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Delendar liked a post in a topic: One mixed orb Lost Souls/Stonekin/Bandit/Amii
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Another hypothetical option would also be to create cards that are in spirit, for example, Twilight but one version is a T1 Fire card with Nature affinity while the other is a T1 Nature card with a Fire Affinity. That duo is then officially called a "Twilight" card but effectively you can pick between a Fire or Nature variant.
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Metagross31 liked a post in a topic: Recolor some cards to make them fit
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Metagross31 liked a post in a topic: Community Update - September
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The patreon has been paused because it was only to cover the server costs and there is enough money to keep it running now.
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Ironclad looks absolutely dope on the artwork but in-game it has a bunch of muted, muddy and ugly colors. Unfortunately, with limited capacity for artworks, it's a bit tricky to squeeze that inbetween some other priorities. But Ironclad specifically has been my pet peeve for a long time.
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The new cards are continuously being tuned as we speak. So we'll see what kind of numbers they eventually hit live with. If, after release and everyone gets their hands on them, they turn out to perform in undesired ways they will receive a balance pass of course. Hopefully they'll be interesting in all sorts of compositions.
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Right, right. So how is that game doing?
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Nerfing the power cost does not solve the myriads of design issues the card introduces. All it would do is introduce extra waiting time. You could continue to increase the cost, adding more and more waiting time, until you reach a tipping point and the card becomes too slow to use at all. There is a difference between nerfing a card and punishing the player with boredom for using it. Unlike typical RTS games, Skylords is much more momentum based. Blocking void return could lead to a straight up match loss. And if you can disable Amii Monument to avoid that after playing your T4 army, then you'd still not have much incentive to play any T3 units and still stomp the T3 sections of a map with T4 units. A huge roster of cards remains overshadowed. And you'd still not fully address the problem of warping T1, T2 and T4 power because of the ability to free up deck slots and bulk up thanks to Amii. The core issues with the card are that it allows for a tier skip, with all the effects this has on deckbuilding and global card viability, and that it is neutral in combination with that. What would a poll regarding that matter tell you? That people don't universally enjoy nerfs? Mind-boggling revelation. Can you name me some other games that balance based on polls? Or any interview/presentation with a dev or designer that advocates for that practice? Could you think of any reason why that's not very common?
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Metagross31 liked a post in a topic: Community Update - September
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This change has no bearing on the feasibility of solo runs. All maps that you could solo before, you can still do after. Evidently you were already able to reach T3, that didn't change. And now you have an entire, newly buffed T3 roster to pick from. Additionally, a legacy server is planned that will serve as a permanent time capsule for the state of the game when it was originally sunset.
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Cocofang liked a post in a topic: Community Update - September
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The characterization that the team is just unwilling to take some mythical solution that's great for everyone is so disingenuous. There was dissent but the reception to the Amii Monument nerf was noticeably more understanding and approving than for Enlightenment. A change that was ultimately shelved because the feedback was much different. It wasn't about Amii Monument or Enlightenment as individual cards. It was about tier skipping as a whole. The proposal essentially was not "Let's change these random powerful cards", it was "Let's change tier skipping". There was every intention to remove tier skipping from the game altogether so shelving the Enlightenment changes was the compromise. The concession has been made based on community feedback. One card is getting changed, the other is not. Tier skipping is staying in the game in the form of one of the most iconic cards while removing it from the cash-grab addendum.
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Metagross31 liked a post in a topic: Community Update - September
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It is obviously poking fun at the fact that this sort of argument can be flipped around on pretty much anything and is therefore ultimately vapid.
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Skydancer has a mode where she grants extra base life to surrounding units, allowing Energy Core to survive the self-damage, as mentioned in the CU.
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bergerb liked a post in a topic: Training Expert maps with Teststrike
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Mountaineer constantly builds up charges. But both the auto attacks and the shield consume charges. For the shield to active it needs to consume a full bar. It can never have a full bar as long as it is constantly attacking, since its auto attacks consume charges at a rate that prevents the bar from filling entirely. This has always been the case for Mountaineer, even during the original run of the game. The difference is that back then the mechanic was not explained at all, nobody knew it built up charges to attack and make a shield. So people just assumed the card was bugged when it couldn't attack after getting a shield.
