomenon from many games and would simply ignore it, but of course I can also understand if you want to remedy this.
    Speedrun
    - Some people here act as if the Decomposer would automatically lead to best times - but this is actually simply wrong. We see it in the fact that the all-time records are so firmly in the hands of a group that to deny them the skill simply borders on madness. And not only the alltimes, they also dominate the rpve every month they really participate. And also the chasing pack is actually known from watching by now quite well
    If it's only the Decomposer and the Enlightenment, then I wonder why there are so rarely new names in the rankings. So what is the problem here with it?
    Abuse
    - Some rightly complain when the Decomposer is used without agreement and against the will of the "feeder", but hey, what are we talking about, report and well, that should hopefully fall under a rule-breaking and therefore punishable behavior, right?
    What remains (to me) are basic balancing questions, and these should be discussed in a more relaxed setting and by people who are deeply versed in the game mechanics - a.k.a our balancing team, which I trust completely.

    On the subject of different modes - against. The hardly used PvP mode shows best, that this work would be in vain.
    Otherwise I would like to have a subranking for runs that were made in the waxing moon phase on odd days by players who wear a blue baseball cap
    partly Translated with www.DeepL.com/Translator (free version)
     
    tl;dr
    there is no simple answer, read it
     
     
  3. Volin liked a post in a topic by Pritstift in Decomposer   
    Buddel this post proofs you have no real clue about top speedrunning. There is more than enough skill in speedrunning. Just for your information - not every map is braindead like bad harvest. Even if you dont believe it - to get top times every second counts from the beginning and every step is teamplay and completely coordinated - there are a lot of details even for the parts of feeding. You never participated in any real speedruns (except some battleground) so you cant even rate the current speedrun mechanics and level of gameplay of it.
    For you to summarize the important points:
    -speedruns using sometimes feeding but just with feeding you dont will get a top time in the rankings - feeding is one part of the tactic but not more
    -the good times are associated with good players --> try to beat my one player all-time records --> if you are done with it tell me again that i am not a good player (btw no decomposer is used here) --> for top times you need a team consisting of good players --> there is much more than just feeding
    -even without amii, decomposer and enlightment the expert maps are quite simple --> the same players would still dominate the rankings --> just check the latest pve community challenges that were without this cards
    -all of our speedruns are more than efficient --> we are always at the energy limit --> top times are not possible without beeing efficient from  the first minute of the game
    -using amii, englightment, decomposer is not a bug --> typcial sentence that comes from players that want to join the discussion but have no clue --> just typical hating against speedruners
    -all of our and also other speedruns are played quite well --> not appreciating the performance of others is really nice from you ;-)
    -in pve is quite typical that a good strategy will lead to the best times and that includes the cards you are using and understanding of the map--> a typcial characteristic of good player is to have the capability to regognize such details and create a tactic with the right cards out of it
  4. Volin liked a post in a topic by Pritstift in Decomposer   
    Its supposed to be like this from my side. We had this kind of discussions several times, over and over again - its ok up to a certain point - but enough is enough. The  post i was referring to was far away from reality and stated a lot of things that are not true and simply just wrong for speedrunning. I am here to clarify these points - but also my patience is limited if its just unobjective hate against speedrunners that stick with the game for years and developed hundred of different strategies by investing a lot of time in it.
  5. Volin liked a post in a topic by DieToPlay in All-time fastest speedrun rankings (October 2013-September 2022)   
    New Sunbridge time: 8:34.3 DieToPlay + Irysunna
    @wankystill waiting for you..
  6. Sheepmonster liked a post in a topic by Volin in Decomposer   
    I think we have a problems with terms here. Some are speaking of speedrunning and some are speaking about speedrunning - but you mean complete different things.
    I would rather call the one speedrunning and the other farmrunning or something like that. And ofc all farming tactics are based on speedrun tactics, mostly in the way that is a most easy version of the speedrun.
    However, this exists in almost all games I've played, and if an instance/dungeon whatever is disarmed, then the next best farm possibility is sought. There will always be players who just want to have everything as fast as possible and fall back on such tactics.
    Unfortunately, I think that the intersection with the people who scream after a short time "I've seen everything,I have everything and I need new content" is very large.(assumption of me) They have seen nothing and know as much about the game as John Snow does.
    But in my experience... you can't really do anything about this, that has more to do with attitude
    Btw - nothing against a bit of farming from time to time. But of course also have to smile a bit too when 3 feeders are looking for their runner
     
