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UltDragon

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  1. Xamos liked a post in a topic by UltDragon in Friends Tab - Default Online   
    Will be going on next patch.
  2. Metagross31 liked a post in a topic by UltDragon in Friends Tab - Default Online   
    Will be going on next patch.
  3. Hirooo liked a post in a topic by UltDragon in Friends Tab - Default Online   
    Will be going on next patch.
  4. Kapo liked a post in a topic by UltDragon in Friends Tab - Default Online   
    Will be going on next patch.
  5. UltDragon liked a post in a topic by WindHunter in Community Update - March 2023   
    Wow, this update makes me look bad, why are we showing everyone I have only played a single map on standard?
    On a serious note: We also ran into the issue that Fire Wormlings were intended to work on walls and this seemed to bother most of our playtesters. We will consider whether we can fix the current issues and kept them mostly as-is, or if we will have to make them M-sized instead. 
  6. UltDragon liked a post in a topic by sleepygexe in Patch #400040 - 27 February 2023   
    Thank you for the effort and time you all put into this project! The Forge lag is the big one for me. 🥂
  7. UltDragon liked a post in a topic by Majora in Community Update - March 2023   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

     
    • Forge Lag and Leaderboard Achievements

    We want to take a moment to address the Forge lag issue that many of our players have been experiencing. We understand that it has been causing frustration, and we're sorry for any inconvenience it has caused. Luckily, we're happy to report that we've made significant progress in resolving the issue. Because we introduced major features such as cosmetics with our latest patch, it took us some time to pinpoint the cause of the lag, but we have now identified and fixed the issue through a patch. You should now experience a smoother and more enjoyable experience in the Forge.
    In addition to addressing the lag issue, we have also fixed the problems with leaderboard achievements and retroactively distributed rewards for the past month. Furthermore, we've fixed a bug that affected the display of achieved rankings for this month's leaderboard achievements. The displayed rankings now accurately reflect your current rank, so you can see how you're doing and earn rewards accordingly.
    Click here to read the full patch notes. 
     
    • Upcoming Feature: Drop Locations

    Upgrading cards is a fundamental aspect of Skylords Reborn, and finding the locations of these upgrades can be challenging, especially for new players. We understand that browsing external sources like the Wiki can be a significant barrier for players to gather information. That's why we're happy to announce the upcoming feature of in-game drop locations!

    With the new "View Upgrades" button added to the create-a-lobby screen, finding upgrade locations is just one click away. You can easily access the upgrade locations you need without ever leaving the game, making the process of finding the upgrades you need more straightforward and easier.


    Clicking on the "View Upgrades" button will reveal a list of upgrades that can be found on the map. You can filter the list by colour, difficulty, and whether you already own the upgrades. This will help you to quickly and easily find the upgrades you need. 

     
    Moreover, we've added an upgrade location feature to the "Claim Upgrade" section of your cards. Right-click a card from your inventory, click "Upgrade", and you will now be able to see the drop location of the upgrade. This is in addition to the existing feature of purchasing the upgrade with gold. This makes it easier for you to decide whether to spend gold on an upgrade, or complete the map to try to gather it. 
     


    We are happy to introduce this feature into the game, and believe it will help our players to more easily complete their collection. We hope to include this feature in our next patch and are excited to see how it will improve the player experience in Skylords Reborn.
     
    • Upcoming Feature: Comparing Profiles

    In our latest patch, we introduced new cosmetics and achievements, which brought a fresh set of challenges for players. We are excited to announce that we are working on a new feature – Comparing Profiles – that will allow players to compare their progress with others.

    With this feature, you'll be able to right-click on another player and compare your profile with theirs. This comparison will show your achievements and progress in the game, helping you to see how you stack up against other players. We believe that this feature will encourage more players to collaborate and tackle the most challenging achievements together.
    To ensure that everyone feels comfortable sharing their progress, profiles will be publicly visible by default, but players will have the option to set their profiles to private, friends-only, or group-only. This will give you control over who can see your progress, and ensure that you are only sharing your achievements with the audience you choose.

    We are currently finalizing this feature and are already able to share a sneak peek of how it will look in the game:

    We believe that this feature will be a great addition to the game, and we plan to include it in our next patch. We hope players are looking forward to it!
     
    • Behind the Scenes: Fire Wormlings

    As Skylords Reborn continues to evolve, we're constantly hard at work creating new content and cards to keep the game fresh and exciting. However, as with any development process, we sometimes encounter unexpected challenges along the way.
    Today, we want to take you behind the scenes of one of our recent projects that didn't go according to plan – the implementation of a new card called "Fire Wormlings", and share some of the challenges we faced.

    Fire Wormlings, Artwork by Tweeto
    Designed as a squad of six small worms based on the card "Fire Worm", the Wormlings were intended to be a strong S-squad archer-unit, perfect for our upcoming defensive rPvE mode. Unfortunately, we ran into several unexpected issues during development.
    For example, we encountered problems when attempting to mount the squad on walls. This was problematic, since the goal of the card in the first place was to provide additional archers to be used in late game defensive scenario's. Placing the squad on a wall would result in a buggy model with the worms' tails sticking out of the wall segment, looking quite silly in the progress:
     
    Additionally, the death animation of the worms didn't quite look right, as it was designed for a single XL unit, rather than a squad of small S units. Facing them in combat sure looked... dramatic:
    Despite these challenges, we're still committed to finding a solution that meets our standards and gives our players new enjoyable cards to play with. We're currently exploring other ways to incorporate the "Fire Wormlings" into the game, though it might be a while before you see them again.  
    We appreciate your patience as we work through these challenges. We know that players are eager to hear about actual upcoming content, so we would like to know: do you enjoy these behind-the-scenes at our development process, or would you prefer us sticking to announcing more concrete upcoming content? Please let us know in the comments below! 
     
    • PvP Guide Update

    Our latest balance patch resulted in significant changes to both the PvP meta and the free PvP decks. To ensure that you're up-to-date with the latest strategies, the PvP Guide has been updated accordingly.
    Whether you're a beginner or a seasoned player, this comprehensive guide has got you covered. It includes deck descriptions, tips and tricks for each match-up, and an overview of the pros and cons of your deck. We also indicate how beginner-friendly each deck is to play.
    The guide is written by RadicalX and Hirooo, two of the top players in the game. You can trust their expertise and insights to help you level up your PvP skills. So make sure you read up on the latest updates and get ready for the upcoming PvP tournament on Sunday!

     
    • Tournaments / Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!

    FINISHED  – Official PvE Contest #8: Insane God
    "One of Urzachs Minions is heading for an altar. sToP tHeM!" The results are in: check out the winner reveal stream, hosted by Ultralord, of our Insane God event this Friday the 3rd. More information.
     
    NEW - Skylords Reborn Championship #2 – Sunday 5th of March
    Get ready for our PvP tournament, the Skylords Reborn Championship! This event is open to players of all skill levels, and will be live-streamed by RadicalX. There are many prizes to be won, including for the audience! Don't forget to sign up in advance if you want to participate. More information.
     
    NEW - CCC #10 Ashbone Pyro vs. Magma Hurler - UNTIL 12.03.2022
    In the next installment of CCC, players will answer the ultimate question: Ashbone Pyro or Magma Hurler? Show your allegiance and fight for supremacy in the latest Crappy Community Contest! More information.
     
    • Host your own tournament / event
    Want to host a tournament or event yourself? Please reach out to our Event Organizers, Metagross, Minashigo Hiko, or Nukie! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
     
     
    • Join the Team

    Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 30 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to take a look at our open positions!
     


    • Newsletter


    While we aim to keep our community in the loop with monthly news through our Community Updates, we understand that sometimes these updates might not reach you. That's why we offer a newsletter that will notify you when a new patch or update is released. Don't worry, we respect your privacy and promise not to send spam or use your data in any other way. Click here to sign up.