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Emmaerzeh liked a post in a topic: Training Expert maps with Teststrike
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Cocofang liked a post in a topic: If you like video games: This is important.
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Have you tried different graphic settings? SSAO is broken for me, for example. Leads to shadows flickering.
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Cocofang liked a post in a topic: Skylords Marketplace Journal (SMJ)
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Vrizz liked a post in a topic: Training Expert maps with Teststrike
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Metagross31 liked a post in a topic: Patch #400047 - 29 June 2024
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SunWu liked a post in a topic: Patch #400047 - 29 June 2024
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Yeah, well now that Spore Launcher has XL damage and more knockback it obviously got better in those isolated situations. In a lot of other situations you're still looking at an enormous difference in damage and versatility.
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Each attack of Razorleaf has a damage potential of 1530 right out of the box. 1275 averaged. That is 5100 DP20. Without any support. Though the damage is spread out over a relatively big area so single target damage is usually only around 450-500. Fully supported it's 35700 DP20. Somewhere around 13000 DP20 on single targets. Plus artillery range and ability to hit air. Assuming Thornbark support and a Root Nexus you pay 530p for that. Breeding Grounds knocks that down to 405p. A fully supported Sporelauncher has 18375 DP20. Slightly higher single target of about 14700 DP20. That means Razorleaf is almost twice as strong. Plus is can hit air. Only downside being that with Root Nexus B it's "only" 4275 EHP, while Spore Launcher virtually cannot die.
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Afraid of joining Expert lobbies because you have never played them before? Want to try a new deck but don't know how it'll work out? Would you like to train maps without the pressure of potentially failing your teammates? Really want to see for yourself if a certain card is worth the purchase and performs well? The Testserver got you covered! Introducing: This unit is exclusive to the Testserver and as you can see has insanely high stats. Not only that, it costs no power and can be played on T1 with any color. Additionally, it can be spawned anywhere on the map, regardless of ground presence. This means that using Teststrike, you can more or less remove certain parts of maps and only focus on training the ones you want to. Build your deck as you would normally but swap out one card for Teststrike. Want to train defending on position 1 or 2 of Guns of Lyr but are unsure which cards can hold for long enough and how quickly you have to progress? Spam a couple of Teststrikes around the fortress and they will kill anything that comes close. So you can focus on your own game. Unsure how to approach the difficult camps on Nightmare Shard? Lock one side of the shard down with Teststrike so you don't have to worry about fending off witches from that direction. Now you can experiment on how to free your T2. No idea how to either be quick enough or defend against the attack waves on Blight? Teststrike can nuke the other camps so you can put your own strategy to the test. Can you save the civilians in time on Titans or clear a path for Rogan before Jorne stomps him? Just let Teststrike do the tasks in the other sections of the map and get your position down. The only thing to keep in mind is that, as you start a map solo, certain wells and monuments that would be dedicated to other players on that map won't spawn. Maps that unfortunately cannot be trained solo are: Empire, Ascension, Passage to Darkness. So when you find yourself really struggling with a map, want to try a new deck or just get a closer look at certain aspects you can log onto the Testserver and give everything a go in a pressure free environment. Everything will get a lot less scary once you have a couple of reps under your belt and can confidently join an Expert lobby on Live, knowing that you can handle your position. You will learn a lot! How to access the Testserver Open your install directory of Skylords Reborn where SkylordsRebornUpdater.exe is located. Now, instead launch the game with LauncherTest.exe and you will connect to the Testserver. You will have to make a new account specifically for this server. This is a separate account and doesn't interact with your regular Live-server account. As such, progression with Achievements or anything won't carry over to the Live server. Speaking of which, on the Testserver you get 100m gold and BFP as well as all cards fully upgraded (may need to relog once to receive everything). Every now and then you might even catch a glimpse of a yet-to-be-released card! Happy testing!