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Cocofang

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Everything posted by Cocofang

  1. U3 gives another cooldown reduction of 10 seconds to bring it back down to the old 50 seconds. The description reads "If the target dies, 10 of its allied units within a 20m radius are bewitched for 10 seconds. Lasts for 10 seconds." If it leads to continued confusion, we might further clarify the description but as of now all necessary bits should be present.
  2. What would removing the timelimit do though, except making it practically impossible to lose? People would still opt for decks that can win faster. If you'd go into it with a slow deck you're still left behind.
  3. It is meant to completely disable fighting or any ability usage, including Transformation.
  4. You are completely misunderstanding. Pure fire changes are buffs. Fullstop. Nerfs are for the four cards shown. Batariel is a part of that of course but it will remain strong.
  5. One got revealed in this very CU. But of course there will be more cards for Amii, the goal is to make it a complete faction like Bandits, Stonekin and Lost Souls after all. It'll just take some time.
  6. That's a great idea to provide a safe environment to create some self-sufficient strategies!
  7. It's a bit tricky because for some factions there are very strong baseline C and UC cards. Yet for others there are key Rs and URs that can really elevate a deck. The economical ramifications also have to be kept in mind. Cards that are given out for free will drop in value. Even if you made them account-bound. Now, Cs and UCs aren't as affected because they hover around the baseline established by reforging. Different story for Rs though.
  8. @RNG Golvigstein You can find the document about advanced filtering here.
  9. Juice Tank is a fail safe. You invest energy early that will make it less likely you lose later down the line after you already invested more time into a map. You don't need it if you routinely beat the map anyway. But if you aren't sure about a map or deck you can build it to make sure you don't get into a situation where you are 30 minutes in and start to run on fumes because you lack energy. Mathematically inferior under more optimized gameplay conditions. A safety net when you (have to) play the marathon and don't want to gas out. Or if you dedicate yourself to a low-econ role, unsure what the others will do if left to their own devices. For example, on BH I sometimes like to just lock down the base from Pos1 and support the other players on their jobs with spells while taking very little to nothing until the very end. Juice Tank ensures I can make the most out of what little resources I claim for myself.
  10. Altar of Chaos to feed bombs to LSS G and provide the best heal in the game.
  11. Multiverses are a gimmicky, convoluted mess and diminish stakes. At least they require a lot of care to pull of narratively. Personally, I'd like to see more civil war maps in the theme of Titans.
  12. Yes, we have. It's not possible with the current level of access to the code.
  13. Civil War expansion when? After Brannoc, Viridya and other major figures die there is a huge power vacuum and general disarray in the forge. It's become once again evident that nothing is untouchable and even primordial beings can be overthrown. That leads to several Skylords struggling for supremacy, with many of them going rogue. Breaking parts of the forge off and using it to erect kingdoms all over the land. The Skylords that remain in the forge are left to pick up the pieces and have to extinguish the flames of revolution and anarchy which ravage the land. Under these circumstances you can make tons of maps where the players have to attack and defend against Skylords of various elements and other remnants of these chaotic times.
  14. The nerf to gold gain for finishing cPvE maps quickly was a stopgap measure to prevent BH/Guns grinding and needed to happen sooner rather than later because not only did it flood the game with a lot of gold but it also made people mindlessly gold-farm for hours, not actually playing the game. This would've been exacerbated by reforging. An interaction with its own string of consequences. Right now it is a necessary but longer-than-intended bandaid solution. Ideally, we would have a proper system in place already but unfortunately it's hamstrung by a lack of developers to implement it.
  15. They have incredible damage output but if you rely on them, Incredible Mo is important to prevent them from being disabled when facing Lost Dragons. However, to fully utilize them you need lots of healing to sustain their Leech Guns. Healing Gardens and generic nature sustain takes care of that.
  16. Nature is in an unique situation because with Enlightenment it can bring out its apex cards without actually having to commit to the color restrictions those ought to force. So it has to have a peak card to make it worthwhile to commit to this restriction but at the same time it shouldn't make sense for the card to be Enlightened. Something that you can only fully utilize when actually committing to pure Nature. Past flavor, all the pure factions need reasons to actually build 4 orbs of the same color. For Nature, because of Enlightenment you only need 2 to enjoy the most alluring benefits right now.