    If you provided your email address during our summer survey to stay up to date, then you are automatically subscribed to our newsletter. We recently sent out our first newsletter, which announced the release of our latest patch.
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a General booster: DROP-LOCA-TION-MAPS

    The code is valid until April 1st, when we will bring you another Community Update. 
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update February 2023
  8. Metagross31 liked a post in a topic by UltDragon in Where are you from?   
    Brazil
    HUEHUE BR
  9. UltDragon liked a post in a topic by Xamos in Remove the BG10 achievement please   
    Wouldn´t it be easier to set the constraint of 4p rPvE 10 to: 
    Before you can play 4p rPvE 10, you have to win 2p rPvE 10 once. And before that, you have to win 1p rPvE 10 once. (Just like campaign-maps are only enabled by beating the other first. Because 4p is easier than 1p right? so it would require a certain lvl of skill to win that)
  10. UltDragon liked a post in a topic by Hirooo in New card ideas and suggestions - Megathread   
    I agree we badly need squad stampede.

  11. UltDragon liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    major update, version 0.2.3:
    - added new community decks feature and related things like discord login authentication and deck database to keep track of the added decks
    - other adjustments and fixes that would probably be to many to write here
     
    Community Decks ( https://smj.cards/community/decks )
    - choose between pve and pvp decks
    - filter pve decks by orb order, achievement, map, difficulty, position and if they are recommended for speedruns, (semi-)solo play or the current map of the month for rpve
    - filter pvp decks by orb order and map
    - view details about decks, like prices, deck codes, and for which achievements they count towards
    - view related forum post if one was provided by the deck creator
    - copy the deck code directly from the deck table
    - view which orb order the decks are intended to be played with
    - vote for your favorite decks to make it easier for other players to find the most amazing of decks (discord login authentication needed)
    - view deck tags to see if the deck can be played on different maps/difficulties/positions or whether or not it is played with an orb switch and more
    - sort by highest/lowest voted and newest/oldest

     
    Add Community Decks ( https://smj.cards/community/decks/add )
    - select the cards of the deck directly or import an in game code (cards are automatically sorted by tier->type->color->SMJ ID to make it easier to compare them in the table overview)
    - choose the orb order with which the deck is played and whether or not an orb switch is necessary
    - add the deck as either a pve or pvp deck with different map selection options
    - for pvp decks choose if it is best played on specific pvp maps or any, 1 vs 1 or 2 vs 2
    - for pve decks choose all the maps the decks is good/optimal for and select the highest suggested difficulty, which positions and whether or not it is also good for speedruns, solo play and or the current map of the month for rpve maps
    - add a forum link to a forum post or comment to provide more info on how best to use or the idea behind the deck which is also relevant if you want to be able to explain which community maps specifically you suggest the deck be used for
    - check if the deck can be used to complete specific achievements that require a specific deck composition (no selection needed since the filtering on the overview page takes care of that and automatically filters the valid decks)
    - add your personal favorite decks to the database (discord login authentication needed)
    - there is currently no feature to update already added decks yet, but it may be added next/at some point

     
    Discord Login Authentication
    Logging in with your discord account is only used for identification to be able to create new community decks and vote on them. Only your publicly available Discord User ID is attached to the decks you created and voted on and no other user data is being stored for now. There may be features down the line that would allow you to store your user specific data like the locally stored favorite cards/lists/decks and personal prices in a database to make porting it over to a new device or syncronizing data between devices easier. As well as connecting the website user with the bot settings to update your bot price notifications from your browser, but these things remain open for now, and may or may not be added at some point.
     
    Enjoy. 😉
  12. UltDragon liked a post in a topic by WindHunter in Patch #400039 - 14 January 2023   
    Patch #400039
    Welcome to our newest patch. This update contains our seventh balance patch for the game, brand-new cards, and many other changes, enjoy!

    Patch Preview
    - Four new cards are now available as well as our first ever promo building! Jump in-game to collect Raven Archwalker, Sanctuary(b), Sanctuary(g), and promo Worldbreaker Gun.
    - Added player cosmetics! In addition to your avatar, you can now change your border, title, and banner; earnable through achievements. 
    - 32 new achievements and changes to several existing endless achievements to go alongside our new cosmetic player system. 
    - Our second balance pass on towers, a large number of buffs to well-designed but underperforming cards, and a substantial amount of changes to Nature and Twilight cards.
    - New quality of life features including a longer Market Place option, more advanced filtering options, an import/export deck function, and a new advanced filtering in-game guide!

    General Changes
    There is now an option to list cards in the Market Place for 5 days (120 hours). We hope this will benefit those players which cannot play as frequently, as well as maintain a larger stock of cards in the Market Place to prevent scenarios where there are 0 copies of a card currently listed.  You can now use the chat command /exportdeck to generate and automatically copy a shareable deck code based on your existing deck, which can be shared and imported by other players using /importdeck DECKCODE (i.e. /importdeck MgE9DiF8KhK7FfE) in the in-game chat. We hope this makes sharing decks both on the forums and on Discord easier for everyone. The icon for the final tier of PvE ranks has been changed from the speedrunning shoe to a new ember crown. Since the final rank is Master of the Forge, we think this homage to Brannoc is better fitting. The speedrun shoe might see a return in the future, but as part of speedrunning, not a general rank. A new advanced filtering tooltip has been added to the card menu. It includes a list of commands and operators, alongside examples of how to combine them, to help players be able to utilize this powerful filtering system. Additionally two new commands have been added: rarity and power. Achievement tooltips have been expanded greatly. You should now be able to see all maps required to complete an achievement from the tooltip. Achievements have been reorganized into a general progression list and the achievement type is now listed on the banner to give players a better understanding of which achievements are appropriate to their current skill level. The dropdown menus have also been updated accordingly. Current time in queue is now shown in the ranked PvP lobby. Allowed for custom extensions for advanced filtering.  Loading screen will now be displayed bigger for higher resolutions (added support up to QHD 2560x1440).
     
    New Cards
    Sanctuary - 80p T4 Nature  (Frost and Nature Affinity)
    You will find the upgrades for this card on the maps The Soultree and Titans

    When rebalancing Pure Nature, we determined the faction lacked sufficient tools to counter several existing threats, such as Willzappers. Given Nature's unit-focused strategy and that Mark of the Keeper's effect is a well known and uniquely Nature mechanic, we thought it would be more fitting for a Pure Nature spell than another standard CC or rejuvenation effect. Sanctuary can turn off ranged units and buildings, giving Nature a way to deal with difficult Lost Souls and Twilight camps. For more information, check out Community Update 30.
    Raven Archwalker - 300p T4 Legendary   
    You will find the upgrades for this card on the map Mo.
    Raven Archwalker is our next addition to our developing Raven legendary deck. Just like Ravenheart, Raven Archwalker speeds up when near other Raven units. Like the walker it is based off of from the campaign map Mo, Archwalker has the ability to fire a corrupting aura capable of damaging both units and buildings. Given the way Aura of Corruption works, and the fact that legendary units are fully splashable, this means players will even be able to use healing spells to deal damage. For more information, check out Community Update 29.
    Worldbreaker Gun (promo) - 250p T4 Fortress 
    The promo version of Worldbreaker Gun will be unlocked by completing the achievement "Urban Planner" detailed below.
    While debating which promo card to release next, we thought it would be a good idea to release our first ever promo building. The decision of which building was an easy one. We wanted a tower which was both widely used and widely loved. Worldbreaker Gun fits the bill in every sense, and it seems right to make a Frost card the first promo building.
     

