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Kapo

Skylord of Honour
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  1. anonyme0273 liked a post in a topic by Kapo in Plans for long-term stability   
    @Cocofang „To bring more people in once again the team needs to put in a lot of work to make it enticing.„
    I disagree. My argument is that the game is already enticing to new players, especially for casuals there is months of content there already. One priority should be to get the word out it is back.
    Look at the activity on Skylord Reborn Facebook. I see regular updates up until release - and then everything falls silent. The game is released, and then we dont tell people? I dont get it. The works, from the perspective of a new player it is more-or-less bug free (the map being/getting so slow is the only real issue) and awesome. I agree its an oversaturated market, but there are a multitude of gamers out there compared to 2010. Let them know there is a free CCG-RTS that doesnt compare to any other game and a part of that market will flow in.
  2. anonyme0273 liked a post in a topic by Kapo in Plans for long-term stability   
    First, even if somebody doesnt plan on contributing manpower to the game (besides signing up for patreon maybe), I think its okay to critique because constructive feedback is something any good team needs badly. We love the game and we care about it, and we are really, really thankful what has been achieved. But please dont bash people who give those feedback in a caring way to the devs/admins.
    That being said I kind of agree that its not in the best interest of the game if card balance gets on the forefront of development. Main focus in my opinion should be to get the word out that the game exists, is free to play and super awesome. Card balance may be important to those heavily invested in PvP, but what the leadership should want is to get a healthy PvP (!) playerbase of mediocre skilled players into the game. And for those players the game is well balanced enough.
    Same goes for events, it wouldnt hurt to invest just a few hours to get a monthly community challenge going. Those must not be huge all-day events like Toggy is doing, you can make them simple, funny, and low maintenance on the admin side. We even have content creators who would be SUPER-happy if the devs contacted them to host an official event. What I am thinking about is something super-low-key like "Post a replay on the forum, fastest rPVE 1 time wins <something nice>. Funniest entry wins <something funny>. Every participant gets a free booster." I mean I dont know if you agree this would be a fun idea (other people might have better ones), but we can all agree even this half-baked idea I came up with just while writing this would be almost zero work and there would be a serious hype inside the community. And since its basically no work on the players end, almost everybody would particpate.
    To come out of the closet, about a month ago I even suggested to host such a event around the "Tips of the Day" on the loading screen, as long as the devs agreed to review the suggestions and agree to put some of them into the game. That would be something from the community and for the community - to see your or your friends words on the loading screen would be a huge thing. And speaking of manpower, I suggested exactly this because I understood that the dev team was in a bad place at that time, but I though we are speaking of one forum post (takes 20 minutes maximum), one jury session (1 hour maximum), and one winner(s) annoucement (another 20 minutes) - so something that can really be done in no time. I contacted the Staff Mail, but there was no interest - so I shrugged it off.
    To be honest I would be still happy with card balance being the main priority, as long as getting the word out that the game is released, hosting some events and doing community related stuff is not _zero priority_. But that has been the case in the last 2 months, and its not benefitting anyone.
    PS: Speaking of Toggy, it really broke my heart seeing him apologizing that the boosters for the Skylord Open havent been sent out already. Hopefully this ist still constructive feedback, but in my opinion one of the Devs should have stepped up and apoligized, not Toggy who had all the work and now might get sub-conciously a bad reputation for not keeping promises. Thats a shame really.
     
  3. Volin liked a post in a topic by Kapo in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Slave Master Nature Solo
    A really easy one, while farming Insane God I thought I give it a try and got control over the map first run - I was just stupid enough to kill the Slave Master too soon. Strategy is everything - let the Twilight do your work on one Monument you while keeping to the right side as much as you can to access the other (with a time limit of 25 minutes to setup everything, so much room for mistakes too). Nature is really powerful on the defense, with the right buildings you easily get 6-7 T4 units going for offense, only depending on how many support units you want in the root network. What I really liked is that this is the place for the Sylvan Gate to shine. Still some tests needed to do it with Thornbark and Spikeroot instead of Razorleaf for a budget deck, but Wheels / Shrine of Memory / Forest Elder are all not needed to succeed.

     
    Update Budget Deck:

    Thornbarks have no problem dealing with the Skycatcher. Sylvan Gate Heal gains importance, and you have to check in from time to time for Repairs on the Emitter and the Healing Gardens. 6 Thornbarks + 1 Spore Launcher still leaves room for 6 Wyrms and 3-4 Drones for Offense. I added a Howling Shrine and Fountain for flavor, but it is not neccessary. No support units for the Root Network.
     
