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Frost cards tier list (PvE)
Wateva replied to KserSke's topic in Deck Building and Colour Strategies
Hi all. It is the season after all ... π Can I be a necromancer and resurrect this thread for an updated list? See you in the forge, well ... if we're not banned for freezing it. π -
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New card ideas and suggestions - Megathread
LionPuzzler replied to Hrdina_Imperia's topic in General Talk
https://FixDim.com She's not virtual [url=https://FixDim.com] Real Girls. Real Desire. Real Now. [/url] -
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I completely agree with Solumen especially about Ice Age, Root Nexus and Sylvan Gate but the craziest thing is what you are doing with Northern Keep even pre-nerf Northern Keep was not as good as Ice Shield Tower is now and you're planning on nerfing it even more. What's the reason behind this? Northern Keep is a useful and original card that is being ruined now for absolutely no good reason. In the past you've made some changes i wasn't very happy with, the Amii Monument nerf for example but i understand why you did it but what you are doing with Northern Keep makes no sense to me. Instead of giving frost players a good alternative to Shield Tower you are nerfing the only alternative to death.
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This can be closed. Ult solved the problem. π
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Letaris liked a post in a topic: Affinity System Changes
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Letaris liked a post in a topic: Affinity System Changes
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I figured Iβd comment on a few cards which stood out to me: Northern Keep Northern Keep was nerfed only recently, so why not wait for some time in order to gauge its new performance? It doesnβt seem to be all that dominant anymore, especially considering the buffs to Ice Shield Tower. Stormsinger While I agree that Stormsinger G is more flexible and superior in most cases, I do believe Stormsinger R has a niche. If you just want to murder the hell out of some fliers, the extra damage on the Gravity Surge ability is useful. It works quite well to deal with all the fliers on the southern path of Heart of Trouble, for example, or against early Raven Ships. Core Dredge Iβm going to echo the sentiment that both affinities have their purpose, so I donβt really see the reason why one should be removed. Core Dredge R functions quite differently from Tremor, the other Frost T3 siege option. Amii Ritual While Amii Ritual B is generally more powerful, Iβve seen people use both to get around the huge cooldown. Ice Age Now that itβs Frost season, itβs not all that uncommon to see both affinities around during longer maps where one might run out of charges. Root Nexus I really donβt get why you want to outright remove Root Nexus B. Yes, Root Nexus G is better if you only use one of them. If you defend for an extended amount of time with T2 however, it can be perfectly useful to build both (e.g. on maps like Dwarven Riddle, Convoy, Treasure Fleet, Guns of Lyrβ¦). Sylvan Gate The changes to Sylvan Gate are imo the weirdest on the list. Like yeah, I get that Sylvan Gate P is an odd card because it's outright useless on many maps, but powerful in a few specific situations. That said, thatβs no reason to gut Sylvan Gate R as well, and I believe giving the defensive buff of Root Nexus B to Sylvan Gate is a bad choice for multiple reasons: - As long as you sit safely behind a wall, the damage reduction is outright useless. - Even if your units get attacked and youβd like protect them, something like Healing Gardens is going to be significantly more helpful. - Sylvan Gate R is the only way for Nature to increase the damage of its buildings. - While Wheel of Gifts is an alternative to strengthen Nature units, it eats another deck slot, is significantly more expensive and somewhat of a tempo drain. - Forestβs Vim already exists as a T3 card whose sole purpose is to increase the defensive capabilities of a root network. - Sylvan Gate B was already bad in the original Battleforge, why do you want to recreate that? I dunno, but both of these changes together create an impression as if you want to broadband nerf root networks at all tiers - and while it's true that a fully set up root defense is very powerful, I feel itβs sorta offset by requiring more unit capacity and power than about any other form of defense. Stone Tempest Iβd honestly prefer a full rework of the second ability as both variations seem to be rather situational (though I personally wouldβve called Stone Tempest P a tad more interesting). Maybe Iβm just not getting how it should be used though? Matter Mastery Hm. I agree that being able to (temporarily) take over any building with a simple T2 card is quite powerful. I want to point out however that the most common use case for Matter Mastery P Iβve observed is to handle artilley-like towers. Every single other faction also has the option to deal with those by playing fliers, but Stonekin T2 justβ¦ Canβt really do that. The only available fliers are Windelf Templar (who deals no damage to grounded enemies), Crystal Beast (who deals no damage at all) or Mana Wing (whose stats arenβt cutting it anymore unless the map is very easy). Using both affinites together is also quite useful for various T2 only challenges. Stone Warrior Stone Warrior actually isnβt part of the list of planned changes, but I still thought Iβd mention it since Iβm not even sure when the last time I saw Stone Warrior G was (maybe itβs more common in PvP?). In PvE Iβve only come across Stone Warrior B, who is a lot easier to build around due to the plethora of freeze options available, whereas Stone Warrior G has barely anything to work with (besides Creeping Paralysis). I guess you could use Fathom Lord, but why would you bring 2 T3 L-size melee XL-counters? Long story short, I think it would be nice if there were another way to inflict paralysis.