    Player Cosmetics 
    A major part of the upcoming update is the addition of new cosmetic options. These new options include banners and avatar borders. Additionally, there are several new avatars from which to choose and players can now customize their player titles. Players will now be able to pick between any titles they earned, whether from PvE, PvP, or achievements. 

    [ New Cosmetics ]
    Progressive Faction Borders
    Each faction, excluding Amii and Fire/Frost, will be receiving progressive avatar borders. For now there are only two levels, but eventually we plan to add at least a third level. Level 1 borders can be earned by winning 10 games in ranked PvP or 25 wins in any PvE mode with the respective faction. Level 2 requires winning 25 ranked PvP games or 50 PvE games. These rewards are retroactive.
    Progressive Random PvE Avatars
    Both level 9 and level 10 rPvE will have new progressive avatars.
    Faction Banners
    Each faction primary faction (Fire, Frost, Nature, and Shadow) will receive a single banner inspired by that faction. 
    Individual Avatar Borders
    There will be three non-faction avatar borders added: Shield, Burlap, and Gold borders.
    New Avatars
    Seven new avatars will be earnable via achievements: Silver Lock, Human Brannoc, Fortification Wall, Gift, Banzai Bird, Crossed Swords, Mask, and Gold Coin avatars.
    Individual Banners
    There will be three non-faction banners added: Cannon Holes, Shield, and Jorne banners.
    Combo Cosmetic
    There will be one combo cosmetic set: A New Sun Avatar + Banner
    New Titles
    There will be seven new titles to earn: "Makeshift Defender", "Tutorial Master", "Anxious Traveler", "Moneybags", "Eagle Scout", "Day Trader", and "Monopoly Man"

    New Achievements 
    32 new achievements. A majority of these achievements were taken from previous community suggestions.
    [ Miscellaneous Achievements ]
    Bladestorm Street Trader  [Title: Day Trader & Title: Monopoly Man]
    Buy or sell cards in the Auction House. [100 & 1000 cards]
    Dragon's Hoard  [Title: Moneybags & Border: Gold]
    Earn gold. [5.000.000 & 10.000.000 gold]
    [ Advanced Achievements ]
    A New Sun  [Avatar: New Sun; Banner: New Sun]
    Complete all initially released campaign maps on advanced difficulty or higher playing only cards from the Twilight Edition.
    Burning Crusade  [Banner: Fire]
    Win the 2-player scenario Crusade on advanced difficulty or higher with all players in your team playing only Fire cards.
    Frost Rescue Team  [Banner: Frost]
    Win the 2-player scenario Slave Master on advanced difficulty or higher with all players in your team playing only Frost cards.
    Gotta Go Fast  [Avatar: rPvE 9 progressive]
    Win a 4-player randomly generated PvE scenario of difficulty 9 within X minutes (Progressive achievement).
    I Believe I Can Fly  [Title: Eagle Scout]
    Win a 1-player randomly generated PvE scenario of difficulty 7 or higher without playing any ground units.
    Ruthless Green Plague  [Banner: Nature]
    Win a 1-player randomly generated PvE scenario of difficulty 9 or higher playing only Nature cards.
    The Nightmare's Nightmare  [Banner: Shadow]
    Win the 2-player scenario The Nightmare Shard on advanced difficulty or higher with all players in your team playing only Shadow cards.
    [ Veteran Achievements ]
    A Need For Speed  [Avatar: rPvE 10 progressive]
    Win a 4-player randomly generated PvE scenario of difficulty 10 within X minutes (Progressive achievement).
    An Ill-fated Expedition  [Avatar: Crossed Swords]
    Win the 1-player scenario Ocean on expert difficulty without playing any flying units.
    Brannoc's Surprise Party  [Avatar: Gift]
    Win the 4-player scenario Titans on expert difficulty after successfully freeing all civilians before Jorne arrives.
    Build Bridges, Not Walls  [Avatar: Fortification Wall]
    Win the 2-player scenario Sunbridge on expert difficulty without activating the Amii Devices.
    Cheapskate  [Border: Burlap]
    Complete 10 different campaign maps on expert difficulty, playing only cards of common rarity.
    He Made the Trains Run on Time  [Banner: Jorne]
    Win the 4-player campaign scenario King of the Giants on expert difficulty after successfully destroying all walls in Rogan's path before he arrives.
    Makeshift Defender  [Title: Makeshift Defender]
    Win the 1-player scenario The Treasure Fleet on expert difficulty without losing a wagon and by playing only cards from Tier 2 and below.
    No Human Left Behind  [Banner: Shield]
    Win the 1-player scenario Siege of Hope on expert difficulty without losing any refugee units and the 1-player scenario The Soultree on expert difficulty without losing any of the Lyrish Defenders.
    Protection Racket  [Avatar: Banzai Bird]
    Win the 4-player scenario Bad Harvest on expert difficulty with all players in your team playing only Fire, Shadow, or Bandit cards while successfully destroying all guild cannons.
    With Your Shield, or on It  [Border: Shield]
    Win the 1-player scenario Mo on expert difficulty, playing only unit cards.
    [ Virtuoso Achievements ]
    Codebreaker  [Avatar: Locked Page]
    Win the 4-player scenarios Dwarven Riddle and Guns of Lyr on expert difficulty solo without using buildings or building walls.
    Corporate Downsizing [Avatar: Gold Coin]
    Win 2 different campaign scenarios on expert difficulty with all players in your team using decks containing no more than 5 total cards.
    It's the Player, Not the Cards  [Title: Tutorial Master]
    Win any campaign scenario on expert difficulty with all players in your team using the Tutorial deck.
    Lone Ranger  [Avatar: Mask]
    Complete 4-player scenario maps solo on expert difficulty.
    Teleportation Anxiety  [Title: Anxious Traveler]
    Win the 2-player scenario Crusade and the 1-player scenario Ocean on expert difficulty without activating any Amii Devices.
    Too Heavy to Carry  [Banner: Cannon Holes]
    Win the 4-player scenario Blight on expert difficulty, destroying all bandit garrisons before they launch their attacks.
    Urban Planner  [Card: Worldbreaker Gun (Promo)]
    Win the 2-player scenario The Sunbridge and the 1-player scenarios Mo and Ocean on expert difficulty, with all players in your team playing only building and spell cards.
    [ Leaderboard Achievements ]
    Master of the Forge  [Avatar: Human Brannoc]
    Achieve rank 1 in any leaderboard at the end of the month.
    Harder, Better, Faster, Stronger  [3x General Booster, repeatable]
    Achieve rank 3 or higher in any leaderboard at the end of the month.
    A Legend Among Gods  [100.000 gold, repeatable]
    Achieve rank 10 or better in the PvP 1v1 leaderboard at the end of the month.
    Hero Among Lords  [50.000 gold, repeatable]
    Achieve rank 25 or better in the PvP 1v1 leaderboard at the end of the month.
    Skylord Special Forces  [25.000 gold, repeatable]
    Achieve rank 50 or better in the PvP 1v1 leaderboard at the end of the month.
    Skylord Enforcer  [10.000 gold, repeatable]
    Achieve rank 100 or better in the PvP 1v1 leaderboard at the end of the month.
  13. Xamos liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Magma Phoenix
    Tier & Orbs: T3, Fire Fire Neutral
    Type: Unit
    Power: 100
    Hit points and Size: 700 plus L
    Attack value and Type: 3500 plus ranged and special-counter
    Passive Abilities:
    * Fiery Dive: Unit starts a powerful and quick suicidal attack that deals 1000 damage to enemies in a 25m radius around its target, up to 3500 in total. Unit dies during the attack. Knocks back small and medium units. Affects ground targets only. Deals half the damage against buildings. Has a 6 seconds cool-down after the card was played out.
    * Swift: Swift: Moves at high speed.
    Explanation of idea behind the card:
    You would need 2 phoenix to kill 1 Vulcan or 1 Virtuoso if they are alone, but with 2 phoenix you could kill up to 3 Vulcan / Virtuoso, so high risk, high reward.
    And why no reincarnation? Swift will increase the survival rate when going for a target, compared to Shadow Phoenix.
    The dive animation should also be a little faster than Shadow Phoenix.
    The half damage to buildings is necessary, otherwise you could bomb other players wells and orbs easily.