    Slave Master Nature Solo.pmv
    Slave Master Nature Solo Budget.pmv
  4. Dallarian liked a post in a topic by Kapo in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Slave Master Nature Solo
    A really easy one, while farming Insane God I thought I give it a try and got control over the map first run - I was just stupid enough to kill the Slave Master too soon. Strategy is everything - let the Twilight do your work on one Monument you while keeping to the right side as much as you can to access the other (with a time limit of 25 minutes to setup everything, so much room for mistakes too). Nature is really powerful on the defense, with the right buildings you easily get 6-7 T4 units going for offense, only depending on how many support units you want in the root network. What I really liked is that this is the place for the Sylvan Gate to shine. Still some tests needed to do it with Thornbark and Spikeroot instead of Razorleaf for a budget deck, but Wheels / Shrine of Memory / Forest Elder are all not needed to succeed.

     
    Update Budget Deck:

    Thornbarks have no problem dealing with the Skycatcher. Sylvan Gate Heal gains importance, and you have to check in from time to time for Repairs on the Emitter and the Healing Gardens. 6 Thornbarks + 1 Spore Launcher still leaves room for 6 Wyrms and 3-4 Drones for Offense. I added a Howling Shrine and Fountain for flavor, but it is not neccessary. No support units for the Root Network.
     
    Slave Master Nature Solo.pmv
    Slave Master Nature Solo Budget.pmv
  5. Kapo liked a post in a topic by Cocofang in CHEAP and powerful BEGINNER Deck   
    Foreword
    Content:
    Cost Tier progression Alternative cards to use Upgrade priorities Replays My other Guides Reading time is maybe 15 to 20 minutes.
    For some people the first thing they ask in the game is "can sb show me a good beginner deck?"
    Unfortunately some of the answers they receive won't consider the cost. Both when it comes to the cards themselves but also for the upgrades, which cost gold.
    This deck here is meant as a baseline to get going. Present some various, different concepts to give pointers and grant access to gold flow. But Skylords is all about experimenting! Don't like something? Change it!
    Want to give something a try? Just slot it in!
    Pulled an interesting card that you want to see in action? Build a deck around it, make it work!
    Struggle with a specific map? Try different cards, there might be more suitable ones for different situations.
    Create something else entirely from the ground up? The card pool is your oyster.
    With that being said my goals here are:
    Use almost exclusively Common cards to keep upgrading costs to a minimum Use cheap cards Introduce cards (in the deck itself or as alternatives) that have at least some interesting synergies and are more involved Be forgiving Be flexible, so many cards can be changed Be rPvE 9 ready right out of the box, so it also packs a punch Cost
    The total to put this deck together is much less than 300 BFP! That means you can literally have this whole deck up and running within 45 minutes after first starting the game. You get 150 from your two dailies. 200 from your daily boost and you are set already. If you want a bit more buy your discounted daily booster for 350, resell it to someone. Netting you a total of at least 420 BFP, which you can use to buy everything you need and more.
    I played a few rounds of rPvE 9 without any upgrades myself. I'd advise you to stick to solo until you got a good feeling for the deck. Play one round of 6 or 7 at first. Then try 8, then 9.
    This deck contains almost exclusively super cheap Commons or ones that are even included as starter cards. You can also ask around in trade, people might be willing to sell in bulk for even less than in the AH.

