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I think the issue with Ray of Light is that percentage healing is really bad on T2 because units have such low health. An additional percentage wouldn't change that. Splitting the healing into a flat and percentage component or adding another effect would probably help.
- Today
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A problem that sometimes enters the game and exits
UltDragon replied to sagi1115's topic in Technical Support
Add an exception to OneDrive to not sync the BattleForge directory. You will find more information on how to do that here: https://support.office.com/en-us/article/choose-which-onedrive-folders-to-sync-to-your-computer-98b8b011-8b94-419b-aa95-a14ff2415e85 -
laslooo joined the community
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hey A problem that sometimes enters the game and exits I enter the game and it happens after a few games that I just exit the game and write this message
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XanderLord liked a post in a topic: Speedrun links
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Emmaerzeh liked a post in a topic: Battle Arena - Discussion Thread
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Been playing a lot of shadow/nature lately and I have some minor suggestions in case the team is interested: 1. Increasing Ray of Light's healing to from 3% per second to 4% per second or from total 3300 healing to 4000 healing. - Personally I feel this card is still a bit too weak and is too dominated by Surge of Light. I'd like just a bit more incentive to use it. I think for a slow, gradual healing spell it can pack a bit more punch still. 2. Reducing the cool-down of Shrine of Memory from 60 seconds to 30 seconds after being built or increasing the speeding-up of void return from 300% to 350% or 400% . - I feel SoM is by far the weakest void return building of the four factions. I reckon this may have to do with Nature's faction design? Due to having to prevent too much abuse of voidlessness (mind control, promise of life, etc)? Either way, I always find myself craving one of the other faction's void returns and indeed often feel forced to go furnace of flesh with cultist masters as it just feels too slow. What bothers me the most is that ridiculous 60 second cool-down after construction. I get that with Shrine of War as it is so insanely powerful, but this one is kind of weak in comparison if you ask me, so it feels like too much. Just some thoughts. Cheers!
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Zipp404 joined the community
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Thanks for the fast reply. Now i can grind a little bit on this sunday 😄
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Dear @Davidmnznog, have you followed the instruction and downloaded both files? Unzip it into a folder and start the installation process.
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Dear @MeekMentor, thank you for reaching out. We´ve checked an unbanned your account. Please try to login. Best regards, Vultagx
- Yesterday
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un106ble changed their profile photo
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Guten Abend, Good Evening, I created an account and it is banned allready before i could play it. Can u unban me? I would love to play this old masterpiece 😄
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One suggestion for the update is that Sentinel be an ultra-rare card, I think it fits better with the card's standard.
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un106ble started following cards ideas
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i recently retook this game on and after playing a few games with each elements and faction my head is full of ideas for new cards, most are meh but i finally think i got a few decent one. probably OP right now but still it'll be fun to share them. my ideas stem from a stray thought i had, why not give each base elements a T2 xl units like the harvester? ones that each embody the elements core mechanic like how the harvester is a units that work using corpse and hordes of temporary summon. but also shore up some of the elements weak spot. so i did a bit of brainstorming and come up with three cards to pitch, tell me what you think. first is ice : Bear Bastion 2 frost orbs / 300 power a giant polar bear (using forest elder model) carrying four section of walls as a castle on its back, it cannot attack itself but small units can climb on the walls on its back like on normal ones getting all the usual advantages, those units can then attack enemies even while the bear bastion move like how battleship or corsair can. the bear Bastion has three passive abilities and one active. >>>passive x Lumbering step: knock back and damage small and medium enemy units around it when moving, only affect ground units. x slow: this units is 50% slower x rally: units summoned within 25meter of this units are not dazed. >>>active x the new frontier: the units turn into ice making it into a static building and cannot move anymore 'but mounted units can still attacks) until the power is deactivated, it is now a valid target for of spells and effect applied to or around buildings. this power can only be deactivated after 30 second. cost 50 power to activate / 30 second cooldown after turning off. 0 attack / XL 4000 hp second is nature: cornucopian monolith 2 nature orbs / 300 power a moving temples (using the construct model) made of green stone and tick brown roots its tower is replaced by a small livestream that create healing rays (like church of negation) but targets both enemy and allies, stealing health from enemy to heal allies continuously at about 15 hp per second drained per enemy units then spread across all allies in range. the cornucopian monolith has three passive abilities and one active. >>>passive x selfless: this unit cannot heal itself, it also cannot be healed by any other mean while in combat. x organic flow: wells within 25 meter of this units will produce 25% slower but deplete 100% time slower x slow birth: this units does not appear instantly and instead need to be constructed over 30 second. >>>active x feast aplenty: drain a friendly well of 300 power sending it to the void pool and shutting it down for 30 second. cost 0 power to activate / 60 second cooldown after use. -------attack / XL 3000 HP third is fire: sunspear vessel 2 fire orbs 300 power a flying ship built around a small sun, (death ray model with a fire orb inside the brazier and the skull replaced by banners and the prow of the ship by the shrine of war skull) this ship attack is an active ability athat affect all units and structure in front of it in a 25 meter range 45° cone but said damage is very low at first and ramp up the longer it attack. the catch is that it also hurt allies and has limited fuel that recharge when out of combat. the sunspear vessel has three passive and one active. >>>passive: x explosive: when killed this unit explode dealing 2000 damage to all units allies and enemy in a 25 meter radius knock back small medium and large units. x siege: deal 50% more damage to strucutres. x astral mass: this unit is slower the more fuel it is holding. fully empty it is swift and completely full it is slow. >>>active: x liquid sunlight: the ship store the fire of the dwarf star it carries as fuel to attack it appear with an initial capacity at 1500 and can store up to 3000 and recharge at a rate of 50 per second, consume 150 per second to attack all units and structures into a 25 meter long 45° cone in front of the ship, the first second of attack deal 50 damage to all units and buildings in range and increase by 100% pf the base damage every second for a total of 1000 damage for the last second after 20 second of continuous attack, the sunspear vessels cannot move or cancel its attack once it start firing. cost 15 power / 20 second cooldown.