  14. Xamos liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Lost Obelisk
    Tier & Orbs: T4, 2 Shadow and 2 Frost
    Type: Building
    Power: 150
    Hit points and Size: 4000
    Attack value and Type: None
    Active Abilities:
    * Soul Extraction: [Power: 0] Activate to extract revenants from own lost souls units in a chosen area of 25m radius within a 200m range. Affected units that have Revenant's Doom activated will have their revenant forms forcefully spawned, but then Revenant's Doom will be removed from the unit, won't trigger anymore when the unit dies and cannot be reactivated while the unit is alive. Reusable every 20 seconds.
    Passive Abilities:
    * Ethereal Anchor: The life time of every friendly Lost Revenant's in the current game will run out 25% slower.
    Explanation of idea behind the card:
    Lost Souls needs a T4 building, this would enable strong end-game and fits the revenant theme.
    On T4, your squad rarely dies, if it happens, the support spells aren't being played accordingly, as Lost Souls need them, because of units with low utility abilities, aside from Lost Dragon, but it has low attack power, you need to spawn multiple in rPvE to be effective.
    If you are going pure Lost Souls you would generally play Lost Evocation (Frost affinity) for survivability, or splash some frost spells like Ward of the North or Maelstrom Storm.
    Then Revenant's Doom its almost a waste to use on T4, so by adding this building, would drastically increase the burst potential, with a high-risk, high-reward situation. If you choose to use the ability, you need to micromanage the revenants life time to reach the next camp and also keep they alive.
    The passive buff would stack multiplicatively with other Lost Obelisk, so the building cost is chosen thinking on that.

  15. MacoWish liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Magma Phoenix
    Tier & Orbs: T3, Fire Fire Neutral
    Type: Unit
    Power: 100
    Hit points and Size: 700 plus L
    Attack value and Type: 3500 plus ranged and special-counter
    Passive Abilities:
    * Fiery Dive: Unit starts a powerful and quick suicidal attack that deals 1000 damage to enemies in a 25m radius around its target, up to 3500 in total. Unit dies during the attack. Knocks back small and medium units. Affects ground targets only. Deals half the damage against buildings. Has a 6 seconds cool-down after the card was played out.
    * Swift: Swift: Moves at high speed.
    Explanation of idea behind the card:
    You would need 2 phoenix to kill 1 Vulcan or 1 Virtuoso if they are alone, but with 2 phoenix you could kill up to 3 Vulcan / Virtuoso, so high risk, high reward.
    And why no reincarnation? Swift will increase the survival rate when going for a target, compared to Shadow Phoenix.
    The dive animation should also be a little faster than Shadow Phoenix.
    The half damage to buildings is necessary, otherwise you could bomb other players wells and orbs easily.

  16. MacoWish liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Pure Shadow card, was thinking if it would also drain friendly units, but then wouldn't be that viable.
    Main weakness is ranged entities.

    Penumbra Shroud: [Power: 60] Activate to engulf own entities within 20m radius in a deep shadow. Those entities will be hidden from hostile players and cannot receive commands except move. This unit deals 50% more damage as long the ability lasts. Lasts for 15 seconds. Reusable every 60 seconds.
    Essence Drain: Unit is surrounded by the anti-life aura that deals 120 damage to every hostile unit within 20m radius every 2 seconds.
    Life Stealer: 100% of the damage dealt by the unit will be added to its life points.
  17. UltDragon liked a post in a topic by Armatistis in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Greetings. I would like to present my Entry to the Skylords Card Design Contest.

    Name: Guardian Of the Grove
    Tier & Orbs: T3, Naturex3
    Type: Unit
    Power: 200
    Hit points and Size: 1600 & L
    Attack value and Type: 1000 & melee (General Counter)
    Passive Abilities: Swift. Its a horse, it goes fast.  
    Active Abilities: Switch Modes to gain:
    Grove's Touch: Units in a 10m radius around the caster regenerate 2 % of their maximum HP per second while this ability is active.
    Slow.  Unit is slowed.

    Use Lyrish Knight or Dreadcharger model as a base. Enlarge a bit for effect. Then make it green. Voila, Nature horse.
    Explanation of idea behind the card:
    Its like a mobile healing well, enabling a steady pushing strategy. Due to slowing down when healing, and short heal range, it cannot go back and forth healing everything so it can either support a frontline or stay further back and heal archers.

  18. ImaginaryNumb3r liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Pure Shadow card, was thinking if it would also drain friendly units, but then wouldn't be that viable.
    Main weakness is ranged entities.

    Penumbra Shroud: [Power: 60] Activate to engulf own entities within 20m radius in a deep shadow. Those entities will be hidden from hostile players and cannot receive commands except move. This unit deals 50% more damage as long the ability lasts. Lasts for 15 seconds. Reusable every 60 seconds.
    Essence Drain: Unit is surrounded by the anti-life aura that deals 120 damage to every hostile unit within 20m radius every 2 seconds.
    Life Stealer: 100% of the damage dealt by the unit will be added to its life points.
  19. eragonas liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Pure Shadow card, was thinking if it would also drain friendly units, but then wouldn't be that viable.
    Main weakness is ranged entities.

    Penumbra Shroud: [Power: 60] Activate to engulf own entities within 20m radius in a deep shadow. Those entities will be hidden from hostile players and cannot receive commands except move. This unit deals 50% more damage as long the ability lasts. Lasts for 15 seconds. Reusable every 60 seconds.
    Essence Drain: Unit is surrounded by the anti-life aura that deals 120 damage to every hostile unit within 20m radius every 2 seconds.
    Life Stealer: 100% of the damage dealt by the unit will be added to its life points.
  20. UltDragon liked a post in a topic by Demiron in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Element of Surprise
    Tier & Orbs: T3 Colorless
    Type: Building
    Power Cost: 150
    Hit points and Size: 2750, Large
    Attack value and Type: -

    Abilities:

    Control the Elements! 

    Element of Nature - Powers the Crystal with the element of Nature, healing all friendly units within a 'x' radius for 'y' value every 3 seconds, for the next 30 seconds.
    Element of Frost - Covers the Crystal in frosty mist, greatly reducing the movement speed of all hostile units caught within a 'x' radius, for the next 15 seconds.
    Element of Shadow - Coats the Crystal in dark energy, poisoning all units within a 'x' radius, dealing 'y' damage every second, for the next 20 seconds.
    Element of Fire - Engulfs the Crystal in flames, greatly increasing the damage of nearby friendly units for the next 20 seconds.

    Master of All: (costs 100 to activate) Pick one of the elements. However, using the Crystal this way quickly depletes it's power; each use reduces it's Hit Points by 1000 that cannot be warded off with the help of another card and it cannot be repaired in any way.

    Master of None: (costs 50 to activate) Let the Crystal pick an element for you, at random!

    Explanation: I like RNG.
  21. UltDragon liked a post in a topic by Demiron in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Shrink
    Tier & Orbs: T1 Nature
    Type: Spell (utility)
    Power: 60

    Spell Effect: Miniature Warfare - Curse target hostile squad or unit within 'x' metres in a way that they go down one unit size for the next 30 seconds.
    Target(s) under the effect of Shrink cannot be cursed again.