    Windweavers 20 (starter card) Burrower 30 Razorshard G 20 Swamp Drake 20 (starter card)  Lost Horror G 20 Grimvine 80  Giant Wyrm 20 (starter card)  Primal Defender 10 (starter card)  Fountain of Rebirth 40  Breeding Grounds 15 (starter card)  Healing Gardens 30  Necroblaster G 10 (starter card)  Surge of Light 20 (starter card)  Curse of Oink 25 (starter card)  Stone Shell G 20  Equilibrium G 15  Regrowth 15 (starter card)  Unholy Hero 10 (starter card)  Rifle Cultists 10 (starter card)  Offering G 10 (starter card) So minus starter cards it totals roughly 255 BFP. Even less if you take the time to ask people in trade chat. A bit more if you buy during price spikes in the AH.
    Alternatives to Grimvine (note the comments under "Alternative cards to use"):
    Gemeye P or G - 50 AH (Auction House) prices seem to be pretty consistent, if big outliers appear they usually settle again after a few days. You could get away without using Grimvine or Gemeye, slightly reducing the total cost of the deck, but a T4 with only Lost Horror G and Giant Wyrm lacks a beefy frontline. You could also spam Emberstrike and Boom Brothers, as presented as alternatives below.
    You will notice my use of singular letters next to card names, which are referring to the cards affinity. G = Green, P = Purple, B = Blue, R = Red. Cards with affinities have two different versions and they vary in effect, depending on their affinity. Affinities are represented by a small dot on the card in their respective color. They have nothing to do with what Orbs you need to play that card though.
    Tier progression
    Tier 1 - Nature
    Build two Fountains of Rebirth so you can have their buff permanently running. They even affect allies, which is a massive boon for all other factions that usually have no or little sustain on T1. In the long run, it will also reduce how often you have to use Surge of Light. What is more, it will make you accustomed to managing timed, global buffs. A mechanic that many decks utilize (Shrine of War being the most prominent example). To make things easier, assign the two fountains to one group each as a shortcut, just as you do with your units.
    Spam WWs (Windweavers). Because of their ability they can hit two targets at once. Which means, as long as there is more than one target, their effective DP20 (Damage Per 20 Seconds, which is the average damage value that is printed on cards) is actually 960. As soon as a squad of WWs goes down to about 50% HP, pull them behind other squads. Enemies will switch to attacking one of the closer squads, at which point you can reengage with the wounded WWs. This distribution of damage will make the Fountains more effective and also make it more likely you don't overheal with Surge.
    If you want a tower at T1, the Primal Defender is your building. Two of them can be a big help to defend your initial base on solo rPvE 9 so you can go on the offensive with your WWs.
    Tier 2 - Nature -> Frost
    Razorshard G is the backbone of this T2. The main reason for this is its healing aura, which does not require card upgrades to be powerful. Spawn two of them so they can heal one another. It might feel a bit clunky to play at first but its worth it. You will get accustomed to active abilities, positioning and effective use of units which have immobility. Also, while WWs have no preferred target (see the star next to their damage value), Razorshard G will deal 1.5x damage against S size enemies (if the target has an S next to their life value). So have your Razorshard focus on those targets to take them off the field earlier. Very important to note though, that this damage bonus only applies to their melee attacks. Their Bombing Raid ability does not benefit.
    Keep using your Fountains and you will have very nice passive healing.
    Burrowers are meant to do one thing only: Charge at the enemy (spawn) buildings and destroy them asap. Support them with Curse of Oink and heals. Curse of Oink is temporarily CC (crowd control, so hindering enemy units in some form). Careful though, if they take damage, the spell ends much sooner.
    Keep using Surge of Light if needed.
    Breeding Grounds is an exceptionally powerful building that reduces the power cost of all own and allied units spawned within its AoE (area of effect). You still need to have the default amount of energy available though, you simply spend less on spawn. This is a building that you can keep using for your T3 and your T4 units. However, do remember that the building itself costs 70 energy. So just to break even on the investment you have to then spawn units for a total of just about 470 energy next to it! This gets more generous once Breeding Grounds are upgraded.
    Tier 3 - Nature -> Frost -> Shadow
    If you still have WWs at this point, kill them.
    Lost Horror G is the main star here. Just like WWs he has no damage bonus against any particular unit size. But he shoots THREE attacks at once. This means that his damage potential is 5610, which is comparable to a T4 unit, Absolutely devastating as long as there are at least three targets to aim at.
    Unfortunately, against big single targets Lost Horror G doesn't pack a good punch. Swamp Drake does though! Not only is it very mobile, being airborne, but it has an XL damage bonus, which are usually the tankiest foes. Their ability is CC like Curse of Oink, disabling enemy units for some time but it ends sooner if they take damage.
    Stone Shell G is a damage reduction that becomes more effective if more allied units are within its AoE. In case of emergency, use Equilibrium G for a heal that becomes more potent, the more allied max HP is within its AoE.
    You only need one Lost Horror G card to start! Use Offering G on one of your Swamp Drakes. This kills it but returns 90% of its energy cost to void and refreshes one charge for all T3 cards in your deck.
    After you have your T3 army going build two Healing Gardens somewhere safe. Their active effect will increase any healing effects on your units by 85%, making them much more efficient. It's not the most powerful regeneration at this point because your units will start having much more HP but you can even continue using your Fountains together with Gardens. It's not much passive healing but it's something. Otherwise you can destroy your Fountains at this point or on T4.
    The Necroblaster G is an exceedingly powerful tower. But it requires HP gathered from any corpses to fire its shot. If you use them, build maybe two of them together and either protect them until they have a bit of HP stored or kill your own units near them if necessary. Affinity doesn't matter that much, but feel free to experiment with it.
    Tier 4 - Nature -> Frost -> Shadow -> any
    If you still have any T2 units at this point, kill them. Lost Horror G can stay because its AoE damage is phenomenal. Swamp Drakes will probably naturally start dying in battle.