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Hrdina_Imperia liked a post in a topic: New Amii Cards (Ami Sentinel, Energy Core, Skydancer)
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Here we goooo
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Davidmnznog started following Integrity check of battleforge.
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Hello, first of all I would like to thank you for the help you are going to offer me. I've been trying to install the game for a while, but it's impossible. I've tried downloading it from another browser, disabling the antivirus... and there is no way... Any solution, please?
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Markus34222 liked a post in a topic: Official PvE Event #14: The Amii Trials - Until 03.10.2024 23:59 CET
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Metagross31 liked a post in a topic: SSS 4 - Guardian Skylord
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Metagross31 liked a post in a topic: Official PvE Event #14: The Amii Trials - Until 03.10.2024 23:59 CET
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Wish granted but you will just get the same common card out of your boosters all the time. I wish there would be Skylords-Reborn Merch in my inbox.
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My guess is: certain areas in BF can't spawn XL units (and L perhaps too?) without pressence of smaller units. For example on Crusade, pos2, tier4 (with Abomination) has similar problem, like there is no space to play the animation. Otherwise it may be Mark of the keeper range, coz otherwise there is no reason to block anything. Try spawning S or M and then whatever you are trying to play 😉
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Any Bloodhorn decks for extreme pve?
This Is Halloween_2 replied to YasuYas's topic in Deck Building and Colour Strategies
BloodHorn decks also don't really need nature to provide healing. There's 3 way for BH to get sustain : - 15% lifesteal on BH attacks. With shadow buff (unholy hero for ex) BH has massive attack, & so good healing from them - building stomping : BH can charge & instant kill buildings with that charge. But the lifesteal passive also apply to that attack, & it allow BH to regenerate a high amount of health when destroying building this way. - emberstrike + blood healing : it's a combo where you can spawn an emberstrike (2600hp) undazzed & cast bloodhealing on it, doing 2500 dmg over 10s to it, & regenerating up to 11k hp to your BH next to it over 10s. You can also go for bloodthirst to have a 200hp/s regen in combat, but you can't stack the spell's buff with your shadow spell's buff. - Last week
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For BFP : - play 45mn to get 250 - do your 2 daily quest to get 150 - do the map of the day to get 50 (& a special booster in addition every 10 day, often worth 800+ bfp, depending if new cards have been recently released or not) That's 450 within 45mn. Furthermore after 45 mn, you get a daily discount of 100 bfp on your booster (so 350 your daily booster). It's rather easy to trade your booster for 420 BFP (that's why you see in the trading chat a lot of WTS/WTB booster 420, for selling or buying a booster). So it's potentially +70 in profit if you sell the daily booster. Total = 520 bfp/day You can do a bit more grinding than 45mn in 1 day if you want, you'll get to 550~600 daily bfp. And then there's challenges that you can complete for cards & booster pack rewards. There's a number of easy one for beginners, it helps give them an additional & consequential boost. The only downside I have found is the early fire/shadow & frost/nature decks given to players. They could use a small rework in term of cards given, and a frost/shadow & nature/fire deck could be added. But else getting early cards for new decks is quite easy if you don't start looking into some of the outliers, or rare & ultra-rare heavy decks.
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Any Bloodhorn decks for extreme pve?
SunWu replied to YasuYas's topic in Deck Building and Colour Strategies
Bloodhorn decks are really strong cause it's a good unit on its own but you also have access to a lot of other top tier cards when you go 🟣 /🔴 / X / X. No matter if you go double (or tripple) shadow, double fire or even with a nature splash you probably want to have lifeweaving and unholy hero, cause with these buffs one bloodhorn can solo most bosses. A lot of players do bloodhorn with 2 or 3 shadow orbs cause you get strong options like: - resource booster - frenetic assault - infect - plague (needs 3 shadow) Double or tripple fire would add some great damage spells like cluster explosion or fire sphere. If you want a more casual approach wich needs less micromanagement you can go nature for things like oink, equilibrium and regrowth, but you miss out on a lot of strong fire or shadow spells that way. Thanks to the lifesteal ability you're not that dependent on healing spells like you would be with other units, one stampede in a few buildings almost always fully heals it. -
The team did a lot to make the market much more balanced than it ever was and progression much less grindy. Within a few hours of playtime you should be able to get a decent deck. If you know what you want, don't buy boosters and only buy from the auction house. You can get almost any common card for ~ 10 BFP, uncommons for ~ 25 BFP, rares fpr ~ 100 BFP and a lot of ultrarares for ~ 200 BFP. There's still outliers but most cards can be attained easily.
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changed the phrasing and yes -> aff. counts as the same card.
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it's a pity that BFPs climb terribly slowly and the packs are expensive and contain random cards
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using both affinities once is causing loosing the game. In you description "Each spell can only be cast once and only one per affinity." I read that this is allowed. or does it mean "different affinities count as same card"?