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I would ask to keep the banditos blessed / blue affinity. Whilst yes this does go against the philosophy of the bandit cards being high damage and low survivability i find that there is an argument to be made for an playstyle akin to thugs and chargers especially if using blessed / blue fire force alongside it. The thugs and chargers are an absolute damage sponge with their group pressure ability fire force gain another good bit of staying power. The blessed affinity banditos carry this onwards pretty well and allow them to take the role of staying power footsoldiers well into T3 and even early T4. This also allows them to shrug off more deliberate use of the shadow and bandit spells which more often then other spells can result in friendly fire, which the blessed banditos are actually able to stave off quite well. It is an good example of how the affinity can allow two playstyles.: the gifted banditos are an real menace in terms of damage (50% damage per 2 units, with an max of 150% at 6 units) and if given the corsair with the affinity that drops more of these banditos and the generic corsair buff that gives them an additional 60% damage they really punch way above their weight class. Whilst the blessed affinity trades in this extra damage to allow them to become the main stay that keeps enemy units slogged down in an all out brawl, which feels pretty bandit like, as the other more squishy bandits units like the windhunter, the commando or even the corsair with the affinity that drops commandos get to pick off these pre-occupied enemy units.
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NAME: Season 4 Community Goal Reward Not Received DESCRIPTION: As shown in the screenshot, all goals have been completed, and I have also fulfilled my required contribution. However, the texture has still not been unlocked for me. Restarting the game and waiting for a day did not resolve the issue. REPRODUCIBILITY: Always happens. To make it happen, just attempt logging into the game. SCREENSHOT: attached LOG: attached ADDITIONAL INFORMATION: none _log_proxy_latest.log
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Crusade Expert Plus - until 30.08.2026
Ultralord replied to Ultralord's topic in Events and Tournaments
Im happy that so many players joined in this event, even though its was by far one of the hardest event in all of Skylord Reborn history. Here are the final rankings. (also as Excel: RankingForum.xlsx ) Ranking 1 Ranking 2 Ranking 3 All Replays files can be downloaded here: 22_Replays_CrusadeEXP.zip And here is the Steam Recording: I hope i see you in the next exciting event π Ultralord π© - Earlier
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Cupidon started following New card ideas and suggestions - Megathread
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I do agree that Northern Keep feels a bit lackluster now compared to Ice Shield Tower.
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I believe most the assessments on why changing affinities is important for game balance are very true and should be acted upon, from a game design perspective. You certainly have enough data to support most of the purposed changes, even thou player feedback for niche uses should be taken into account. From a not-so-active player perspective, I appreciate the simplification of some cards, choices that felt pointless, particularly ones where we get to keep both perks.
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Some cards will need further adjustments, and not all of these adjustments have been included here as we have been soliciting feedback from the community to see what they think needs to change to make the card viable as a single affinity. Northern Keep, for example, has been brought up in the Discord discussion as needing some adjustments to it alongside the affinity consolidation. As I mentioned in the opening post explaining the changes, more charges is not a good reason for an affinity to exist in most cases, as the standalone card can just have its charges rebalanced. We need to think more about the future than just the present state of a card's balance. As per the comments related to gameplay diversity, I already offered some thoughts on this in the opening post. The big thing is that most affinities do not actually increase the diversity within the game, rather they destroy it. There are only a few limited effects which can realistically be affinity effects on most cards and these soon become boring. Slapping the same effects on cards of every faction, and even giving factions abilities which ought to be exclusive to other factions, makes the entire game feel samey. The ideal is that each faction has a unique and distinct identity that attracts players to it; factions should be more than reskins. Additionally, Skylords Reborn is simply not a game with an infinite design space. If cards overlap, the better one will be used and the other ignored, meaning we want to open up some of the space being blocked by affinities to make room for new cards which can full embody the niche that many affinities only partially fill. Core Dredge was one card which many people in the Discord discussion raised concerns about, so we are considering pulling back that change. Per your other question related to upgraded, please check out the clarifications in the opening post, where this question is answered.
