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  3. Amigos, tenho um problema com o jogo ,toda vez que atem atualizaƧao eu nao consigo solta a carta no chao faz tudo menos solta a carta no dia seguinte volta ao normal..uso windows 8.1 sistema 64 bits.
  4. Last week
  5. Moving the southwest spawn location up slightly is already quite big, as it can happen that you get in a sort of respawn loop where all units constantly attack your southern Monument. I believe it would already come a long way, if captured and held nodes granted vision around the area. (Like in the image for example) Vision is such an underestimated tool and being able to predict and see incoming waves of enemies may make it noticeably easier to defend at respective locations. The wall segments look completely off and adding wells at the nodes I feel like is more of a trap, as you're likely to lose them when having to keep an eye out at multiple spots. Also you have quite a lot of power by the time you reach T3. What I consider much more of an issue is the fact that Nightmare's End has terrible difficulty scaling. On Advanced your T3 (north) does not get attacked at any point, your T1 does not get attacked at any point by pushing T4 (south). It barely prepares you about anything Expert might throw at you. You pretty much never have to divert your attention towards any of your monuments and can just focus on the current task ahead, where as Expert requires you to keep attention at multiple spots at once, while having to spend a good amount of resources, since the waves get quite strong, which makes advancing so frustrating for many. You clear one spot and get shit on at another. You can play the map several times on Expert and still get overwhelmed, because Advanced does a horrendous job at showing you what Expert might be like. I like Nightmare's End, it's challenging and I have a good time playing it. Probably my favourite map. I am actually for making Advanced a little bit more difficult by introducing the mechanics Expert has on a tame level. Like getting attacked by 2 Archers and 2 Slavers at T1 and T3 respectively after doing aforementioned tasks.
  6. Earlier
  7. The active effect on Soulstone causes the affected buildings to be selectable from anywhere in the effect radius. This makes selecting individual units harder. Easily reproduced by using the ability and moving the mouse around your buildings. It's best noticed with a medium unit. See how close you need to be to select them with and without Soulstone active.
  8. I did a 1 player, rpve advanced++ (6) and one of the spawners in the final area was off the map and untargetable, but I was able to destroy it with aoe. I have attached the replay. 2024-03-19_12-50-22_RPvEOnePlayer_diff6_s62019_Blitzling_time_0_28_54.7_v264.pmv
  9. What if each node would give a small but noticeable Wheel of Gifts-like buff to all friendly units of that element?
  10. I do like the idea the Nodes giving power/Construction Hut aura, so the defense is actually feasible. As for the proposed changes, they seem helpful and fine. Maybe the walls at nodes are a bit too much, don't think it's gonna be that useful and may look out of place. I would rather go for the route of captured Nodes giving worthwhile benefits.
  11. classic Overlord is better than Lost Warlord imo and saves you lots on heals at both frontline and backline units
  12. I think that are good changes on top of the energy well chances that are already implemented. The additionall walls are an good idea and optional if the player wants to defend the nodes easier (aswell as the middle which should help really).
  13. Previous patch notes: The new proposal is a good direction. But it leaves several issues unaddressed: Asymmetry of the northern orbs. One can be taken without destroying the shrine, the other one cannot. Power requirement to defend the nodes. It is a long map and binding power into fortifications would slow you down further. No incentive or benefit to holding the nodes other than the game telling you to do so. I do not like the respawn timer change, it's unnecessary. The pressure is high and that's fine. That such a change apparently takes a lot of effort just makes it seem even less attractive. The focus should be on somehow salvaging the design of the map so the game at the very least not totally lies to the player and sets them up for a harder time. Meaning, there should be a benefit to actually holding and defending the nodes. The intended design of the map is made clear by what the callouts tell you to do. But it's so horrendously designed that it turns out just ignoring the directions is much better. The game wants you to destroy the shrines. But it's better to leave them standing when possible so you won't get attacked. The game wants you to defend the nodes. But it's better to ignore them completely and only tap them at the very end. It's a total design failure and essentially amounts to nothing more than a bunch of traps. Still think simply giving the nodes the effect of granting energy would reward players for holding them. Or let them create a strong construction-hut aura so you could build actual fortifications there without massively slowing you down elsewhere. Right now it's just plain bad to do what the game tells you to do. Defensible walls at the nodes won't change that.
