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Fully agree with this, Ironclad and Abyssal are the bigger show of this. My other pet peeve is that you can clearly see what card is the oldest, and what cards did Phenomic make the last (the closer you are in timeline to servers shutting down the worse the artwork quality gets) You can compare for example juggernaut (you can literally see the texture of juggs skin in epic pose with well done lighting) Then check out amii edition with cards like Mountain Rowdy or Eliminator.
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Metagross31 liked a post in a topic: Map-specific Deck Log
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Etheer changed their profile photo
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This morning there was still 30 minutes ago, then I had to log out and then combed this message when logging in. โInvalid Account or Password! Please wait 10 seconds before signing in again.โ Sorry, my bad, wrong Password, Can be deleted.
- Yesterday
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i mean that.. people who want "easy" game will just only play nature now ...
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I did that specific achievement, yes, if I remember correctly. That released set of achievements was a lot of fun for sure. Are there? Hm, well I for one am just trying to think of ways to keep the game fresh without deleting my main account That sounds great! Any estimation on when that may come out or the 'start a fresh account while keeping your main account' feature?
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Jodekoek liked a post in a topic: Map-specific Deck Log
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There will be more challenges for specific factions in the future as part of the elemental masteries content we have planned. Players will be encouraged to master each faction through various challenges and be rewarded for it.
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๐ค did you already beat all maps using tutorial deck? And I think there is more new players than veterans.
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Hi, I'm aware of the suggested decks button but come on that is not the same ๐ I meant something more official, pretty looking. A tab of deck-specific challenges to keep things fun and fresh. Or simply more achievement challenges revolving around beating maps with specific decks and handicaps could be cool too, I would consider them a high priority because for 'veterans' it is hard to find any challenges, especially with the lack of a 'reset' button while still keeping your account. New cards are fun and all but I personally would actually consider new challenges more important to my game enjoyment. Cheers
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Must be incredibly annoying to code without the base code.
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Delendar liked a post in a topic: One mixed orb Lost Souls/Stonekin/Bandit/Amii
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Delendar liked a post in a topic: One mixed orb Lost Souls/Stonekin/Bandit/Amii
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Delendar liked a post in a topic: One mixed orb Lost Souls/Stonekin/Bandit/Amii
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Another hypothetical option would also be to create cards that are in spirit, for example, Twilight but one version is a T1 Fire card with Nature affinity while the other is a T1 Nature card with a Fire Affinity. That duo is then officially called a "Twilight" card but effectively you can pick between a Fire or Nature variant.
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There is already a similar feature in the game. When you go to any map, there is a "suggested decks" button, which shows the last few decks you have beaten that map with. Maybe one could use that as a starting point to expans on it.
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Hi all, This may have already been suggested, but I was thinking it would be cool to have something like a log of the decks that a person has beaten an expert map with. By this I mean like a list of all color combinations, or, for example, just the four pure decks, that the player beaten each map with. This to add more interesting ways to beat each map, and to challenge onself a bit further after all the expert maps become too easy to beat. I'm already doing this, personally, but it would feel more rewarding with a challenge log. Specific handicaps would be cool too. Likely this has already been suggested but I figured i'd post my idea anway. Cheers!
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Majora liked a post in a topic: One mixed orb Lost Souls/Stonekin/Bandit/Amii
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Metagross31 liked a post in a topic: Skylords Reborn - Download
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Kubik started following One mixed orb Lost Souls/Stonekin/Bandit/Amii
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Impossible right now, because we do not know how exactly the game chooses the color of first token, so without being able to change that logic the card would either be neutral (if the dual color token would not affect it), as it is right now, or the first primary color would be used in order: shadow, nature, frost, fire. Not possible for same reason as above, we do not control the selection logic, so we do not even know, if that logic know the card it is choosing for, because it might not have idea about the card, in which case there wouldn't even be a affinity to use.
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That's fair. Although I think there has been a misunderstanding somewhere. Of course everyone here, including me, undoubtedly wish to see the Amii faction in all its glory and making a ton of new untis would be nothing short of insane, that's why I mentioned it as one project to the pile and moving down the largely ignored/unused hybrid T2 to T1. Bandits and Twilight for example, got 12 T2 units and 14 T2 units respectively, while people don't use more than 3 or 4 at best. Also that is why I compared them to the AI, when you play campaign maps, what you fight at Tier 1 are units like banditos and twilight crossbowmen, so it should fit, kinda. In any case it seems to be final so I'll drop the defense of any argument about it. Thank you for the response!
