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About Donaar
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Donaar liked a post in a topic: "All-time" Fastest Speedrun Rankings (September 2022-present)
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Fauhre liked a post in a topic: Frost cards tier list (PvE)
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Emmaerzeh liked a post in a topic: Community Map Speedrun Rankings (September 2022-present)
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Metagross31 liked a post in a topic: Community Map Speedrun Rankings (September 2022-present)
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Community Map Speedrun Rankings (September 2022-present)
Donaar replied to Metagross31's topic in PvE
I really like the idea of a similar ranking! That said, Nyxia 6.12 😄 Btw, if someone is interested I can write a small guide on the map (or on any other community map that I try) where I also explain a bit the strategy development process that lies behind a run. See you in the Forge, Donaar -
Marvvster liked a post in a topic: Frost cards tier list (PvE)
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nukie liked a post in a topic: Frost cards tier list (PvE)
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Frost cards tier list (PvE)
Donaar replied to KserSke's topic in Deck Building and Colour Strategies
Hey, Glad you like Pure Frost. Here is an overview of my deck and the choices behind the inclusion/exclusion of every card. Keep in mind that the deck is built for rpve 10 and should be able to clear most expert maps. Master Archers, Frost Mage, Ice Barrier and Home Soil are the bread and butter of Frost T1, both for campaign maps and rpve. Nothing much to explain here I guess. My most used composition for rpve 9 is 4 MA and 2 FM. Glyph of Frost and Northern Keep are optional cards for lower difficulties but they are mandatory for rpve 10. Yeah, the following part is basical -
Frost cards tier list (PvE)
Donaar replied to KserSke's topic in Deck Building and Colour Strategies
I think those are horrible examples: 1. On Blight spending 50 power for nothing can be detrimental even in 4P runs - I can't imagine how terrible it is in solo since you also have to defend waves coming from other camps. 2 & 4. You also need to consider the fact that Juice Tank needs another 1.40min (100s -> 50 power) to be completely worthed. So in both SoH and DH it is kinda useless. Also, in both maps you have enough wells to work with so... 3. A 1200 power well takes 40min to deplete... It is perfectly fine to say that there are some situations in which -
Frost cards tier list (PvE)
Donaar replied to KserSke's topic in Deck Building and Colour Strategies
Here is a comprehensive list of maps and wells where Juicy Tank is actually viable: - Jokes aside, Juice Tank lives in the contradiction of being a card that one wants to build as soon as possible (to maximize long-term return) but only gets value from a certain point - that is whenever the well would run out of power (since production per time increment remains the same). Consider a 600 capacity power well - it lasts for 20m. That's the lowest well capacity in the game. If you build JT as soon as the well its built you maximize the long-term power gain. However JT is eff -
Frost cards tier list (PvE)
Donaar replied to KserSke's topic in Deck Building and Colour Strategies
Hey guys, Frost is my favorite faction and I've played 400+ games in expert cpve maps and in rpve 9 and 10. This is the deck I mainly use for rpve 9 and 10: Lets jump in the Tier List. As for the Nature Tier List, I tried to order the cards within each tier so that the best ones are on the left side and the worse ones on the right side. For spacing purposes, I also avoided to rank each individual affinity if there's no substantial ranking difference in them. For example: both Northern Keep would be in the same A-Tier, so I only ranked one of them. Conversely, there's a -
Hey guys, so, after completing the Force of Nature achievement, I decided to do my own ranking of Nature cards. Rankings are made under a PvE perspective. I tried to order the cards within each tier so that the best ones are on the left side and the worse ones on the right side. For spacing purposes, I also avoided to rank each individual affinity if there's no substantial ranking difference in them. For example: Equilibrium G and F would both be in the same A-Tier, so I only ranked one of them. Conversely, there's a huge difference in Mumbo Jumbo's affinities, so you'll see them both.
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This is a more optimized version, I wonder where u got your list 👀 Here is instead a fun Pure Nature deck - it's slower but super fun: Here is replay of a Pure Nature duo run played with my buddy @gam3over. It's by no means an optimized run but it just shows the raw power of the root system. And I just wanted to show Gam3over stupid defense and fails at the end 🤭 GoL Pure Nature Duo.pmv
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Hey @WindHunter, i'll answer you since you quoted my previous comment. So, just to summarize the most important points of your post: -Some expert maps are difficult to beat without NG and/or any other exploits -Players feel that maps are unfair -Players are therefore "forced" to use NG and other exploits to beat expert maps -Using NG/Exploits make a player win any map with ease, loosening the sense of accomplishment beating a hard map brings, and this leads to lower player retention So, as a consequence, it is better to nerf exploits (well, NG in this discussion) and change
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Ok well, Let's start from the beginning - that is - the underlying reason behind this proposal: "The reason for such a change is the desire to fix the current issues where units which are spawned via script have no orb or power costs attached to them. This allows units such as Nightguard to swap with any non-XL units, not just those which are T2 and cost 150p or less". Is that really an issue?? Ok, the fact that some units have to tier/power cost attached to them doesn't really make any sense. But, there are thousands of things (should I make the list?) that don't make any sense in t
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I improved my record for Insane God Solo- 8.30.4
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Hey guys, I got another Titans Solo P2 replay, since after the new patch old ones don't work anymore. I also improved the record by over a minute, optimizing a bit the second half of the run. See you in the Forge, Donaar Titans Solo P2 18.36.pmv
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Hello everyone, I am here to share my thoughts as well. First of all I would like to say that I love Battleforge/Skylords Reborn (mainly its PVE) for two main reasons: the uniqueness, as it presents many distinctive elements such as Power Wells/Orbs and the Void mechanism, and the versatility of the game, in the sense that it can be played in thousands different ways. Therefore, I agree with any change that increase the number of ways a map is played, both in a "casual-run" perspective (such as the extra bosses on Crusade and Passage to Darkness and the new Priests mechanics in Insane God
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Hey guys 😁, Donaar here presenting you a fun and unusual run: Titans Expert Solo starting P2 (thanks to @Kapo for theorycrafting this challenge). Soloing this map is quite challenging since the player has to clear the way for Rogan and free the 12 civilians before Jorne spawns (which happens 13 minutes into the game). As showcased in this replay (all credits to Pritstift and RadicalX), Titans Solo runs always start on P4, since the way for Rogan is "automatically cleared" in order to get T2, T3 and T4. Corsair's Assistance ability is then used to open the gates for the civilians - th
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New record for Insane God Solo 10.27.1
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