  14. Mostly good changes. However to me those small walls at the nodes look terrible.
  15. SunWu

    Slow and Slower

    The main problem is that construct already comes with a lot of strong abilities - long range, siege and XL-knockback. So other than flying units and bosses nothing can stop it. Every ground unit gets knocked around, buildings get destroyed from far away - the only attribute stopping it from being superior to every other T4 unit is the fact that it's slow. Removing it (even conditionally like battleship) will probably leave it as too strong. There are also ways to make it more mobile wich are sometimes used to play constructs in rPVEs: - use deepcoilworm (as a mobile tunnel) and burying ritual to teleport the constructs - netherwarp (using incredible Mo's yellow ability circumvents port immunity after a port)
  16. i compaired several slow units of all elements with each other and noticed both Battleship and Construct being considerably slower than other slow units such as Thunder Wagon or Spore Launcher. While this may be a feature that can be circumvented on Battleship with "Full speed ahead" bringing it up to normal speed (whoever had that idea, absolute geniuous!) Construct is at a huge disadvantage. Since many other XL units got additional abilities, reworks, slow even removed (Magma Fiend), i believe there should be a solution for Construct as well. Adding "Full speed Ahead" to Construct as a feature that only frost has might allready do the trick, as in mixed decks one would be encouraged to play with cards that grant ice shields as a balance. As it stands now Construct has been never used in any Maps i played ever which is a shame. I understand Ironclad has completely taken over the role of ranged Frost XL, but still, the treatment of Construct is quite unreasonable.
  17. what would be an actual improvement in quality of life is when stonekin critters would automatically appear in the same unit group as Deepfang. its possible to add them manually of course, but its kinda annoying to do so over and over.
  18. You can use Export/Import function for decks I guess, maybe that's how you get the images. Plus, there is this site - https://smj.cards/deck
  19. Lost Evocation R is insanely strong for your pure LS T4. It doubles unit damage output for up to 45 seconds and can be used as Blood Healing fodder. Lost Dragon P gets boosted to 7430 DP20 and cuts enemy damage output in half at the same time. Blood Healing also pairs well with Winter Witch. Not only do the shields reduce the damage your units take in the first place. But Blood Healing also first eats through the shield to heal everything around for health. Lost Warlord B is of course great for that exact reason. Not only is it a disposable Revenant but it even has a shield. So it's great to use as healing. An alternative is Overlord. Its healing ability is quite strong as well.
  20. I got Bloodhealing yeah, is not a bad card but is not as good and comfy as Regrowth, ngl, I don't want to be involved into much micro management, I want to get some fun, not be super tryhard. Undead Army means take an extra slot for fit that card with the only purpose of not "wasting" bloodhealing on one of the useful cards, is to much sacrifice on the deck. And about using it on a Revenant unit, that would be great, but, that's the thing I can't see Revenants very worth on PvE. At least talking about the campaign up to expert, the most important for clear the map, seems not losing units, so lets say I summon a Grigori for 200, I pay 150 of Revenant, send him to the battle as a front line, expect him to die, and then use bloodhealing for the rest of my units. Looks way more useful summon another Grigori, send both, and thanks to that faster clear not let any of them dying and being able to keep going not having to wait for more power to summon another one cause you lost one Grigori. This is my theory, didn't do the maths to really know what is worth and what is not. I readed somewhere after trying myself, having a green orb is meta and most of people does it, so I guess there's no way pure LS will be better even having Warlord or some other cards that I still not have? I was also thinking about stronghold and world breaker gun, can't afford them yet, but maybe that's the answer to get rid of hammerfall and stone launcher, but I guess pure LS is just worse since you saying is moe challenging and requires more micro. Anyways, more tips are welcome, I can see there's so many things I can learn from the answers.
  21. Did you try Bloodhealing before? You can use it on Undead Army, a Revenant, an anyway dying unit, or whatever - it is one of the strongest heal spells of the game. Winter Witch also can offer great sustain, if you can manage the micro.. LSS green was also slightly buffed, as it can vacuum up revenants, but going that way can be a challenging way to play. Very important if you want to play pure LS, is that you bring crowd controls like Frenetic or(!) Freezes. Pure LS decks should be absolutely viable for any content around. But it can be a challenging deck to play with a TON of micro management options.