    Since not a single card in the deck requires two identical Orbs, it doesn't really matter what you build as your last one. I'd go with Nature, because should you somehow lose your one Nature Orb, it's going to be far more devastating than losing the Shadow or Frost one. But you can also change cards in the deck so that your last orb has to be something specific.
    Giant Wyrm is a go-to powerhouse. It's just a very mobile, huge ball of stats.
    Grimvine is a tanky frontliner that destroys buildings and soaks damage. The ability is just alright but luckily also very cheap. It also serves as ground presence, which is important to spawn more units or use spells that are not Arcane (which can be used anywhere).
    When you hit your unit cap of 120 you can start replacing any remaining Lost Horrors G with T4 units. This becomes even better once your Giant Wyrms are upgraded a bit.
    You can continue using Equilibrium G here while on the move. But in more stationary battles Regrowth is superior. Make sure that you currently have the effect from Healing Gardens running when you cast a healing spell. The increase in effectiveness is huge. Unholy Hero makes the buffed unit really deadly. But beware of the drawback. To be safe, use it on a unit, like a Giant Wyrm, that is out of reach for enemies.
    Once again, charge upgrades for Grimvine, Giant Wyrm and even Regrowth aren't necessary because you also have Rifle Cultists. If you Offer them, you get one charge for each T4 card back. However this also means that once your big T4 cards are upgraded with sufficient charges, you can take out both Offering G and Rifle Cultists, which frees up two valuable slots in your deck.
    But don't think they are just there to recharge your XL T4 units! Their ability is extremely powerful. Once you upgrade them to charge it quicker and use Unholy Hero on them it can deal an absolutely devastating 11.880 damage! Use it carefully, since it also damages yourself and allies. But it can severely cripple enemy forces before the fight even begins or destroy entire fortifications.
    Alternative Cards to use
    With each Tier explained, let's look at some alternatives, upgrades or additions. I am not trying to mess with the Orb sequence though as that can require extensive remodelling of the deck.
    Rough price chart:
    Very cheap - <20
    Cheap - <80
    Moderate - <150
    Expensive - <250
    Very expensive - <500
    Tier 1 Options
    Dryad B - Her aura makes your units (even past T1) sturdier and therefore also makes every heal on them more effective. Expensive.
    Shaman - You can replace Fountain of Rebirth with it. Don't get slowed down too much though. Each Shaman healing is equivalent to one WW not dealing damage. Expensive.
    Ensnaring Roots/Hurricane - Great with WWs. The former lets you kill melee units before they reach you and the latter knocks around S units for a long time. Cheap to moderate.
    Tunnel - Get around the map quickly. Very cheap.
    Tier 2 Options
    Stormsinger G - Good, mobile ranged unit with strong AA (anti-air). Moderate.
    Defenders - Extremely powerful unit once upgraded. 2025 EHP (effective health points) when they hunker down, which makes any healing effect very potent. Notice their ability has two circling arrows. Usually, when you use abilities and spells or units/buildings get destroyed 90% of the invested power will return to your void pool to slowly trickle back into your usable power. However, a switch-ability puts 100% of its power cost into the void pool! So use it liberally. Very cheap.
    Stone Tempest - Lots of damage and knockback. Cheap.
    Ghostspears - If you want to add some melee prowess. Very cheap.
    Crystal Fiend B - Has good healing that also makes affected units take less damage. Very good with Defenders. Moderate.
    Aggressors - Support unit that knocks back even L units. Damage is low for their cost so they need something else to actually kill stuff. Especially S squads can sometimes become impervious against Aggressor attacks if they are spread out too much from the knockback. Cheap.
    Ray of Light - If you feel like, even with Razorshard G, Surge of Light and Fountain of Rebirth, you need more heal. Very cheap.
    Coldsnap - Very powerful CC to disable troublesome foes. Consider that frozen enemies only take 50% damage, so you'll kill them much slower. Be mindful with freezes so you don't mess up your allies' plan. Moderate.
    Northern Keep/Cannon Tower - Cannon Tower is a very strong building against ground units. Northern Keep R has an extremely powerful ability that makes friendly S and M units invulnerable in its AoE. Especially with Defenders this is a defensive barrier that can withstand almost anything. Very cheap.
    Juice Tanks - If you are uncertain how long a map will take or if you are sure it might drag on a bit. For a small power investment your wells will run dry much, much slower. This will net you a safety net for drawn out maps so you can spend power liberally. Don't build them in rPvE though since the time limit will end the match before Juice Tanks really benefit you. Cheap.
    Tier 3 Options
    Ashbone Pyro - Destructive unit and potent synergy with heals. Only really gets good after a few upgrades though. Moderate to expensive.
    Deepcoil Worm - Good ranged unit and you can combine it with Tunnel. Very expensive.
    Silverwind Lancers - Disposable, cheap and mobile fighters. Another unit to Offer if you want to spawn a different T3 unit more frequently. Very cheap.
    Revenge - Both an offensive and defensive spell. It even splashes the self-damage from Ashbone Pyro onto enemies! Expensive.
    Thunderstorm - Purely offensive spell to make quick work of big packs of weaker enemies. Not necessary when your Lost Horror is nearby but good to clean up a sudden surprise attack. Cheap.
    Tier 4 Options
    Gemeye P/G - Artillery range and powerful passive abilities, P dealing more damage overall because of the DoT (damage over time) and G paralyzing units, which disables them for a set time, even if you keep attacking them. However, if you use them instead of Grimvine, their long range will make them stay behind your Giant Wyrms, which makes those take the brunt of enemy fire. Not ideal at all, so you should specifically manage them to stay in front and serve as your tanks. The 15% damage reduction from Adamant Skin makes them very resilient. Could even use both affinity variants simultaneously. Cheap.
    LSS (Lost Spirit Ship) - Instead of Giant Wyrm or even in addition. Deals damage on the move, hits a lot of targets simultaneously and become a tide of destruction once you have multiple of them. Cheap to moderate.