    Explanation: I think a spell like this fits the color perfectly. It's a fun way to engage with units (in both pvp and pve) in a way like never before.
    I don't know about the technical difficulties/limitations but it'd be cool to see an L-sized Juggernaut.
  22. UltDragon liked a post in a topic by Kugelsaat in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Hello Skylords, this is my first entry for the Card Competition.
    First if all sorry for anything i may pronounce worng etc. (I´m from Germany)
    Scrap-Shed is meant to by a Supporting unit.
     
    Name: Scrap-Shed ( Schrottlaube (german))
    Tier & Orbs: T4 / Fire 2x Shadow 2x
    Type: Unit
    Power: 400
    Hit points and Size: 7350 XL
    Attack value and Type: 3000 Range
    Passive Abilities: 
    Waste Cannon - Because of the size and it´s polution the Banits start unsing their waste as a weapon. Because the Bandits shoot with what ever they have, every 4th Shot is smelling dump which slows Enemys for 6 sec and lowers their attack 22%
    Active Abilities:
    Junkyard -  When send into battle the Scrap-Shed can switch to stationary mode and cant move. While stationary it drops T1 Bandit units every 7 sec. which attack Enemey in range. When it´s health sink´s below 30% Scrap-Shed is forced to move and can nolonger activate Junkyard.
    Uses Tunderwagon as a base.
    Explanation of idea behind the card:
    The Thunderwagon is a very cool and fun card, and i think the only one which does not have a counterpart.

  23. Kugelsaat liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Twilight Infestation
    Tier & Orbs: T3 Fire Nature Fire/Nature
    Type: Spell
    Power: 100
    Spell Effect: Mass Shapeshifting
    Infects up to 10 friendly and hostile units within a 25m radius with the Twilight Curse and immediately turns them into Twilight Pests.
    While the spell lasts, they will no longer grant ground presence to play out cards or claim structures near to it.
    After the spells wear off, they will be retransformed into their actual forms.
    Lasts for 15 seconds. Reusable every 30 seconds.
    Explanation of idea behind the card:
    Twilight needs a CC card, and this fits the transformation theme, expanding on Twilight Curse, mixing with Fleshbender.
    Twilight Pests should be the same as Fleshbender, where bugs have similar power and hitpoints to the original unit.
    The downside of this spell is that it also affects friendly units, so not exactly the same as Oink.

     
  24. UltDragon liked a post in a topic by WindHunter in Patch #400039 - 14 January 2023   
    Card Balance Changes
     

    Global Balance Changes
    Ranged attack delays standardized: 
       - Towers and ranged units are now assigned a standard 0.5 second delay on spawn instead of a semi-randomized number between 0.1-1 second in 0.1 second increments. This only modifies cards affected by the bug, many ranged units and towers will be unaffected by the change. 
    If a tower or ranged unit's attack has a longer resolve timer than its attack speed, a number is assigned to said tower or unit on spawn between 0.1-1 seconds, which is permanently added to its attack speed. For examples, this means that while a certain tower might be capable of attacking every 2 seconds, if it is affected by this mechanic any particular instance of this tower spawned has an actual attack speed of between 2.1 seconds and 3 seconds. This means all affected towers are not created equal, even among towers of the same kind, and can have widely varying performances. Ranged cards with high attack speeds are impacted more strongly than ranged cards with low attack speeds, but all affected towers and units are inconsistent. Given that we have already begun to balance around the average attack speed of each ranged attack after we previously discovered the discrepancy, we did not want to simply remove the attack delay as it would potentially require us to once again rebalance all affected cards. Instead, we have opted to standardize the delay timer to 0.5 seconds, which is on average a slight buff to all affected cards, and which will henceforward make all ranged cards consistent with themselves. 
    Card attack speed descriptions do not currently reflect the change. We will work to slowly remedy this over time as we continue our work to fix existing descriptive issues.