- Last week
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We have created a video guide for the installation:
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Metagross31 liked a post in a topic: SSS 3 - Wrecking Time
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Another awesome set of awesome runs! If you missed the replay watching for the Top 10 you can do so here: https://www.twitch.tv/videos/2250189306 And if you want to watch the replays your self here is the download for them: SSS3.zip We will do a 2 Week break before we continue with SSS4 ๐ Ultralord ๐ฉ
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People have offered a few different suggestions for how to achieve this over the years, as it really is a very commonly reoccurring suggestion, and while it could probably be done in a way that bypasses the game's technical limits, I do not see what it adds to the game in a real sense. Yes, now you can play a specific hybrid faction from T1-T4, but the units we would introduce as part of this would need to be purposefully underpowered, and therefore no one would actually want to start with them. I think players significantly underestimate how fine-tuned of a machine T1 is in both PvP and PvE. This is the part of the game where we take the most care in making any changes, because nearly every card is theoretically usable in all game modes. Consider then what adding a T1 Bandit unit to the game would actually mean. It would need to be balanced in both T1 Fire and T1 Shadow, simultaneously, in every game mode. This is just not realistic. It is more likely it would be balanced in one but not the other, overpowered in one but not the other, overpowered in both, or most likely, underpowered in both because we do not want to destroy what we have spent 4 painstaking years fixing. There is also the fact of how many dev resources this would require. To make this something worthwhile, we are talking 2-3 new units for each hybrid faction, because we would not be moving almost any T2 units down to T1, which means 8-12 new artworks, FXs, and card designs. Is this really what the community wants us to focus our energy on? So I get the reason why people want this to happen and why it would be cool, but for pragmatic reasons it just never will. We are not going to upend our carefully constructed T1 balance or shift our focus to introducing T1 cards which ultimately the game does not need. We would rather continue to flesh out existing factions with new tools, continue building the Amii faction to the point where it is actually on-par with Lost Souls or Stonekin, and hopefully in the farther future introduce a new Fire/Frost faction.
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coidbttxoilactv changed their profile photo
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Power cost and efficiency of the whole process changes ๐ EDIT: + now the whole team can have Amii Monuments, not just 1 out of 4
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I donโt understand the newness of the last two examples? Canโt you already play those combos with Amii Monument and 4 other orbs right now, so nothing changes for them?
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Belindanotly started following FN & Bandits deck build (PvE)
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Maybe I can finally combo SoW and Plague together again ๐
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My personal feeling is that cost does not block switching. Now you can have example two orb decks (like Amii shadow x2, nature x2) but have the Monument provide 3rd green orb and 3rd shadow orb for some combos (so many good cards require 3 of one color, now they all become accessible: Bandit [2x fire + 2x shadow] with Comet Catchers and Heals? Grinders with Disenchant and Earthshaker? 1x nature decks with access to Enlightenment for Batariel and Infernal Chain? To provide one example and not to spoil the fun of discovering: Combo I loved was Energy Cores + Second Chance SHADOW affinity, first time in my life, to have them explode - revive - explode again in another camp for 50% more dmg (while first camp revives and then dies again lol) - with some micro that is very powerful nuke. Also you can use Second Chance green to just unbind power from them (3x shadow). Another thing is Energy Cores + Second Chance + Grove Spirit to heal the cores (3x nature). With good power recycling you can just wipe anything. This is last message from me in this subject. ๐ As Viridya Moon said "it is done".
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You will win with me changed their profile photo
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Stephenlop started following Fire/Nature after beginning to play
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Dear @Denni_black, yesterday we had an outage of the server. Yesterday evening the server went online again. Best regards, Vultagx
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Finally someone who did some try from whom we can have some insight. Though I don't have doubt about some great combo that may appear, can you tell us if the building & ability cost are acceptable, or may be too high/low for what it does and finally not really worth it outside of fun deck ?
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Would have been a good new card to release without killing off Ami Monument.
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Wasn't theory - I played and experienced several runs in old campaign, new campaign and rpve with new amii mon and 5 orbs and was a lot of fun - somehow eye opener for me of how many trillions of new combinations I have access to now. I was the biggest Amii Mon change skeptic and took a lot to convince me, letting me express frustration, but a lot of reasons and finally giving it a chance (and then trying myself) convinced me. ๐ Yes, it requires to somehow surrender "mindless playing optimal decks over and over". At the same time - feels like a new game now and I love it.
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No need to build 5 Orb decks for me. Something you can cook in theory pretty easy, isn't it?