Retech Posted October 13, 2024 Share Posted October 13, 2024 I play Skylords mostly on weekends and so I find myself being pretty average player, so for now as I'm tinkering with my decks I'm mostly playing solo, occasionally duo pve maps on standard difficulties. The scaling between the difficulties seems pretty weird as Standard is the easy one but occasionally still surprises me with something, then Standard+ difficulty is wildly inconsistent as game will just game over me with absurd spawn waves or mixed factions if it decides to, and Standard++ actually is more consistent and easier to deal with, at least in my experience. The point though is that every now and then (every 5-6 maps I play maybe?) the map generation freaks out a bit and it glues together two monument camps, the T2 one with T3 camp that already has mid game spawns sitting in it. The moment you clear out the T2 camp, patrol waves from all subsequent camps start sweeping towards your starting position, and when they catch you at the T2 camp fighting them will pull units from the T3 camp (sometimes this will also happen by towers having very long range and pulling units in the camp just by shooting at you from the other camp). This results in a massive brawl that forces you to attack the T3 camp head on with whatever you have at the moment (with T2 monument likely still in construction) or you're going to get constantly mobbed, and losing the brawl means your T2 monument gets destroyed and you're back to square one in your starting zone, except now it's getting regularily besieged by patrol waves that don't allow you to do anything. Attaching most recent replay where this happened. Is there anything that can be done about this, or is it just really back luck with generation / skill issue? 2024-10-13_13-17-31_RPvETwoPlayers_diff2_s53229_Retech_Madstub_time_0_13_32.0_v267.pmv Link to comment Share on other sites More sharing options...
Sylar Posted October 15, 2024 Share Posted October 15, 2024 Towers should not cause units from a camp to attack you, there is probably a unit with long range like bandit sniper though I am not sure if it appears below Advanced. Starting as nature, add some crowd control spells, hurricane would have really saved you in that replay. Use surge of light when multiple units are below half hp or it seems the 1320 healing from it will be utilised. Windweaver spam (6-8) with surge of light and a little micro will get you to T3, at lower difficulties you may even be able to kill all units and then the spawn building before they respawn. Link to comment Share on other sites More sharing options...
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