  7. WatcherOfSky liked a post in a topic by Volin in Decomposer   
    I think we have a problems with terms here. Some are speaking of speedrunning and some are speaking about speedrunning - but you mean complete different things.
    I would rather call the one speedrunning and the other farmrunning or something like that. And ofc all farming tactics are based on speedrun tactics, mostly in the way that is a most easy version of the speedrun.
    However, this exists in almost all games I've played, and if an instance/dungeon whatever is disarmed, then the next best farm possibility is sought. There will always be players who just want to have everything as fast as possible and fall back on such tactics.
    Unfortunately, I think that the intersection with the people who scream after a short time "I've seen everything,I have everything and I need new content" is very large.(assumption of me) They have seen nothing and know as much about the game as John Snow does.
    But in my experience... you can't really do anything about this, that has more to do with attitude
    Btw - nothing against a bit of farming from time to time. But of course also have to smile a bit too when 3 feeders are looking for their runner
     
  8. DieToPlay liked a post in a topic by Volin in Decomposer   
    I think we have a problems with terms here. Some are speaking of speedrunning and some are speaking about speedrunning - but you mean complete different things.
    I would rather call the one speedrunning and the other farmrunning or something like that. And ofc all farming tactics are based on speedrun tactics, mostly in the way that is a most easy version of the speedrun.
    However, this exists in almost all games I've played, and if an instance/dungeon whatever is disarmed, then the next best farm possibility is sought. There will always be players who just want to have everything as fast as possible and fall back on such tactics.
    Unfortunately, I think that the intersection with the people who scream after a short time "I've seen everything,I have everything and I need new content" is very large.(assumption of me) They have seen nothing and know as much about the game as John Snow does.
    But in my experience... you can't really do anything about this, that has more to do with attitude
    Btw - nothing against a bit of farming from time to time. But of course also have to smile a bit too when 3 feeders are looking for their runner
     
  9. Dallarian liked a post in a topic by Volin in Pure Frost PvE Guide – How to hit hard as hail   
    Great work Mister! Nice and fun to read and super solid information. 
    Again a great work for the community - thank you!
    Though I do not want to know what hides behind "rpve defence" - the only part I didn't open ?
  10. DieToPlay liked a post in a topic by Volin in RPvE Nature/Frost/Stone help plz   
    The first Rpve deck, u are just in time
  11. Volin liked a post in a topic by Dallarian in Pure Frost PvE Guide – How to hit hard as hail   
    Also available in pdf! Choose the format that suits you best.
    Disclaimer: The work does not cover all possibilities and is not the highest quality. I am a recognisable Frost player, but certainly not the best one. I do not expect to make any major updates.
    I am not responsible for any malicious software contained within enclosed files and do not promise that all provided links are safe. Use at your own risk.
    https://drive.google.com/file/d/1iScntKo6SOFooLC2OO-Qtu3MGf_TcnYu/view?usp=sharing

    Pure Frost PvE Guide – How to hit hard as hail
     
    @Dallarian – author
    @Weak1ings – substantive support
    @boots - editor
     
    Europe, February 2021
     
     
     
    When you enter the cavern, overwhelming noise disappears, leaving only howling wind, allowing you to thought over your situation. You are shivering. You expected Frost part of Forge to be cold, but having to go through Maelstrom to get there was a bit too much. What they were thinking off?
    Anyway, the cave. It is completely frozen, yet floor is not slippery. As you walk down the corridor, you notice that walls are gently shining, giving just enough blue light to continue the journey. After a while you reach large chamber. There are two people facing formation of crystals under one of walls, something what you think could be a table, and many passages deeper into the cave. Walls are covered by numerous maps, banners and crystals. As you approach, one person turns around and you recognise him as your friend Wazhai, who told you about this place. He comes to greet you, while the other person stays still.
    Wazhai: Ah, you made it. It wasn’t that bad, was it? I hope you enjoyed your journey. Now officially, welcome to Order of the Battleships.
    You: It’s a pleasure. I see this place isn’t too crowded.
    Wazhai: It’s not that bad. We’re mostly active at nights, when Sun is gone.
    Your friend turns to the person in blue robe.
    Wazhai: He is the person I told you about.
    Dallarian: A new disciple? Excellent. Wazhai, please show him Moonlight Chamber. Prepare Skylord, there are many challenges awaiting.
    The person you suspect to be The Old God of Battleships himself, does not turn toward you until you leave the room.
     