    Boom Brothers/Emberstrike - A more active playstyle as you have a lot of powerful abilities to spam. Boom Brothers annihilate ground presence, units and buildings alike, and their XL bonus damage even applies to their ability. Their knockback keeps everything that survives at bay. Emberstrikes ability can also hit airborne targets and they can be summoned on the fly (they don't suffer temporarily reduced max HP and damage if summoned away from Power Wells/Orbs) but their damage bonus is M, which generally isn't very good on T4. Spamming their abilities can become an issue if you don't have a way to quickly regain void energy. Very cheap.
    Bloodhorn - Once upgraded its Stampede ability tears down multiple buildings. Has XL counter. A very powerful card and one of the best T4 alternatives you could go for. Its ability varies: R makes it immune to debuffs and CC, which makes it very reliable. P makes it deal much more damage, which makes it incredibly destructive. Expensive to very expensive.
    Earthshaker - Destroys enemy buildings quickly. Expensive.
    Maelstrom - Huge AoE and good damage while eventually freezing enemy units. Again, frozen units only take 50% damage. Cheap.
    Ice Tornado - High damage. Doesn't need to travel, you can cast it on a single spot for high single-target damage. Moderate.
    Noxious Cloud - Slow burn which deals massively high damage overall but has to ramp up. Cheap.
    Other upgrades
    Quickly recovering your void energy into actually usable energy pool is very powerful as it speeds up your game a lot. To enable this, you can pick from a few good options. They all affect your Orb choices.
    Cultist Master + Furnace of Flesh - Spawn crawlers near the Furnace and kill them. Only becomes good once those cards are upgraded. It's fine if you only get your second shadow orb on T4. Expensive.
    Shrine of Martyrs - Bit tricky to use. You will need to add some ways to freeze enemies. Moderate.
    Shrine of Memory - Makes you regain void energy much faster. No bursts of power regained but it's consistent. Moderate.
    Power Shrine - Decent even if you only get it on T3. Very expensive.
    Upgrade priorities
    Some advice on what to invest in once you start gathering Gold for card upgrades and BFP for more charges:
    Vital upgrades AND charges
    WWs - Your T1 start needs to pack a punch
    Surge of Light - See above
    Regrowth - More usage and more energy efficient
    Necroblaster G - Higher damage means more opportunity to recharge HP from corpses. Only vital if you find yourself using these a lot
    Vital upgrades
    Fountain of Rebirth - More expensive to upgrade but you will notice the increase in regen
    Breeding Grounds - Even cheaper units
    Curse of Oink - More CC and cheaper
    Giant Wyrm - Much more damage for this power expensive unit
    Primal Defender - If you use them frequently
    (Gemeye G/P - More bang for your buck on those as well, if you use them)
    Important upgrades
    Equilibrium G - Better heal
    Burrower - More life is useful since it has to run past enemies
    Grimvine - Even tankier
    Swamp Drake - Increased HP makes them more forgiving and more CC
    Unholy Hero - A risky spell, so it has to be worth it if you use it, right?
    Offering G - Cheaper and more frequent use
    Decent upgrades
    Stone Shell - Cheaper and longer duration
    Lost Horror - More life
    Razorshard G - More life
    Healing Gardens - Even more heal effectiveness
    Rifle Cultists - If you find yourself enjoying their ability, upgrade them as soon as you like
    Replays
    Some replays with this deck on rPvE. To watch them you have to download the file and add it to: C:\Users\<user name>\Documents\BattleForge\replays
    None of the cards are upgraded, this is as bare bones as it gets. Difficulty 7 and 8 are very easy and already net a big payout in gold that lets you upgrade a lot of cards. Difficulty 9 can get a bit messy at times but is also consistently doable.
    Beginner Deck - Solo rPvE 7.pmv 2200 gold payout.
    Very easy with this deck.
    Beginner Deck - Solo rPvE 8.pmv 3250 gold payout.
    While defending my T2 I was too greedy and spawned one too many WWs. Which lead to me not having enough energy to heal my army and losing 5 squads. Would've probably lost only 2 had I healed instead. Not the cleanest T4 finish either but good enough.
    Beginner Deck - Solo rPvE 9 (T2 skip).pmv 4200 gold payout.
    Here I skipped T2 because the opportunity to attack T3 presented itself after the entire camp got pulled. I knew the camp was empty now and charged in. Not the most representative replay because of that but it happens. After getting T3 I suicide rushed a base with my remaining WWs just to take out a spawn and ease the pressure. By the way, every time a Swamp Drake just randomly dies, it's because I Offered it to get a charge back for a Lost Horror G. Notice how I destroy the enemy spawn buildings asap, because if another batch of enemies spawns mid fight it just draws things out.
    My other Guides
    HOW TO: PvE Deckbuilding Guide - If you are unsure how to start building your own decks and what to consider.
    CHEAP Pure-Fire Deck - If you are rather interested in a cheap and flexible fire deck.
    CHEAP Pure-Shadow Deck - If you are rather interested in a cheap and flexible shadow deck.
  6. Loriens liked a post in a topic by Kapo in Neuigkeiten auf deutsch und allgemeine Unterhaltungen   
    While I'd agree with everything that Volin wrote, I'd like to add that even in it's current state the game is very worthwhile. Many, many fun hours will pass until you have everything cleared on Expert, collected all cards, maybe played some PvP, etc. And investing a small amount of money through patreon will keep the servers running for a long, long time.
    As far as I know the devs are at a point where there is at least the possibility to add new cards and reskin models - and of course there is the map editor so the foundation is quite promising to get more content going. If you are interested, there are lots of forum posts about that topic - both what is possible and what is and is not allowed by EA.
    Now lets test this DeepL thingy:
    Während ich allem zustimme, was Volin geschrieben hat, möchte ich hinzufügen, dass das Spiel auch in seinem jetzigen Zustand sehr lohnenswert ist. Viele, viele spaßige Stunden werden vergehen, bis man alles auf Expert geklärt hat, alle Karten gesammelt hat, vielleicht etwas PvP gespielt hat, etc. Und wenn man einen kleinen Betrag über Patreon investiert, werden die Server für eine lange, lange Zeit am Laufen gehalten.
    Soweit ich weiß, sind die Entwickler an einem Punkt, an dem es zumindest die Möglichkeit gibt, neue Karten hinzuzufügen und Modelle neu zu skinnen - und natürlich gibt es den Karteneditor, so dass die Grundlage recht vielversprechend ist, um mehr Inhalte zu bekommen. Wenn Sie interessiert sind, gibt es viele Forenbeiträge zu diesem Thema - sowohl was möglich ist als auch was von EA erlaubt ist und was nicht.
    Übersetzt mit www.DeepL.com/Translator (kostenlose Version)
     