    PvE Balance Changes
    While changes are split here between PvE and PvP sections, many of the changes have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them. 
    [ Tier 1 ]
     Nightguard:
    1. Damage: 60 damage (450 dp20)  ➜ 90 damage (675 dp20)
    2. Add "Swift" ability to both affinities.
    3. Gifted affinity ➜ Infused affinity:
       A.  Add "Infused Fury" - Deals 50% more damage against elementals. 
    Give swift to both affinities and make their difference be in species damage type. Substantially increased combat stats to make the unit more valuable when unable to immediately swap, but still primarily useful for swapping.
     Amazon (g):
    1. Wildlife Protection healing amplification: 50% ➜ 65%
    Minor buff intended to make combinations like Amazon(g) + Werebeasts more rewarding.
     Strikers:
    1. Remove "Looter" ability
    2. Add new passive "Gang Up!": When being surrounded by at least 3 friendly orcs in a 25m radius, all incoming damage will be spread among all gang members relative to each unit's current life points. Additionally, affected units take 15% less damage.
    3. Add new passive "Group Pressure": Unit is immune to Unity and its effects.
    We are giving Thugs' "Gang Up!" passive to Strikers and changing both Strikers and Thugs' abilities to work based on friendly orcs instead of just friendly Thugs. This will allow Strikers and Thugs to form a gang together, creating a new Fire T1 combo. Additionally, we are fully removing "Looter" from Strikers. 
    Our balance team is currently in the beginning stages of reintroducing a rebalanced Looter ability to the game for higher tier units as part of a project to allow each faction to have a power acceleration mechanic. Shadow's Resource Booster is the most obvious example of such an acceleration mechanic. Nature also has existing acceleration tools in the Breeding Grounds effect (unit cost reduction) and Promise of Life (unbinding units). We think Looter could be a good tool to enable a unique acceleration mechanic for Fire. More details will be announced on this topic when proposals become more concrete.
    [ Tier 2 ]
     Earthkeeper:
    1. Back Up ability rework:
       A. Can now be knocked back while ability is active.
       B. Duration: 30 seconds ➜ Until interrupted
       C. Power cost: 0p ➜ 25p
    Earthkeeper has a very powerful ability, particularly the blessed (b) affinity. By making it last indefinitely absent interruption, Earthkeeper can be used by Stonekin decks to set up incredibly durable defenses that do not need to be constantly maintained. We removed immobile to allow Earthkeeper to be knocked back, requiring good positioning, and added a 25p cost to increase initial set up cost in exchange for the indefinite duration.
    [ Tier 3 ]
     Abyssal Warder:
    1. Power cost: 250p ➜ 240p
    2. Crystal Spikes ability damage: 725, up to 2175 in total ➜ 800, up to 4800 in total
    3. Class change: Giant Destroyer ➜ Ancient Destroyer
    Abyssal Warder has been much more viable since the buff to Promise of Life. Players can send Abyssal Warder on a suicide mission, cast Promise of Life just before death, and be rewarded with 2 L-sized warders and a new XL-sized one. This same Promise of Life can then be used in T4 to quickly unbind the player's initial Forest Elder. Even so, Abyssal Warder remains a weak option, and it struggles greatly against masses of weaker enemies. We are over doubling the total damage of its Crystal Spikes ability to allow it to clear crowds of weak enemies quickly and slightly decreasing its power cost to make it more efficient. 
     Deepfang:
    1. Damage: 150 damage per second (3000 dp20) ➜ 165 damage per second (3300 dp20)
    2. Life points: 3200 ➜ 3500
    3. Stonekin Critter (unit):
       A. Damage: 60, up to 90 in total (500 dp20) ➜ 72, up to 108 in total (600 dp20)
       B. Life points: 550 ➜ 750
    Deepfang is currently underwhelming, particularly as a good portion of its strength relies on the continued existence of two weak support units. Once they die, Deepfang has worse stat efficiency than the almost pure support unit Rageflame. We are giving a general buff to the damage and life points of both Deepfang and its Stonekin Critters. In the future, we also intend to rework the unit's summoning mechanic and to allow Deepfang to cast Union even if its Critters have died.  
     Rageflame:
    1. Frostshower (both affinities):
       A. Now able to target air units.
       B. Freeze duration: 10 seconds ➜ 15 seconds
    2. Blessed Frostshower (b) new affinity effect: Units frozen by this ability will receive full damage when attacked. 
    3. New passive, "Shatter Ice" (both affinities): The unit is able to ignore the usual damage reduction of frozen targets.
    Rageflame is meant to be a hybrid damage and support unit, but it does neither well. We are leaning more into its support aspects, while also removing the card's built-in anti-synergy by allowing it to always deal full damage to frozen targets. The unit's freeze duration has been increased, and it can now target air units, removing one of its major weaknesses. Additionally, the blue affinity's freeze allows all units to continue dealing full damage, giving players a choice between ignoring freeze's damage reduction or disabling buildings when choosing between affinities. 
     Unity:
    1. Gifted Sharing (g) regeneration: 40 life points every 2 seconds ➜ 50 life points every 2 seconds
    2. Blessed Sharing (b) damage reduction: 25% ➜ 20%
    After the recent Fire changes, Unity(b) has proven too strong. The damage reduction double stacks (once when the initial unit is attacked, once when the remaining damage is transferred). This means that the actual damage reduction granted by the blue affinity is often substantially more than 25%. On the other hand, the green affinity has been the weaker of the two since the beginning. We are giving it a slight boost to hopefully make the decision between which affinity to bring more meaningful. 
     Ward of the North:
    1. Units under the effect of this spell can no longer be knocked back.
    Minor buff to the card to give players a reason to use it over its competitors Revenge and Stone Shell.
    [ Tier 4 ]
     Batariel:
    1. Stage Duration (both affinities):
       A. Stage 1: 4 sec ➜ 5 sec
       B Stage 2: 4 sec ➜ 5 sec
    2. Stage Threshold Value (both affinities): 
       A. Stage 1: 1200 damage ➜ 800 damage 
    3. Damage per Stage Batariel (fire affinity):
       A. Stage 1: unchanged (100 dmg)
       B. Stage 2: 150 dmg ➜ 200 dmg
       C. Stage 3: 200 dmg ➜ 300 dmg
    Follow-up on previous changes which left Batariel's fire affinity too weak.
     Death Ray:
    1. Leech Guns ability:
       A. Damage buff: 100% more damage ➜ 150% more damage
       B. Stored life point cost: 1 additional damage per 1 stored life point ➜ 1 additional damage per 0.66 stored life points
    Death Ray is a well-designed card which currently demands a substantial amount of deckbuilding cost and in-game micromanagement to make it work. While decent, Death Ray should give more to justify its high investment costs. This change increases Death Ray's damage buff while charged with life points, without otherwise increasing the amount of life points required to be harvested via Leech Guns. This should leave the current experience of the deck unchanged, except that it is now stronger. 
     Fire Sphere:
    1. Cooldown: 10 seconds ➜ 20 seconds
    The last round of buffs left Fire Sphere too strong. Instead of taking away from the aspects of the card that have quickly made it a top tier option, we are reverting a previous change to its cooldown. This should reduce the ability to spam the card, making its initial 10 second wind-up a more important factor to account for when using the spell.
     Forest Elder:
    1. Pest Plants is now a basic ability that exists on both affinities of Forest Elder.
       A. Radius: 30m ➜ 20m
       B. Damage: 30 damage per second ➜ 40 damage per second
    2. Forest Charm ability rework:
       A. No longer applies an effect to allies. Now functions more like a mobile Regrowth.
       B. New ability description: "Activate to release the power of the forest, creating a regenerative zone of 30m radius. Every 2 seconds, friendly units within restore up to 300 life points, up to 3000 in total. Also affects the caster. Lasts for 30 seconds. Reusable every 60 seconds." 
    3. Gifted Flower Power: The +25% damage buff now also applies to Forest Elder itself. Also affects Pest Plants.
    4. Shadow Affinity (p) ➜ Frost Affinity (b): 
       A. Blessed Flower Power effect: Friendly units now ignore slow caused by unit collision in a 30m range. Also applies to Forest Elder itself. 
    5. Class change: Beast Dominator ➜ Beast Commander
    Our testing found that Pest Plants was an essential component of Forest Elder's ability to clear early T4 camps and for all melee army compositions to succeed. As such, we added it to both affinities as a basic ability and adjusted its power level accordingly. To enable the all melee deck styles that arose during our testing, we added the ability for the new blue affinity Forest Elder to enable its allies and itself to ignore unit collision based slows. This makes melee armies substantially more dynamic. In general, the green affinity Forest Elder works best combined with Primeval Watcher, while the blue affinity Forest Elder works best when combined with Colossus and Grimvine. Finally, we reworked the Forest Charm healing ability. It is now substantially stronger than previously, as well as much more consistent in terms of expected healing. With these changes, the changes to Mind Control, and the release of Sanctuary, Pure Nature should be comparable in strength to other pure deck archetypes. 
     Gemeye:
    1. Damage: 550, up to 825 in total (2750 dp20) ➜ 650, up to 975 in total (3250 dp20)
    2. Tainted Spit (p):
       A. All damage is now piercing
       B. Contamination damage: 55, up to 165 in total every second ➜ 50, up to 150 in total every second
    3. Gifted Spit (g):
       A. Paralyze targets: 4 ➜ 5
       B. Paralyze duration: 10 seconds ➜ 15 seconds
