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Cocofang

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  1. Previous patch notes: The new proposal is a good direction. But it leaves several issues unaddressed: Asymmetry of the northern orbs. One can be taken without destroying the shrine, the other one cannot. Power requirement to defend the nodes. It is a long map and binding power into fortifications would slow you down further. No incentive or benefit to holding the nodes other than the game telling you to do so. I do not like the respawn timer change, it's unnecessary. The pressure is high and that's fine. That such a change apparently takes a lot of effort just makes it seem even less attractive. The focus should be on somehow salvaging the design of the map so the game at the very least not totally lies to the player and sets them up for a harder time. Meaning, there should be a benefit to actually holding and defending the nodes. The intended design of the map is made clear by what the callouts tell you to do. But it's so horrendously designed that it turns out just ignoring the directions is much better. The game wants you to destroy the shrines. But it's better to leave them standing when possible so you won't get attacked. The game wants you to defend the nodes. But it's better to ignore them completely and only tap them at the very end. It's a total design failure and essentially amounts to nothing more than a bunch of traps. Still think simply giving the nodes the effect of granting energy would reward players for holding them. Or let them create a strong construction-hut aura so you could build actual fortifications there without massively slowing you down elsewhere. Right now it's just plain bad to do what the game tells you to do. Defensible walls at the nodes won't change that.
  2. Lost Evocation R is insanely strong for your pure LS T4. It doubles unit damage output for up to 45 seconds and can be used as Blood Healing fodder. Lost Dragon P gets boosted to 7430 DP20 and cuts enemy damage output in half at the same time. Blood Healing also pairs well with Winter Witch. Not only do the shields reduce the damage your units take in the first place. But Blood Healing also first eats through the shield to heal everything around for health. Lost Warlord B is of course great for that exact reason. Not only is it a disposable Revenant but it even has a shield. So it's great to use as healing. An alternative is Overlord. Its healing ability is quite strong as well.
  3. Cultist Master is also a great way to feed Altar of Chaos as it can continuously spawn Nightcrawlers as a sacrifice. Upgrading Cultist Master makes it spawn more Nightcrawlers at once. And as you discovered, it also generates a lot of corpses, so something like Furnace of Flesh built next to it will result in very fast void return rates.
  4. It's possible that you simply saw the visualized area around Construction Hut and when you noticed that units were healing right next to the hut you made the connection that it has to have something to do with the aura. But Construction Hut has nothing that differentiates it from other buildings as far as passive unit-healing is concerned. Also, the healing only occurs out of combat on idle units.
  5. Main issue is the style. BattleForge has a very particular artstyle with rough strokes, rough textures, cloudy/foggy backgrounds that serve as high contrast canvas for the actual subject of the picture. Even the subject itself is often partially fading into this background fog, empathizing anything in the foreground even further. And even then there are unfortunately a few artworks that stick out with a different style or a hacky paint-over of the low poly 3D model. If an AI was trained on the core artstyle it could be worth looking into. But otherwise the AI results might require too much touch-up work.
  6. Holy shit, what? Enlightenment made cards FREEEEEEEEEE? 175p for unbound units and buildings by T3? I don't even remember that and I played the original on launch. How quickly was that changed? Did that even go live at any point?
  7. I don't know about how hard that would be, however the actual question here is: Should we? People that desperately yearn for a challenge have Ex+ where all factions are quite hard. Going up against a random faction is a core functionality of the mode. It's unfortunate that some are "duds" but it's still an essential mechanic. The more power you give to reduce randomness the more you erode the mode as rPvE.
  8. From what I have been told the problem with PvE presets is that single-player is linked with multi-player. Which means if you were to change anything about what Bandits do in rPvE 4P, you would inadvertently change them in rPvE 1P as well. However, the various factions are much better balanced difficulty-wise in 1P. So making Bandits, say, 50% harder in 4P to make them somewhat similar in difficulty to the other factions would simultaneously make them almost impossibly hard in 1P. We cannot fix 4P preset-balance without utterly breaking 1P preset-balance. Those are very unfortunate circumstances that we have inherited here and untangling that is a large undertaking. Which is why it seems like nothing is happening with that issue. There is awareness and willingness but the game stands in the way as of now.
  9. You have to use Tectonic Shift on a place that will remain open. Allied and enemy units block the location and prevent the teleport because they cannot be "phased" to the side like own units are. This is not an issue exclusive to Tectonic Shift. Phase Tower behaves like that as well. So it's been like that since the release of the original game. And until we figure out a way to have both allied and enemy units be handled like own units for the purposes of blocking buildings it'll unfortunately stay that way.
  10. I could see an Abyssal Warder-style Phoenix mechanic. Every revive makes the next Phoenix progressively smaller and weaker until it can't revive anymore.
  11. Balancing both around a cooldown of the respawn-ability and an automated death-timer for the critters would be a workaround. Similar to how Sunken Temple caps out at a certain number of swarms. It'd just be annoying to micro because the new critters obviously wouldn't be part of a dedicated unit-group. So while technically an improvement, it would certainly be a hit to the gameplay experience. The other option would be to make the respawn-ability manual but that would shift the annoyance from having to pay attention to the new critters to instead having to click the button every now and then. But that could be more easily balanced, I think. If you were to give the critters a much bigger impact when they are alive, they could function as a temporary buff for engagements.
  12. Technical limitations in the editor made an exact replication of that type of movement unfeasible. When a building with multishot teleports it crashes the game. No way to fix that right now so it has to be Stonekin exclusive.
  13. The idea was to convey the feeling of the stone plates colliding and ricocheting off of one another. Similar to how the wall-gates in the game have a slight bounce to them when you open and close them.
  14. How long ago was it that you last played? There was an account reset when the project released into 1.0 back in December 2020. If it was newer you could use the contact-staff channel on our Discord to clear things up.
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