  7. Kapo liked a post in a topic by Volin in Neuigkeiten auf deutsch und allgemeine Unterhaltungen   
    Hallo Barul und Willkommen,
    bevor ich auf deine Fragen eingehe, möchte ich kurz darauf hinweisen, dass jeder Post in diesem Forum auf Englisch verfügbar sein soll, zumindest in einer Übersetzung. Dazu ist ein herkömmlicher Translator natürlich völlig ausreichend. Ein toller Englisch-Deutsch (und vice versa) Übersetzer, den ich sehr empfehlen kann, ist https://www.deepl.com/translator.
    Das bringt uns dann auch gleich zu deinem ersten Punkt: Ich denke auf Grund der Forumsregeln macht ein solcher - längerer Austausch - in diesem Forum auf Grund der Regeln wenig Sinn. Aber wenn alles übersetzt wird (damit sich keiner ausgeschlossen fühlt) dann spricht da natürlich nichts gegen.
    Beziehst du dich auf den Community-, oder auf den Server Aspekt? Rein von den aktuellen Spielerzahlen ausgehend, vermute ich ganz persönlich, dass Skylords Reborn (SR) eher ein Liebhabertitel bleiben wird, die Spielerschaft wird eher übersichtlicher werden als noch rießig ansteigen - vermute ich.
    Bei Community-Projekten ist die Langlebigkeit natürlich immer nur sehr schwer voraus zu sehen, hier wäre ich jedoch zuversichtlich, dass die Server nun mind. einige Jahre laufen werden, alleine auf Grund der Arbeit die hier investiert wurde. Mit all zuviel neuem Content würde ich allerdings nicht rechnen. Ich sehe das frei nach dem Motto: Geil das Spiel wieder spielen zu können, alles was noch kommt ist "Bonus"
    Aber du kannst ja auch erstmal nichts verlieren, wie zu EA Zeiten.
    Zum Thema Patreon: Wenn du dies als eine Spende/Dankeschön siehst, dann freuen sich die Devs sicher über jeden Support (ich bin ein Patreon Supporter). Aber ich warne jeden davor hier Ansprüche mitzubringen.
     