     
     
    Table of content

    Dallarian: Your knowledge is questionable. If you are to represent us, you must do so in a professional way. Therefore, your wisdom must be reviewed and unified. You shall practice over and over, until you become confident in those aspects.
    Basics on chosen topics
    If you do not understand a word, it may be explained in Glossary of Terms. If you require more beginner advice, check Beginner section in "Guide Navigation"    or suggested Beginner guides at the end of document.
    Gameplay related resources
     
    Micromanagement
     
    Macromanagement
     
    Wazhai: Good. Now you know which way sword should be pointing at. Become familiar with those basic creatures, structures and magic. They are weak yet important, since they are base for your missions. Do not underestimate their importance. We closely cooperate with humans of Lyr and they help us out of their free will, so at least appear to be respecting them. You will need this Frost Shard, take it. It helps manifest Frost Magic outside the Forge, should be useful to you.
    The moment you touched the shard, you felt connection formed between you and it. Now, you feel pathway to Frost energies deep within your body.
    Chosen cards and strategies overview
    Tier 1 cards
     
     
    Wazhai: You know enough. Now it’s time to organise it all together. Did you know you can secure most T2s with Master Archers only?
    T1 chosen strategies
     
    Weakl1ngs: It’s time to introduce you into more advanced options Frost has. There are many interesting creatures and spells you could use at your advantage. And I will teach you to use Coldsnap. For some reason many Skylords like this part the most.
    Tier 2 cards[2]
     
    Weakl1ngs: While War Eagle is a great option, it is not the only valid one. Personally I prefer Mountaineer and White Rangers. Review closely creatures I’ve shown you, there are a few interesting you may use.
    T2 chosen strategies:
     
     
    Uro: Now you are allowed to use very powerful creatures, blah blah blah. This is the boring part. The only thing you actually need to know, is if your Avatars are facing enemy. That’s it. But I have to explain you in details anyway… ehh…
    Tier 3 cards
     
     
    Uro: Do you remember when I told you to use Avatars? There isn’t a lot of philosophy in it. Try Core Dredges if you want some fun.
    T3 chosen strategies
     
     
    Yshia: You have grown stronger and stronger in past months. Finally, you are worthy to see our most powerful magic and best creatures, including the famous Battleship. Learn carefully, and you will have suitable tools to change fate of the world.
    Tier 4 cards
     
     
    Yshia: After this part you will know everything you need to proceed as a true Frost Skylord. Brace yourself, for today your training is coming to the end. I am proud I could guide you on your last steps. It was a pleasure.
    T4 chosen strategies
     
     
    Dallarian: You have completed your training. There is one last aspect. You must now choose your path as a Skylord. Which one will you follow?
    Path of Wind
    You are like arctic wind, frosty and piercing through your foes. If you are a Skylord in the very meaning of the word. If your armies are free and up in sky, including War Eagles, Northland Drakes and Battleship, the path is for you to take.
    Path of Shield
    No troops under your command fear death, for you are their angel, protecting them from all harm. Whether it’s Ice Guardian, Area Ice Shield, Ward of the North or Dreadnought, your armies are always safe while crushing your opponents.
    Path of Crystal
    The only who will need protection, is your foe, for your creatures are most durable beings in the whole Nyn. If your army consist of high durable units, like Lightblades, Tremors and Ironclads, none shall shatter your armor.
    Path of Aurora
    Both your past and future are a mystery to me. I will observe your career with a great interest. Choose this path if you cannot decide on none of the above.
    Please answer in provided poll with relevant path, it allows me to keep track of how useful the thread is and encourages more content in the future. It is purely Roleplay choice and does not influence the gameplay, choose what is closest to your heart, not what you actually play.
    Dallarian: I see. Interesting choice. Anah’shar laje’ura. Accept may blessing and good luck on your new path of life.
    As Dallarian tells his weird words, you feel chills going through your body. When they end, you are even stronger, and feel like the whole world was on your doorstep.
     