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Befallens? Aura? On topic: 99% of the changes seem very worthwhile to me...will miss purple matter mastery on maps like treasure fleet, but balance wise this might make sense i guess.
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PlainVenom started following Affinity System Changes
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The planned changes seem good, someone more knowledgeable should weigh in instead of me. A lot of these are obvious good changes and I'm not opposed to the merging of affinity, makes collecting easier for new players as well, and changes should be made with that in mind as well IMO. One thing though, Core Dredge feels like it had a reason for infused affinity, you had the choice between Siege or more damage to frozen units? - Doesn't that mean that the infused affinity succesfully has an identity? A question as well regarding upgrades. I currently only own Ice Age (Blue affinity), do I then get the new Ice Age fully upgraded or gold refunded?
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Maybe I don't get the deeper meaning of this intiative, but if you remove a card variant, it's decreasing the playable flexibility. Let me phrase it this way, I would even tend to get more aff. than less and this is by the way even a cheap way to "create" new cards and way of game-play. I can mainly judge on shadow cards, here we are: 6. Evocator's Woe - Remove tainted affinity (p), the gifted affinity (g) is the new base card. Feedback - This card is a good example of having a different scope when casting, i frequently use the card (purple aff) in pvp to block defensive spell actions when I am attacking, but this will not hinder the defensive use with unit casting (e.g. Timeless One when fighting vs frost t3). That's also the purpose of why having the 2nd aff of Evocator's Woe, just as an example. Seldon I have used even the combination to purple aff first followed by green aff to fully block the attack defensive action. 7. Frenetic - Merge affinities: New base card will be able to target buildings and poison enemies in range. Feedback - Those who know me, knows that I used both aff in my pvp deck since ages. Unfort. the red aff (maybe it was even green in the past?) that did block healings, was nerfed some years ago, finally resulting in, that an early t3 cannot be defend vs. an agressive t2 attack with deep one, spikeroot or vileblood any longer. Since this was the only way for shadow to block such single unit attacks somehow to hinder heal after heal with a lower power setup. Why I am telling, since this was and still is a major disadvantage and just one of endless examples of negatively changed shadow cards. Anyhow it shows, that those changes can be used to change gameplay, therefore use aff as oppertunities and not as "reduce complexity" topic. I would love to have this main differenciator back, or even the red aff to target buildung and keeping purple as is. Merging both, would also impact my deck setup, since I always use both, otherwhise 50 sec recharge will lead to even more failure with shadow and early out of charges, which even happens frequently to me when playing longer pvp matches. 1. Nightguard - Remove tainted affinity (p), the infused affinity (r) is the new base card. Feedback - Have you ever played pvp vs. frost and try to defend vs. Mountainer, while beeing T1 or T2 Shadow? I use the purple aff to have at least some advantage vs. human, remove this aff, make an already weak and costy card even weaker. I am not the best pvp player, but Nightguard is really hard to play vs. people been better then average, therefore I can encourage to be very carefull when interacting on this level, especially if some cards anyhow are near to be useless against good players. Removing the aff will not make Nightguard better, but that's basically the direction you need to consider for such cards instead of down-grading it. 1. Lost Dancer - Remove both affinity effects and combine into one version; will rework the ability in the future. Feedback - Removing both without plan how to compensate? It's like nerging Firedancer (removing additional damage to buildings) without any replacement. I feel Lost Dancer being balanced. Side node, many nerfs (and I assume also changes like this) led to situations that cards have no longer being useful (e.g. Altar of Nihil in pvp) afterwards, therefore I can encourage not doing similar here. I am open for comments and discussion if desired,
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Im really starting to feel bad for poor Northern Keep just remove it completely if you hate it that much but dont make it die a slow and painful death by slowly nerfing it into obsolescence. At rPvE Expert+ Ice Shield Tower combined with Imperials and Landship is such a good combo that you dont even need Northern Keep anymore anyway. I just dont understand the point of nerfing Northern Keep is it so OP on Campaign maps or PvP that you absolutely have to nerf it or do you just hate it for some reason?