    Viele Grüße
    Volin
     
    ----------------------------------------------------------------------------auto translated due to lazyness ------------------------------------------------------------------------
    Hello Barul and welcome,
    before I respond to your questions, I would like to briefly point out that every post in this forum should be available in English, at least in a translation. Of course, a conventional translator is perfectly adequate for this purpose. A great English-German (and vice versa) translator that I can highly recommend is https://www.deepl.com/translator.
    This brings us to your first point: I think due to the forum rules such a - longer exchange - makes little sense in this forum. But if everything is translated (so that no one feels excluded) then of course there is nothing against it.
    Are you referring to the community aspect, or the server aspect? Based purely on the current player numbers, I personally suspect that Skylords Reborn (SR) will remain more of a lover's title, the player base will become more manageable rather than increase dramatically - I suspect.
    With community projects, the longevity is of course always very difficult to foresee, but here I would be confident that the servers will now run for at least a few years, just because of the work that was invested here. However, I would not expect too much new content. I see this freely after the motto: Cool to be able to play the game again, everything that still comes is "bonus".
    But you can't lose anything for the time being, like in EA times.
    On the subject of Patreon: If you see this as a donation/thank you, then the devs are certainly happy about any support (I am a Patreon supporter). But I warn everyone not to bring claims here.
     
    Many greetings
    Volin
    Translated with www.DeepL.com/Translator (free version)
  8. Dallarian liked a post in a topic by Kapo in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Insane God Expert Solo - Mumbo Jumbo with Urzach

    First and foremost: Strategy credit goes to WindHunter and Dallarian, I just combined what was available and improved on that. Especially useful was using Mumbo Jumbo on the Guardians and adding Howling Shrine to ease Unit Limit problems. After alot of trying I found _stable_ Spikeroot positioning that works almost (see below) every time AND provides t4 access before the first attack of the Skycatcher (which is not 100% neccessary, but I consider that a valid milestone for any Insane God strategy), Execution in the replay is everything else but flawless, especially in the end and half of the time I forgot to activate Wheels and didnt put down a Spore Launcher that run. I think there is lots of room for improvement on the final part, most likely another card instead of the Spore Launcher.

    Only major flaw is that sometimes Units keep attacking the temple though they get already their heads bashed in and they do not care and have their go at the temple. If its the Guardian doing that, sometimes there is not enough damage and the run fails.
     

     
    Edit: Update Killing the Southwest Twilight Base
    While farming I had a situation where 3 Skycatchers attacked at once and razed my base - and since the "hard part" is surviving the first big attack wave I thought I might check out what happens when you clear out the Twilight Base, and see if thats the safer and more consistent option. After clearing the base you get constantly attacked by T4-units from all 4 directions that spawn from the caves. That sounds worse then it is - every cave just spawns one single T4-unit without company that walks to the center. I'm not sure if that pattern holds but I always had one Skycatcher from West and East, a Wrathgazer from South and an Abomination from North.
    Since most heavy attacks from the base during that phase come from south and west, your defense might be concentrated in that direction - so the Skycatcher from the East can be a real thread to your temple. But if your defense is solid in all directions the situation after clearing the base seems to be somewhat easier then the massive waves that spawn from the base. But not THAT much easier that its really worth the extra 3-4 minutes spent destroying that base..
     