    Decks and approaches
    rPvE Offence
     
    rPvE Defence
     
    Custom maps / unknown map
     
    PvE Campaign
     
     
    Uro: Ssssh. Come with me.
    You follow Uro into one of less used corridors.
    Uro: Good, here nobody will hear us. Did you know Togob is hiding many things from you? There is a whole range of possibilities within our grasp, but he will never admit it! Let me show you.
    Heresy – non pure decks
     
    Supporting materials
    Additional notes on game mechanics
     
    Glossary of terms
     
     
    See also:
    “Expert Campaign – Missions Briefing – Among the Old Gods Achievement” by @Dallarian for Expert maps guidance and almost complete library of pure Frost PvE decks.
     
    "Guide Navigation" by @Eirias . If there is any relevant guide on topic you are looking for, you will find it here.
     
    Frost T1 PvP Guide by RadicalX by @RadicalX . Awesome source of knowledge for T1 Frost opening, by currently best PvP player.
     
    Battleforge undocumented details by @Emmaerzeh. Information about buffs, stacking and more.
    card attributes & main card types by @Ilsyde. Beginner guide.
    interface and game mechanics guide by @Ilsyde. Beginner guide.
     
    References:
    RadicalX. Frost T1 PvP Guide by RadicalX. 2017; Available at: https://forum.skylords.eu/index.php?/topic/2823-frost-t1-pvp-guide-by-radicalx/ (Accessed 10 January 2021) PvP changes are considered, that may influence abilities, counter types and statistics. The thread is up to date on patch #400025. {GM} Emmaerzeh, Battleforge undocumented details, 2020. Available at: https://forum.skylords.eu/index.php?/topic/6669-battleforge-undocumented-details/
    (Accessed 15 February 2021)  

  12. Volin liked a post in a topic by LEBOVIN in Decomposer   
    well I added the subcondition that not t4 but the highest orb a player has achieved in the game counts, but for the bad harvest example this would be the same so I omitted it there
    Here the full proposal:
    Each player in the PvE game that has not reached the higest orb count achieved by any of his teammates will additively reduce the gold income of the entire team by 30%. So as in the case of Bad Harvest, the highest orb count reached is 4 (by the carry), so the 3 T1 feeders will lower the gold income by 30% x 3 = 90% aka the speedrun grants only ~400 instead of ~4000 gold and thus even if played super fast, remains not worth it for gold only.
    This way speedrunners that truly play for the sake of speedrun can keep enjoying it and those that just want the gold will be less inclined to only do bad harvest the speedrun way, this solution can also easily be applied to all other maps to make unconditional feeding unprofitable everywhere
    And ur last point of players claiming and hording orbs selfishly would be unprofitable for them aswell, as they thus automatically increase the orb count difference to their team mates and the gold penality if a difference exists applies to all team members - new players would quickly avoid such players
  13. Volin liked a post in a topic by DieToPlay in RPvE Nature/Frost/Stone help plz   
    I might be late to the party, but thought I would share a stonekin deck I have too.
  14. Volin liked a post in a topic by Kapo in Right-Click Card: Search in Market Option   
    Title says it - click the Option, Market Window Opens, Search field filled in automatically and Search starts.
    No idea how hard to implement though.
  15. Volin liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    There was quite the simple solution to this and I managed to decrease the load time of the site by around 15 sec to about 3 sec. It was only a minor adjustment needed, so I should have done that sooner...
  16. Volin liked a post in a topic by DieToPlay in All-time fastest speedrun rankings (October 2013-September 2022)   
    @wankyI dopple checked it, and you're indeed right, but not for long.
  17. Volin liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    I updated the site a little bit and you are now able to see the current lowest buyout price for any card on the cards page (mean/min/max are still missing).
    I noticed a lot more QoL annoyances, like:
    the table resetting the price sorting when page/cards per page changes needing to go back a lot of pages when the max display value is adjusted extremely long loading time of the general cards information to be able to filter and sort the cards, even on the card specific page, which doesn't really need the whole data. I know the cause of all of these, but the time investment to fix these things isn't worth it, as I am rebuilding the site from scratch, as I mentioned before. I hope you can live with all the issues that the site currently has until the new site is finished.
  18. Volin liked a post in a topic by Draconnor in Longer Deck names   
    Its possible to allow longer deck names?
    Currently naming decks for each mission and position is hard While few characters more and deck name would be saying anything about is usefulness
  19. Volin liked a post in a topic by SunWu in Easing Cards Color Restrictions   
    I don't like the idea of every deck being nature + X. You can totally play lost souls with bloodhealing. Yes, regrowth and equilibrium are easier to play and stronger but heals aren't a necessity, they are a convenience.
  20. Volin liked a post in a topic by Zyna in Restructure free PvP   
    Feel free to make your own topic and poll in this forum. Although looking at how unpopular the Collection Mode in the Sparring Grounds is, I feel like a poll is not necessary.
  21. Volin liked a post in a topic by Dallarian in LSS Decks   
    A random Lost Souls deck, as  you wanted. Feel free to specify what you are looking for to get more detailed information.

