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Everything posted by Metagross31

  1. What else would you want to go for?
  2. Nox Carrier + Nether Warp maybe? Don't know, of it even works, but it is the only creative solution that came to my mind and hasn't been mentioned before.
  3. Imo this is the best solution. It works well in other speedrunning games, too. They usuallt have a 100% category (in BF this would be the no Decomposer/amii/enlightenment category) and an any% category (where anything goes). We don't neccessarily need an ingame leaderboard for this. We can simply make a forum thread or something.
  4. That wouldn't even work for most maps. For example in PtD the leftmost starting position on each map usually takes the top route, where they find 2 Monuments. To whom should they be designated? Both to the left position or one to another position? But if you assign it to the bottom position, then they wouldn't take the bottom route. If you assign it to any other position, what about the middle route then? The same problem could appear in other maps as well. Well, if it is only about deck building and not about skill, who is it, that only a handfull of players have about every single world record speedrun? Shouldn't everyone be able to beat them right away then? I agree, that the last few minutes/seconds make the biggest difference in a speedrun - it is one thing to beat BH in under 4 minutes and something completely different to beat it in ~2:30 - but that's the same for speedruns in every game that exists. Everyone can get a time of around 5 minutes in Super Mario Bros. after just a bit of practice, but only a few people can get 5 seconds lower than that. And why is that? Because of skill and dedication. It is the same in Battleforge as well. That's a completely different topic, so maybe create a thread for it on its own.
  5. Wait, WoG's damage buff and green forest elder don't stack? My whole life has been a lie!
  6. A little thing to add to @LEBOVIN's proposal imo: The maximum orn count achieved should be capped at 4. Otherwise people going for more orbs (e.g. 4orbs+amii mon. or Raven's wns, where more than 4 orbs are needed) would drag down the team, unless everyone goes for more than 4. Just a little detail but imo quite important. Otherwise I like the suggestion in general
  7. There is also a community PvP map called "Deathmatch", where you start off with 4 Orbs of each colour and have to destroy a buffed up World Breaker Gun. Maybe in this mode you can make use of this strategy.
  8. Did you use it a lot of times before? Because I think some CCs in BF have deminishing returns, i.e. when you use the same CC multiple times in a row, the duration will be shortened. Correct me if I'm wrong, but afaik this is the case for Oink! as well for example, but not for Roots. This is put in place to prevent perma CC. It is in general a common thing in many games such WoW. But again, I'm not 100% sure, so correct me if I'm wrong.
  9. Tool This get's an easy 9/10 from me. Now it's my turn:
  10. Depends on how much you get to play. If you can play everyday for a few hours it surely takes way less time. But if you can't play that much, for example some people can only play on maybe 2-3 days a week for maybe 1-2 hours, and since I have a similar amount of time at my hand right now I can assure you, that it does indeed take a long ass time. Eventhough I played a lot right after the release, I could probably not yet afford to finish up a semi-complete deck. The only way for me to do this would be to not build a PvE deck at all, but then, who should I get the gold/BfP? Grinding PvE with an unupgraded free deck is super tedious and not fun imo. The alternative would be to play PvP with an unviable deck and getting my ass beaten because I start the game with a disadvantage against people with more time to grind - also not fun. So the choice would be: 1. Get (not only but more than it should be) default losses in your first several PvP matches because of a weaker deck until you can compete. 2. Grind PvE with a (viable but) weak deck until you get a PvP deck. 3. Grind for a very long time to get PvE and PvP decks. Imo the system we are having right now is fine in terms of deckbuilding, since there are still a lot of tweaks you can apply to the decks to make them fit your playstyle. Obviously, beginners will take some time to figure out which cards fit their playstyle most, but slight deviations from the free decks can be benefitial and thus still incentivise creativity and deck building. The thing is I just dont want to feel like playing a game of chess, but in order to unlock your second knight, you have to play 100 games against opponents with two knights first. Not giving access to competitively viable decks thus will discourage newcomers to play PvP. The only compromise I can see here would be to give people the cards they need without giving them the decklist, but then again, they can just look in the forums.