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Forge Of Creation - Until 31.08.2026
Ultralord replied to Ultralord's topic in Events and Tournaments
Impressive and exciting what you have have created Thank you so much to everyone who took the time and shared their creation β€οΈ -
@Nibylg Please see the quoted section of the original post, which should answer your questions here. --- We will have another iteration in the future which will include some more card changes. We know that some cards are balanced around double affinities, such as Frenetic and Ice Age, and we will be making charge and/or cooldown modifications to these spells to ensure they stay viable. In some cases the merge doubles as a nerf, and this is true of a few cards, such as Green Peace and Matter Mastery. I do not think it is healthy to have a T2 card which can mind control any tower in the game (same reason we nerfed Nightguard and Parasite Swarm); rather I think if the other affinity lacks viability in some places, such as rPvE, we ought to look at individual NPC tower orb/power costs to potentially move them into takeover range. We also want to more fully differentiate between Matter Mastery and Stone Age. --- Just to clarify, cards which were not brought forward for changes generally fall into one or more of the following categories: Each affinity has a substantial playrate. Each affinity has a use case in either PvP or PvE such that it justifies an independent existence for its affinity We are planning on reworking the whole card or one of its affinities. We don't know what to do with the card yet, so combining affinities could be counterproductive if we end up reworking it and having a good concept for two affinities.
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Hey, I've seen multiple uses for keeping both ice ages, this allows me to persist shields even after charges run out. Its true that green is better in 95% of use cases, but they do work well together and I would really like to see the option to use both in a deck! One example is doing Into the Jungle with pure frost, it would become harder if you had to reapply shields instead of using both ice ages.
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I liked almost all of these, except: Nothern keep, because its affinity effect is the only thing that I would use this tower for; I would ad Northland drake to the list; Matter mastery, no so sure as well, since the purple is great for early camps, before the change I would agree, but since only purple can swap some structures, I would leave both affnities; Maybe I'm getting ahead of myself here, but in the future if we have a Fire Frost faction, warlock (blue) could be a fire frost card, and warlock red reamain a fire card, there fore removing the affinity.
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Merged summoners is great idea. Merging other skills ar mostly good idea also π but: Eliminator - Remove tainted affinity (p) - It was one that i liked more to be honest. Frenetic - Merge affinities: - a little shorter recast time maybe? i remember using both affinities in defensive challengers few times. Northern Keep - Combine into one affinity, remove both affinity effects - i fear that it will became another regular tower. Sylvan Gate - could one sylvan gate get some healing/regeneration? like old one had? i sometimes miss the old skill when need to manually heal non rooted units Twilight Slayers - Delete both affinity effects (Fury) and combine into one card. - Will they get any bonus instead that? i really tested them many times and they were "only ok" in bad harvest pos 3 while on constant +50% against stonekins... they have terrible drawback (-50% dmg) and nothing fot it to be honest. Stone Tempest - Remove tainted affinity (p), the blessed affinity (b) is the new base card. - i feel that purple one was the only one being slightly usefull... while whole card is still... not great π Matter Mastery - Remove tainted affinity (p), the gifted affinity (g) is the new base card. - i liked purple one more π
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Very interesting stuff, definitely a good decision overall imo. Some questions though, mainly with how getting the replacements will look like for players. 1) Let's say I have two copies of the Sun Reaver card, one of each affinity. After the changes, will I have two copies of the new Sun Reaver instead? 2) Let's say I have a Cluster Explosion (P) \ I don't have a Cluster Explosion (P). Does it make sense for me to hold on to it \ buy one now off of AH to get a better replacement after the patch? 3) Let's say I have a two copies of Time Vortex of each affinity up on the AH when the patch hits. Will the cards be automatically de-listed and given to me back in their new version? There may be other things I'm not thinking of right now, but overall the main question is: how will it look like for the player? An automatic replacement? Or will it be a trade-in type of situation? This may be a technical challenge for you guys.
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Love it, finally a defensive building for the Amii. Sounds like something, that is gonna be good with tricolor deck (Juice Tank, right?)
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Forge Of Creation - Until 31.08.2026
Metagross31 replied to Ultralord's topic in Events and Tournaments
Oh no, I completely overslept the deadline! Time sometimes flies! Anyways, I was trying to do a piano arrangement of the BattleForge theme, but didn't find the time to practice it further or finish the score. Here is my best recording after ~15min of practice: https://www.youtube.com/watch?v=QRIiTxw9ZBQ Here is my unfinished version of the Sheet Music, in case anyone here wants to try it themselves. I can also send you the MuseScore file, if you want to finish transcribing it π Lords_of_the_Sky.pdf