  22. Dallarian liked a post in a topic by Volin in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Hello Skyfolks,
    Not only does this masterpiece deserve another push, but I have a question regarding "Ascension".
    Do you ( @Dallarian) possibly also have a deeper insight into how the 3 maps influence each other and what triggers what there?
    Did I understand correctly that the progress on map 3 is the decisive step towards the boss fight? Map 1 actually has "only" the task (together with Jorne) to survive?
    But what triggers the different phases on Map 2, is it the Avenger Counter on Map 2 or the progress on Map 3? Do you understand what I mean?
    Is there any other connection between the 3 maps, where a certain progress triggers an "event" on another map?
    I would be very grateful for a small exchange, or a small insight, into the topic.
     
    If you can summarize, so di it here. But if it's more of an exchange/conversation, happy to PM or Discord #Volin8101
     
  23. Metagross31 liked a post in a topic by Volin in RPVE Perfect Batariel Deck   
    Hello Omni,
    after over 100 views w/o answer, I will try my best, though I fear my answer will not make you glad. But perhaps my post leads to the plain and simple answer you probably desire 
    First of all: In my humble opinion there can never be a "the perfect" deck, unless we have a very special situation described - and even then I think I would resist this term. However, with the Batariel deck, at least you can narrow down the T4(T"5") orbs and also a good half of the deck is set.
    The problem to give you out the "perfect" deck is more about the T1-T3 Stage of a match, where you have several dozen good and valid ways to bring your Batariel out, depending on the difficulty, players count, playing strength, position, the well-known (or unknown) opponent faction and many more.
    For the start there are 3 valid T1 colors (Green (with exceptions), red or purple), at least 6 valid T2 combinations and at least 8 valid T3 combinations - for T4 I don't even like to sketch it in theory. However, all "meta" Bataria decks meet at the end (at the "5th" Orb) again at the same color combination (order arbitrary)
    2x Green
    2x Purple
    1x Red
    But now the first exception comes up again: If played against Lost Souls as an opponent, Disenchant has no value for us, becomes rather
    2x Green
    2x Purple
    played.
    One thing all Batariel Decks usually have in common, they like to switch one green orb, after casting a Batariel. Depending on the previously played sequence, other orbs are already changed before this green orb, but to name every possible combination here would probably go beyond the scope again.

    I'm just going to assume that the T4 phase of a match is the most interesting point for you, correct? Lets have a look then
    The core of every Batariel Deck is obviously:

    A word about Life Weaving: there will certainly be people who will tell you that Unholy Power does the same job and is even better. Resist, it's simply nonsense.
    Of course, we still need healing to this core, one is mandatory, 2 is actually standard and occasionally (with cowards like me) you can see 3:

    Next, and most important is an option for void manipulation, usually either
    SOW   OR      Ofc, there can be VERY special situations where I have seen both in one deck, but this was indeed VERY special.
    With the above setup, you Bata has his core mechanics and can already be very strong, but the Meta approach does not come past this 3/4 skills:

    The frenetic(s) give you alot sustain, more then any heal, infect increases this even more. In addition, Infect does some damage, shares damage that otherwise only the Batariel would get (aka Meat-shield) and can put away last little things while Bata is already running to the next camp.
    Disenchant does not need to be explained I guess   It is worth Batariel's weight in gold
    A few more words at least for the way to T4
    For the T1 Phase use classical starts like
    Green: Windweavers, Roots, Surge (prolly Hurricane)
    Red: Nomad (usally G, sometimes R), Mine, Eruption (prolly Sunstriders and Blaster Cannon)
    Purple: Either Nox/Forsaken, Motivate, Soul Splicer (g)
     
    Common T2 choices are Phoenix (& Embalmers), Gladis (g), Vileblood, just spells or any other Unit that does help you in the certain situation.
     
    From T3 at the latest, however, it becomes so situation-dependent that it is difficult to list all the possibilities. The classic options here would be:
    If there are already 2 green, already on T3 the Bata -> usually a bit slow, but of course very safe especially in random groups or in difficult T4 camps.
    Are already 2 purple available: Push the T4 with some small units with Frenetic and Infect.
     
     
    Is there actually a (halfway differentiated and complete) Batariel Guide somewhere? I have never found one
    EDIT: The longer I think about what needs to be mentioned, the more things come to my mind. This post truly has no claim to completeness and was only a summary of the first and most important core thoughts
  24. Omni325 liked a post in a topic by Volin in RPVE Perfect Batariel Deck   
    Hello Omni,
    after over 100 views w/o answer, I will try my best, though I fear my answer will not make you glad. But perhaps my post leads to the plain and simple answer you probably desire 
    First of all: In my humble opinion there can never be a "the perfect" deck, unless we have a very special situation described - and even then I think I would resist this term. However, with the Batariel deck, at least you can narrow down the T4(T"5") orbs and also a good half of the deck is set.
    The problem to give you out the "perfect" deck is more about the T1-T3 Stage of a match, where you have several dozen good and valid ways to bring your Batariel out, depending on the difficulty, players count, playing strength, position, the well-known (or unknown) opponent faction and many more.
    For the start there are 3 valid T1 colors (Green (with exceptions), red or purple), at least 6 valid T2 combinations and at least 8 valid T3 combinations - for T4 I don't even like to sketch it in theory. However, all "meta" Bataria decks meet at the end (at the "5th" Orb) again at the same color combination (order arbitrary)
    2x Green
    2x Purple
    1x Red
    But now the first exception comes up again: If played against Lost Souls as an opponent, Disenchant has no value for us, becomes rather
    2x Green
    2x Purple
    played.
    One thing all Batariel Decks usually have in common, they like to switch one green orb, after casting a Batariel. Depending on the previously played sequence, other orbs are already changed before this green orb, but to name every possible combination here would probably go beyond the scope again.

    I'm just going to assume that the T4 phase of a match is the most interesting point for you, correct? Lets have a look then
    The core of every Batariel Deck is obviously:

    A word about Life Weaving: there will certainly be people who will tell you that Unholy Power does the same job and is even better. Resist, it's simply nonsense.
    Of course, we still need healing to this core, one is mandatory, 2 is actually standard and occasionally (with cowards like me) you can see 3:

    Next, and most important is an option for void manipulation, usually either
    SOW   OR      Ofc, there can be VERY special situations where I have seen both in one deck, but this was indeed VERY special.
    With the above setup, you Bata has his core mechanics and can already be very strong, but the Meta approach does not come past this 3/4 skills:

    The frenetic(s) give you alot sustain, more then any heal, infect increases this even more. In addition, Infect does some damage, shares damage that otherwise only the Batariel would get (aka Meat-shield) and can put away last little things while Bata is already running to the next camp.
    Disenchant does not need to be explained I guess   It is worth Batariel's weight in gold
    A few more words at least for the way to T4
    For the T1 Phase use classical starts like
    Green: Windweavers, Roots, Surge (prolly Hurricane)
    Red: Nomad (usally G, sometimes R), Mine, Eruption (prolly Sunstriders and Blaster Cannon)
    Purple: Either Nox/Forsaken, Motivate, Soul Splicer (g)
     
    Common T2 choices are Phoenix (& Embalmers), Gladis (g), Vileblood, just spells or any other Unit that does help you in the certain situation.
     