    Mumbo Jumbo with Urzach.pmv
  9. Kapo liked a post in a topic by WindHunter in Insane God Nature Solo?   
    It took me about twice my normal Solo run time but after a few attempts I was able to win. Its not pretty. Apparently my second circled area doesn't spawn an orb in solo; I'm too used to using Amii Monument (which if you have makes this easy). I had to push into the square area for my t4 but I didn't have a real t3 so I had to walk a razorleaf, a move that might have saved me (see below). I could in a second attempt cut at least 10 minute off this run, likely more. The first wave of Urzach Guardians is terrifying but spammed Spikeroots seem to do the trick (warning its fairly micro intensive). Waiting for t4 charges was the major issue after I almost lost my center base to not paying attention (was focusing up north when 2 twilight dragon waves spawned).
    You will notice waves stop spawning in the top left. This is because one squad was left alive attacking my root nexus. It gives me the idea that if you could figure out a way to trap other waves it would make defense rather trivial, especially if you can stop spawns from the south from whence come the twilight dragons.
    I hope this helps. It should at least help you get to t3 and you should be able to improve on my strategy.

    Pure Nature, Insane God Solo.pmv
  10. Timer liked a post in a topic by Kapo in Insane God Nature Solo?   
    Do you have a replay? Because I tried several times even with no offensive force at all, with different tower placements etc. and the wave just rolls over the living towers like its nothing. Tried only towers, towers and treespirits for root support... if I place them around the well a part of the attackers kills the temple fast - if I place them around the temple my t2 falls first and the temple soon after that, so thats just a delay of the inevitable.
     
    And its not even close, even if I do no offense at all saving ~200-300 Energy that goes into towers too.
  11. Timer liked a post in a topic by Kapo in Insane God Nature Solo?   
    I'm trying to make Insane God Nature Solo work, and I think what I do up until I reach the base is quite okay.  Please ignore my foolish tries to mind control the Deathgliders (my thinking was maybe if I control them I can kill the Urzach Seeker AND kill the Hags at the t3), but this is a try where the execution on the path to the base is nothing I'm ashamed of ;-)
    The question is - once I reach the base - where do I go (my best bet is to the t3 orb to get a Razorleaf out before I get crushed, but mind controlling a horror and a hag didnt work because when I do it the transformed Urzach Guardian runs over me), but any suggestion would be fine. Card slot for t2 are limited, but anything is debateable at this point. Western orb would be easy to take but alas, as solo player no western monument there...
    So... halp?
    Insane God Nature Solo Try 3452345.pmv
  12. Volin liked a post in a topic by Kapo in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Soultree Expert - 10 Cards Nature Budget Deck
    Contains only Shaman (that a Nature player buys anyway) and Spikeroot (70-90 bfp), the rest is not worth mentioning.
    If you are not on a Budget, add Amii Monument, Parasite Swarm and Shrine of Memory instead of Swamp Drake, Wyrm and Noxious Cloud and you can Farm it in ~13-14 Minutes with 10 Cards consistently.

    Soultree 10 Cards Nature Budget.pmv
  13. Dallarian liked a post in a topic by Kapo in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Soultree Expert - 10 Cards Nature Budget Deck
    Contains only Shaman (that a Nature player buys anyway) and Spikeroot (70-90 bfp), the rest is not worth mentioning.
    If you are not on a Budget, add Amii Monument, Parasite Swarm and Shrine of Memory instead of Swamp Drake, Wyrm and Noxious Cloud and you can Farm it in ~13-14 Minutes with 10 Cards consistently.

    Soultree 10 Cards Nature Budget.pmv
  14. Maze liked a post in a topic by Kapo in Skylords Marketplace Journal (SMJ)   
    Hey Maze,
    Here goes my suggestion for SMJ and the Bot - something very useful IMO. Many people are not-so interested in the details of trade or a long time chart, but I see many, many people using SMJ to check if a card is being manipulated right now. So my suggestion is that the site could give manipulation warnings when a card goes 200% (or 300%?) of "mean value of min.". The page could use some simple warning symbols like a traffic light, yellow if a card goes 150% and red if it goes 200%.

    The bot might even put automatic warnings as a message for those who are interested. Well thats my 2 cents, no idea how hard it would be to implement, but I would find it very useful and hopefully others too.
     
  15. Metagross31 liked a post in a topic by Kapo in Right-Click Card: Search in Market Option   
    Title says it - click the Option, Market Window Opens, Search field filled in automatically and Search starts.
    No idea how hard to implement though.
  16. Volin liked a post in a topic by Kapo in Right-Click Card: Search in Market Option   
    Title says it - click the Option, Market Window Opens, Search field filled in automatically and Search starts.
    No idea how hard to implement though.
  17. Torban liked a post in a topic by Kapo in Right-Click Card: Search in Market Option   
    Title says it - click the Option, Market Window Opens, Search field filled in automatically and Search starts.
    No idea how hard to implement though.
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