    Minor buff to Gemeye in general. Gemeye's two affinities widely vary in usefulness. The purple affinity can deal up to 3300 additional damage over 20 seconds, increasing its actual attack value to 5450 dp20. This damage also stacks if there are multiple Gemeyes. By contrast, the green affinity can paralyze up to 4 targets after a 5 second wait period for up to 10 seconds. 10 seconds is already a short duration for crowd control in T4 and the 5 second wait timer makes it even worse, as it is actually much longer when accounting for Gemeye's attack animation and projectile travel time. Additionally, paralyze effects cannot stack, and they quickly run afoul of crowd control's diminishing returns penalty if the player casts spells such as Curse of Oink or a freeze effect. Overall, this leads to the situation where in the vast majority of situations the purple affinity is far superior. 
    The goal here is to break the two affinities into two different deck paths. By allowing the purple affinity to always pierce through damage reduction, it means that its damage will not be reduced when attacking frozen targets. On the other hand, the green affinity's built-in crowd control will synergize with splash options lacking CC and Noxious Cloud which deals a lot of damage but needs time to work. The changes should also allow the green affinity to do a better job when utilized as part of static defenses for its built-in crowd control.
     Grimvine:
    1. Strangling Vines ability radius: 20m ➜ 25m
    Quality of Life change intended to make Grimvine's ability slightly better. 
     Mind Control: 
    1. Power cost: 300p ➜ 250p
    2. Charges: 4 ➜ 8
    3. Takeover limit: 300p ➜ 350p
    4. Allow to be used past population limit
    5. Now cleanses all debuffs and makes mind controlled unit immune to all major debuffs for 15 seconds after cast. 
    Mind Control is one of those cards which initially seems awesome because it enables you to take over your favorite enemy units, but soon after results in frustration. NPC enemies mostly lack abilities making them no more than stat sticks, charges are extremely limited, the card becomes useless when you hit population cap, your ally's Incredible Mo permanently debuffs the unit even when it becomes yours, and taking over major threats inside a camp usually results in almost instant crowd control into death. We have tried to address all of these issues at once. After the changes, Mind Control should provide a strong incentive to use 3 Nature orbs as well as provide a means by which Nature can bolster its unit-based strategy without binding power in the process. 
     Shadow Worm:
    1. Damage: 400, up to 600 in total (4000 dp20) ➜ 440, up to 660 in total (4400 dp20)
    2. Life points: 3500 ➜ 4400
    3. Mass Disintegration ability targets: May only disintegrate units ➜ May now disintegrate units and buildings
    4. Earth Dive ability damage: 250, up to 1000 in total ➜ 325, up to 1300 in total
    Shadow Worm is the only T4 Pure Shadow unit in the game. While the previous buffs helped the card a lot, Shadow Worm remains by itself an insufficient payoff to give up a splash orb. It also, despite the buffs and its high orb restrictions, remained one of the lowest stat efficiency units in T4. With these changes, we are both giving a general buff to Shadow Worm's stats and making some changes to enable the two unique aspects of the card, its Mass Disintegration and its Earth Dive mechanic. 
    Mass Disintegration will now be able to target buildings (but not spawns which have building immunity), giving the ability much needed flexibility. Shadow Worm's life points increase will also allow the unit to survive 5 seconds longer when disintegrating the maximum number of targets simultaneously. Additionally, the 30% damage increase to Earth Dive damage will enable a particularly unique playstyle given that Life Stealer also affects Earth Dive. 
     Thunder Wagon:
    1. Remove "Tainted Death" from shadow affinity
    2. Change Shadow affinity (p) ➜ Frost affinity (b)
       A. Blessed Flamethrower (b): Now able to target air units.
    [ Building Changes ]
    It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed, but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring the tower to the appropriate power level. If you would like to learn more about our thought process behind the tower changes, please head to Skylords Reborn Documents to read our design Deep Dive on Towers, as well as other design documents. 
     Artillery:
    1. Range: 50m ➜ 60m
    2. Increased turret turn speed.
    Allow Artillery to damage siege units even when placed behind a wall.
     Bandit Launcher:
    1. Flame Arrow splash radius: 5m ➜ 8m 
    2. Life points: 1500 ➜ 800
    3. Add "Fast Construction" - Construction time is reduced by 50%.
    4. Firebug:
       A. Radius: 20m ➜ 25m
       B. Power cost: 20 ➜ 25 Energy
       C. Infused Firebug damage: 400, up to 1200 in total ➜ 600, up to 1800 in total
       D. Tainted Firebug damage: 600, up to 1800 in total ➜ 800, up to 2400 in total
    Differentiate Bandit Launcher from its more defensive oriented brother Rioter's Retreat by focusing it around attacking and using its suicide ability to quickly and cheaply clear enemies.  
     Deepgorge:
    1. Cold Clutch radius: 25m ➜ 30m.
    Deepgorge has substantially increased in strength since the most recent changes, particularly in connection with North Star(b) with which it naturally synergizes. Unfortunately, due to the tower's large size, its ability radius is still too small when the tower is placed behind a wall making it difficult even for a well-placed Deepgorge to hit all melee attackers on long walls. 
     Fire Bomb:
    1. Damage: 715 up to 1650 in total ➜ 720, up to 1800 in total
    2. Add "Fast Construction" - Construction time is reduced by 50%.
    3. Allow to hit air units & enable splash overflow fix.
    Small buff to Fire Bomb that should allow it to be used more aggressively. 
     Hammerfall:
    1. Increase turret turn speed.
    2. Breeze of Life (g) / Breeze of Strength (b):
       A. Maximum capacity: 1500 ➜ 3000
       B. Recharge rate: 15 per second ➜ 40 per second
       C. Radius: 20m ➜ 25m
    3. Breeze of Strength, Ice Shield cost: 495 capacity ➜ 600 capacity
    Increased turret turn speed should increase damage output due to faster target tracking. Change to affinity effects: Higher maximum capacity should make both affinity effects better, but especially Hammerfall (g) which is only drained as required. Higher recharge rate means that a new Ice Shield can be bestowed every 15 seconds instead of every 33 seconds, even with the higher cost. Radius increase will make it easier to place units around it. Total charge time is now 90 seconds. Additionally, Hammerfall's shields do not decay while within the aura. This makes them a stable source of extra health for allied units. Hammerfall's recharge and healing is still less than Healing Well's, a T2 60p card, with the same maximum capacity.
     Howling Shrine:
    1. Essence Bolts damage: 600, up to 900 in total (3000 dp20) ➜ 750, up to 1125 in total (3750 dp20)
    2. Crowd control duration (both affinities): 10 sec ➜ 15 seconds
    Howling Shrine is feeling better after the buffs both to itself and to the root network in general. When the initial changes were proposed, some people suggested larger buffs to the card, but we urged caution due to the difficulty to account for how things would change once the full set of root network changes came through. Now that we can evaluate the changes more fully, it appears that Howling Shrine is still on the weak side. To remedy this, we are giving it a +25% damage increase and increasing the duration of both its root and paralyze to help it keep dangerous melee units at a safe distance. 
     Infected Tower:
    1. Damage: 114, up to 172 in total (1215 dp20) ➜ 138, up to 207 in total. (1466 dp20)
    2. Splash Radius: 5m ➜ 8m
    A +20% damage increase and small splash radius increase. Changes to Infected Tower's ability have been postponed until we can properly rework it.
     Lost Converter:
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. Corpse cost to freeze: 200 ➜ 250 stored life points
    All corpse support buildings should have a way to gather corpses from further away. As such, we are adding Soul Splicer's Soul Suction ability to both Lost Converter and Waystation, as well as any future buildings of this type. 
     Morklay Trap:
    1. Enable splash overflow fix
    2. Explosion Blast total damage: 2640 in total ➜ 4400 in total
    Increase total targets from 3 to 5 and enable splash damage properly transferred even when units die. This should make Morklay Trap a viable option to clear T3 camps or defend against incoming waves. 
     Stone Hurler:
    1. Damage: 100 damage, up to 150 in total (834 dp20) ➜ 120 up to 180 in total (1000 dp20)
    Align actual damage with stated damage on the card through an approximately +20% damage increase.
     Twilight Bombard:
    1. Remove "Siege" from Infused affinity
    2. Add "Rage" to Infused affinity. 
       A. Stage 1: +25%; Stage 2: +50% damage
       B. Attacks per stage: 3
       C. Reset timer: 10 seconds
    3. Increase turret turn speed. 
    The red affinity of Twilight Bombard has Siege as its affinity effect, which is largely useless. By changing it to Rage instead, we make the choice between the two affinities one of increased damage versus crowd control.
     Waystation:
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. New passive, Fast Construction: Construction time is reduced by 50%.
    3. Infused damage buff: 30% ➜ 40%
    4. Tainted poison damage: 30 life points every second ➜ 40 life points every second
    5. Corpse storage: 2500 total ➜ 4500 total
    6. Corpse cost per potion/poison (both affinities): 180 ➜ 400 stored life points will be used up.
    7. Radius: 25m ➜ 30m
    The first step in what will eventually be a full rework of Waystation. For now, the addition of fast construction means it can be set up offensively as its name suggests and the addition of Soul Suction means it should be able to easily gather corpses to fuel itself. Gave a small boost to both affinity effects and increased the radius to require ranged units to enter its effective radius to damage it.
     Worldbreaker Gun:
    1. Life points: 4500 ➜ 5400
    2. Descriptive: Add "Has a long range of 50m" to its Ground Attack description.
    WBG is the best defense in the entire game, but that is achieved primarily through its Heavy Snowball ability augmented by Skyelf Sage. In terms of functions as a tower, it is still good, but has uncharacteristically low life points for its cost and tier. We are giving it a slight bump in total health, which should help it when functioning as a tower, while leaving it unchanged as a long range artillery piece. 