    From T3 at the latest, however, it becomes so situation-dependent that it is difficult to list all the possibilities. The classic options here would be:
    If there are already 2 green, already on T3 the Bata -> usually a bit slow, but of course very safe especially in random groups or in difficult T4 camps.
    Are already 2 purple available: Push the T4 with some small units with Frenetic and Infect.
     
     
    Is there actually a (halfway differentiated and complete) Batariel Guide somewhere? I have never found one
    EDIT: The longer I think about what needs to be mentioned, the more things come to my mind. This post truly has no claim to completeness and was only a summary of the first and most important core thoughts
  25. Cazed liked a post in a topic by Volin in RPVE Perfect Batariel Deck   
    Hello Omni,
    after over 100 views w/o answer, I will try my best, though I fear my answer will not make you glad. But perhaps my post leads to the plain and simple answer you probably desire 
    First of all: In my humble opinion there can never be a "the perfect" deck, unless we have a very special situation described - and even then I think I would resist this term. However, with the Batariel deck, at least you can narrow down the T4(T"5") orbs and also a good half of the deck is set.
    The problem to give you out the "perfect" deck is more about the T1-T3 Stage of a match, where you have several dozen good and valid ways to bring your Batariel out, depending on the difficulty, players count, playing strength, position, the well-known (or unknown) opponent faction and many more.
    For the start there are 3 valid T1 colors (Green (with exceptions), red or purple), at least 6 valid T2 combinations and at least 8 valid T3 combinations - for T4 I don't even like to sketch it in theory. However, all "meta" Bataria decks meet at the end (at the "5th" Orb) again at the same color combination (order arbitrary)
    2x Green
    2x Purple
    1x Red
    But now the first exception comes up again: If played against Lost Souls as an opponent, Disenchant has no value for us, becomes rather
    2x Green
    2x Purple
    played.
    One thing all Batariel Decks usually have in common, they like to switch one green orb, after casting a Batariel. Depending on the previously played sequence, other orbs are already changed before this green orb, but to name every possible combination here would probably go beyond the scope again.

    I'm just going to assume that the T4 phase of a match is the most interesting point for you, correct? Lets have a look then
    The core of every Batariel Deck is obviously:

    A word about Life Weaving: there will certainly be people who will tell you that Unholy Power does the same job and is even better. Resist, it's simply nonsense.
    Of course, we still need healing to this core, one is mandatory, 2 is actually standard and occasionally (with cowards like me) you can see 3:

    Next, and most important is an option for void manipulation, usually either
    SOW   OR      Ofc, there can be VERY special situations where I have seen both in one deck, but this was indeed VERY special.
    With the above setup, you Bata has his core mechanics and can already be very strong, but the Meta approach does not come past this 3/4 skills:

    The frenetic(s) give you alot sustain, more then any heal, infect increases this even more. In addition, Infect does some damage, shares damage that otherwise only the Batariel would get (aka Meat-shield) and can put away last little things while Bata is already running to the next camp.
    Disenchant does not need to be explained I guess   It is worth Batariel's weight in gold
    A few more words at least for the way to T4
    For the T1 Phase use classical starts like
    Green: Windweavers, Roots, Surge (prolly Hurricane)
    Red: Nomad (usally G, sometimes R), Mine, Eruption (prolly Sunstriders and Blaster Cannon)
    Purple: Either Nox/Forsaken, Motivate, Soul Splicer (g)
     
    Common T2 choices are Phoenix (& Embalmers), Gladis (g), Vileblood, just spells or any other Unit that does help you in the certain situation.
     
    From T3 at the latest, however, it becomes so situation-dependent that it is difficult to list all the possibilities. The classic options here would be:
    If there are already 2 green, already on T3 the Bata -> usually a bit slow, but of course very safe especially in random groups or in difficult T4 camps.
    Are already 2 purple available: Push the T4 with some small units with Frenetic and Infect.
     
     
    Is there actually a (halfway differentiated and complete) Batariel Guide somewhere? I have never found one
    EDIT: The longer I think about what needs to be mentioned, the more things come to my mind. This post truly has no claim to completeness and was only a summary of the first and most important core thoughts
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