  11. That's just wrong. I want to play with competitve decks right away and not get kicked in the butt for the first few months by people who grinded more. And I still think that the majority of people think that way considering how little the collection mode is played.
  12. There are still also ultra rare cards like Mounti, FireDancer and Harvester, which are excluded by your idea. Also, the deck lists for the free PvP decks are still around, so it will only take you a few clicks to find decklists for competitive decks, which completely invalidates the point about incentivising creative deckbuilding, when people can just go for the current decks again.
  13. If you have read any of the way too many threads suggesting the removal of free PvP decks, you should know, why this is still a bad idea. It will take away a lot of key cards and give you a lot of useless trash instead. Thus grinding will be mandatory again. If you don't want to play against free PvP decks, just play collection mode. (Btw, guess why almost noone wants to play that mode lol)
  14. Man, this thread really makes me want to look left and right without crossing the street.
  15. For the building decstruction: Maybe use Soulshatter (straight forward), Frenetic Assault (not that synergetic with the whole disintegration thing), Infect (Not sure if that works with disintegration) or Riffle Cultists. Not sure if and which of these are viable, but they were the first few things that came to my mind.
  16. Hello everyone, recently I have seen more and more threads about reworking cards, that regarded greefing potential. For example, some people were complaining about decomposer being used to greef, while others wanted offering to work on your teams units, which would again allow for more greefing. While there are arguments for both sides, I hereby want to make a proposal, that might be satisfying to both sides of the medal. The idea is, that spells/abilities, which would sacrifice your teammates units now no longer directly kill them, but instead give them the ability to kill themselves. This could work as with Skycatcher's Twilight Infection: You use decomposer/offering/whatever on a unit of your teammate, then this unit gets a new ability to kill itself which then triggers the corresponding effect, i.e. transferring power/refilling charges/.... This way you can no longer greef with those cards, since your teammate can always decide not to sacrifice the unit, but it also does not break speedruns/tactics, which rely on the use of decomposer. It would only make those a little more micro intensive, but since the players, which have their units decomposed, usually have a bit less microing to do, it should not be the end of the world, but I am interested in hearing, what the speedrun community says about that last point. Anyways, this is my idea on how to fix this issue. Let me know, what you think about this idea. And also, is this even possible to implement? I would guess so, since it works for the Skycatcher...
  17. Somehow I don't think this whole "forced to play a gamemode" doesn't work for achievements. Especially since we already have a lot of "forcing" achievments: Beat campaign on expert, use deck with specific colour in PvE/P, use 7 dragons in PvE, use a legendary Skylord card in a pure deck in PvE etc. While most of these "forced" me to play a few games out of my comfort zone, I really enjoyed these. So adding an achievement like this is not a bad idea imo.
  18. PvP and explaining people on the forums, why Free PvP Decks are a good thing.
  19. 2972 This thread is getting more and more nasty!
  20. There are obviously multiple ways of dealing with this map. The strat I found the easiest however is to rush to the first base and quickly focus down the small crystals. This can be done with ranged units or just by using Eruption. This makes the walls break and will make this first base a lot easier. Then the other person on my side and I decide, who will rush T4 and who will stay T1. The rushing person takes T2 and the majority of wells, then you quickly clear another monument, let the rusher go T3 and clear another base to let the rusher go T4. Then the rusher simply spawns a few (1 or 2 should be enough) flying units, for example Giant Wyrms, and fly from crystal to crystal, focuses the crystals and ignores everything else. You can even fly over the middle and clear the other side's crystals as well to speed it up even more. For defense, don't be afraid to use the altar of flames, it will make stronger waves appear, but as soon as the rusher is T4, they can easily help defend with more Giant Wyrms/other T4 units. Now just clear the remaining attacks using the wyrms and maybe some thunderstorms and you are good to go Here is a replay, where we use this strat. The execution is far from flawless, especially since we ran into a way to hard base at first, but you should get the idea: 20210120_123238_11301_PvE_04p_ColorCode.pmv
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