    PvP Balance Changes
    [ Twilight Follow-up ]
    After the first round of Twilight buffs and the new introduction of Twilight Crawlers, the faction did not reach the level of performance for which we had hoped. Making good use of Twilight cards and transformation mechanics in a dynamic environment turned out to be too difficult. We will buff some cards to add further incentive of mastering Twilight decks. This might not be the last Twilight iteration as we will continue to monitor the situation moving forward.
     Slaver:
    1. Life points: 780 ➜ 820
    Increased durability to make Slaver better when used on open ground, where the unit is prone to kiting.
     Twilight Brute:
    1. Life points: 780 ➜ 820
    2. Bloodlust ability duration: 20 seconds ➜ 25 seconds
    Increased stat efficiency and also extended buff duration upon Transforming, making it a little easier to utilize.
     Twilight Crawlers:
    1. Damage: 940 dp20 ➜ 1000 dp20
    2. Chitin Shell ability damage reduction: 20% ➜ 30%
    Whereas Twilight Crawlers scale decently well into high energy game stages, they don’t provide enough stability in early game. They had problems dueling some units they were supposed to counter making it incredibly difficult to play from behind. Increased stat efficiency and higher absorption rate on their passive should settle this and make Twilight Crawlers a worthy S-counter.
     Twilight Minions:
    1. Incentive ability duration (both affinities): 20 seconds ➜ 25 seconds
    Extended buff duration upon Transforming, making it easier to make use of the effect.
     Vileblood:
    1. Power cost: 130p ➜ 120p
    2. Damage: 1400 dp20 ➜ 1250 dp20
    3. Life points: 1350 ➜ 1250
    4. Transformation ability cost: 111p ➜ 102p
    5. Infused Liquids (r) ability: 130 damage per wave (520 total) ➜ 150 damage per wave (960 total)
    6. Gifted Liquids (g) ability: 250 healing per wave ➜ 300 healing per wave
    Reduced unit cost and adjusted stat efficiency to reward multi-unit set-ups and transformation effects. The decreased damage ratio will limit the impact Vileblood has on its own, but with less bound power, there are many more options to combine it with other cards and abilities.
    [ Tier 1 ]
     Executor:
    1. Burnout ability:
       A. Damage buff: 60% more damage ➜ 80% more damage
       B. Damage debuff: Now 60% less damage on all upgrades
       C. Damage buff duration: 20 seconds ➜ 30 seconds
       D. Damage debuff duration: 30 seconds ➜ 20 seconds on all upgrades
    After Nightguard received nerfs, Executor's performance as a compensation tool has been a bit underwhelming. These changes should address early L-counter issues and diversify Shadow’s defensive options in T1.
     Forsaken:
    1. Frenzy ability initial cooldown: 0 seconds ➜ 7 seconds
    With this patch, we intend to distribute the power of Shadow T1 more evenly and improve faction design overall. Shadow T1 is very Forsaken centric against Fire T1 and in the mirror matchup. The Frenzy ability allows them to be good in skirmishes, defense, and siege at the same time. While this can’t be changed fundamentally for slot reasons and due to available design options, we can shift a bit of Shadows' defensive strength from Forsaken to Wrathblades and Executor. This should add a bit more depth to the mentioned matchups and goes more in line with what would be expected from the counter system. 
     Thugs:
    1. Damage: 720 dp20 ➜ 750 dp20
    2. Gang Up! ability: Now works based on nearby friendly orcs, not just friendly Thugs.
    As newly buffed Wrathblades will have a certain impact on skirmishing against Fire T1, Thugs will receive a slight damage increase as well.
     Warden's Sigil (g):
    1. Gifted Sigil Ice Shield regeneration: 25 strength per second ➜ 35 strength per second
    Providing clear identities to both Sigil affinities and granting more reasons to pick anything besides the frost one.
     Wrathblades:
    1. Burnout ability:
       A. Damage buff: 60% more damage ➜ 80% more damage
       B. Damage debuff: Now 60% less damage on all upgrades
       C. Damage buff duration: 20 seconds ➜ 30 seconds
       D. Damage debuff duration: 30 seconds ➜ 20 seconds on all upgrades
    [ Tier 2 ]
     Moon:
    1. Necroshade ability cost: 50p ➜ 40p
    Moon has access to fairly strong abilities, but very high upfront costs put her into a very niche position, especially for a legendary card. Necroshade cost being reduced should add more room for skill expressive gameplay and reinforce her identity as an assassin type unit.
     Ripper:
    1. Cannibalize ability regeneration: 25 life points per second ➜ 35 life points per second
    Buffed the corpse interaction for increased card value in extended combat and better survivability of dazed summons. This change will also affect the Rippers spawning from Nox Carriers.
     Viridya:
    1. Damage: 90, up to 135 in total (750 dp20) ➜ 108, up to 162 in total (900 dp20)
    2. Unit's attack radius now applied around the unit hit instead of the squad's center.
    Viridya’s autocast is nothing but frustrating to use. Attacks apply such a widespread knockback against squad units, to the point where she stops dealing any damage to them after a single attack. These changes should alleviate the mentioned issue and add a fair reward for utilizing her as an S-counter overall.
    [ Tier 3 ]
     Amii Ritual:
    1. Power cost: 150p ➜ 80p
    2. Duration: 20 seconds ➜ 25 seconds
    3. Cooldown: 60 seconds ➜ 100 seconds
    In the past, Amii Ritual has been underwhelming as its high cost made it fairly difficult to use the spell when needed the most. With this change the drawbacks of the card will be shifted to a long cooldown instead. This puts more emphasis on good strategic usage. Payoff can be significantly higher, but additional time between activations makes it easier to punish a mistimed use.
     Mo:
    1. Mo's Better Blues ability:
       A. Duration: 20 seconds ➜ 30 seconds
    2. Group Hug ability:
       A. Minimum healing: 500 life points ➜ 1000 life points
       B. Maximum healing: 3000 life points ➜ 4000 life points 
    Whenever Mo sees occasional play, it is due to Stampede being one of the most valuable abilities in the game. More often than not, the cost and cast animation of his remaining abilities make it better to just not use them at all. These buffs should address this without reinforcing his base-nuke oriented play pattern.
     Nox Carrier:
    1. Power cost: 180p ➜ 80p
    2. Charges: 8 ➜ 16
    3. Life points: 1500 ➜ 1050
    4. Necro Strike ability (both affinities):
       A. Initial cooldown: 10 seconds ➜ 15 seconds
       B. Damage: 3400 damage ➜ 900 damage
    5. Tainted Necro Strike (p) poison duration: 15 seconds ➜ 10 seconds 
    Nox-Carrier has been fairly problematic due to its one-dimensional design. The ability to destroy full health orbs turned the unit into a raw stat check, especially when combined with cards that can remove the downside of heavily reduced movement speed. In order to buff this card to a viable state, we needed to get rid of this pattern. As a result, we strictly nerfed the siege ability followed by a drastic cost reduction. This puts higher emphasis on Ripper spawns instead of ability damage. With Rippers also getting buffed, this should add a lot of room for creative card usage and remind everyone that Nox Carrier is actually carrying something.
     Queek Queek:
    1. Damage per attack: 76 (610 dp20) ➜ 80 (640 dp20)
    2. Attack range of normal Queek Queek: Now always 9m
    3. Superpig ability damage buff: 120% (1340 dp20) ➜ 150% (1600 dp20)
    Pushing unit stats to at least match other flying units in T3. The opportunity has also been used to clean up damage numbers.
     Shadow Insect:
    1. Soul Shock ability damage: 500 ➜ 600
    Shadow Insect is a strong unit with a rather unique ability design, but often requires too much micromanagement to outweigh the cons of having weaker stats compared to most other T3 units. We will strengthen the ability a little for that reason.
     Vulcan:
    1. Conflagrate ability cost: 50p ➜ 30p
    With buffs to many T3 units across the board, Vulcan was left somewhat behind in comparison. With lowered ability cost, it should be easier to make use of his strong damage spikes.
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