  22. Hi guys, recently joined Skylords and made a post saying I wanted a Lost Soul Deck after spending quite few BF on stonekin cards, but I builded a LS deck anyways without the warlord. Bough the Lost Dragon and the LSS and well, my feeling on T2 is better thanks to Lost Shades and their passive and Lost Launcher. However from T3 and onwards felt like a massive downgrade. Not because the units, I love Horror and Grigori, but been missing equilibrium, hammerfall and stone launcher A LOT. Lost Disruptor is pretty bad only affecting Flyers. Also on T4 as long as LSS is very good, is quite weak, Lost Dragon feels pretty bad overall and since I had no more BF couldn't try Warlord, I just know Gemeye is pretty good and Grinder is freaking op, and both are also cheap to buy + the biggest game changer, Regrowth. So then I realize, wait, if I get rid of the Dragon, which is not that good, I can keep the same build till T3, add Grimvine (cheap too) instead Grinder and keep everything else, and now I feel the deck is way stronger, but is sad cause I wanted a pure Lost Soul deck, but seems the lack of sustain really hits and there's no point. I'm not using NEVER the reviving thing of the Lost Soul, to me is not worth cause you can make more units instead, unless I'm doing something wrong, what's the point of this? Which combo would be good to make this useful ingame. Btw, I'm talking about the PVE campaign. Is what I'm currently doing. But almost finished, I guess rPvE is the next?
  23. Thanks! watched as well. To avoid making more post, been looking through the forum but can't see a post to see a "proper" with decks or something like that. I saw a very useful PvP post with many decks recommendation and strategies, is something similar for PvE? Also I see people uploading the decks like in a small horizontal images, I guess is just a crop from a picture ingame? Is any deck builder around with all the cards available? Thanks again!
  24. Nightmare's End - Proposed Changes - Iteration 2 A major issue with Nightmare's End is that the map requires the player to defend a substantial amount of locations, but almost none of these locations are capable of being fortified. This encourages players to fight back against the map, warping its mechanics in an attempt to reduce the defensive load on the player. Our goal with these proposed changes is to improve the experience of playing the map in the way intended by the original designers, without impacting the creative approaches to conquering the map that have emerged over the years. All changes mentioned here are proposals. Some, all, or none of the proposed changes might make it into the game depending on the results of community feedback and map testing. Elemental Node Changes All nodes have been moved to the back of their respective area, freeing up more space for buildings and maneuvering units All nodes now have buildable walls behind the Amii Gates, allowing players to fortify their position and defend the nodes more easily. Note: the walls in the pictures below are not pre-built, they are only shown that way for illustrative purposes. Shadow Node Nature Node Fire Node Frost Node Shard of the Forge Changes Add buildable walls to the left and right side of the Shard of the Forge. This will help to foreshadow the final defense for new players and give everyone a more stable defensive location. This is particularly important because the final attack adds a major point of failure to a map that exceeds 40 minutes in average playtime. Move the final wave spawn caves to prevent the attack waves from instantly aggroing onto the new walls surrounding the Shard. Shard Defensive Walls Final Attack Wave Spawn Locations Southwest Spawn & Monument Changes Move the Monument + 3 Power Wells in the southwest to the right to create more space to place defenses and lengthen the time between when attack waves arrive. Move the spawn cave north to see if we can redirect the waves to attack the western player's T1 location which has defensive walls to aid the player in defending. This change is experimental and will require testing to see if it works. Southwest Monument + Well Location Southwest Spawn Cave
  25. You are right. I understood your "On Expert Lost Souls are just right in my opinion" as if you are fine with the current system, and must have somehow completly misinterpreted the rest of that paragraph as explaination and not as the suggestion you made. Sry mate, my bad. I like the your idea to add sub categories.
  26. Same here. Would like to buy gold ingame for BFP, maybe in auction house.
  27. On rPvE Expert Bandit/Stonekin maps Windhunters at T3 seem to be missing can anyone comfirm that? Edit: Never mind i guess i was just being unlucky.
  28. Welcome! This might also help as a refresher ^^
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