  17. Your initial claim was that Wheels force you to play city builder. Which isn't really the case because pumping them out immediately doesn't offer a worthwhile benefit. If anything, it's okay to build them over time. The point is that right now Wheels aren't so extremely powerful that you have to use them right away. If they were much better it'd be fair to say "Wheels are so strong, I'm forced to rush them". But they aren't and they won't be because they are not getting buffed. They are like Shamans or Juice Tank. The laid back way to contribute and invest into something that will need to pay for itself over time.
  18. You can do the same when previewing booster content from the store and summon the cards directly into the forge. Enjoy!
  19. The bug was fixed during the original run of the game. You could only stack wheel buffs by activating them at the same time, doing as many as you could/wanted. After that, no other instance of the buff could be added because the icon got grayed out. It specifically had a condition implemented that prevented further activations. If stacking was intended, it would've been easy to instead make it so you can add another instance of the buff at any time and have them stack up. They originally probably thought that the condition that prevents additional activations is enough to prevent stacking. What they didn't account for was that during the activation-animation the buff wasn't technically active yet, so you could activate more until the condition kicked in and restricted it. At which point they had to go back and, in addition to the preexisting condition, made it so the buffs don't stack. Also, there are some old patchnotes left that read: So considering that this change was called a "bug fix" and the mechanics behind it, it was definitely not on purpose.
  20. That's irrelevant here because there is no payout for skill. Not right now and not with your proposals. But there is for just sinking time in. And at this point you also have to consider that you create extra incentive for afk-farming by rewarding playtime even more. If you want to prevent that you'll instead have to dabble in potentially convoluted restrictions, further complicating what should be an intuitive, very general progression system. Additionally, the BFP boost, daily discount and quests are not the only ways to make progress. There are also achievements, offering milestones all the way from the beginning until expert level. And the great thing about those is that they can be completed at a players own pace, without time pressure and FOMO breathing down the neck. And there is also trading, which generates much more BFP than even a super buffed daily system with all of the proposed points would.
  21. Giving no huge advantage to disproportionate time investment was one of the big considerations when creating the current system. A repeatable discount would directly translate to an additional 100 BFP value generated every 45 minutes. At the same time the current lay of the land in gaming is that there are countless games all demanding the players attention and time. There is constant pressure to continue engaging because otherwise you miss out on rewards. That's exhausting and I don't feel like territory this project should wade into deeper. It's really tricky to solve.
  22. I'd settle for some specifics - any specifics - at all. Just like the first topic about cPvE being supposedly much harder than before there is just a statement thrown into the room, leaving it to everyone else to make something of it. @MustardSkaven Did you attempt some exploit that doesn't work anymore? Which one? Did you use a card that got reworked? Which one? Did you merely hear something from someone? What was it? Over in your other topic you could've still posted a follow up to "Can you give a concrete example?" but instead you made this. It doesn't appear like there is a language barrier. So are you interested in elaborating and giving people more to work with? If not, why bother?
  23. He is saying that he feels like maps are harder.
  24. This is moving slightly off-topic here. But a couple things. These in-the-moment numbers aren't all that meaningful. Literally checked them this very moment and got C 1003, UC 1057, R 1087, UR 350. Check them again in a few days and they might be drastically different once more. One of the effects that Reforging has is more evenly distributing the value contained within a booster. Before you had pretty much guaranteed 6 cards that weren't even worth putting into the AH because it was over-saturated. Utterly worthless filler cards that just sat there rotting in the inventory. The last two cards dictated if the booster was worth anything at all. And you mostly relied on the massive big-ticket pulls to compensate for all the boosters containing only crap. Not to mention that sooner or later the endlessly piling up cards would impact on performance. That's how it was pre-Reforging. Post-Reforging, obviously what value you gain from boosters is still highly volatile, that's the nature of the beast and very much intended. Nonetheless, currently there is even some value in the 6 C and UC cards. So the floor was raised. Economically, it also means that lower supply (for example if tons of Cs get reforged) means higher prices. So the next time a booster is opened, it offers even higher value until the price for Cs drop low enough for it to be more suitable reforge material again. There can be an equilibrium of cards either being cheap enough to use as material OR being valuable enough for the AH. To relate it back to this contest: Right now the cards used here are higher value pulls from boosters than normally. Which means it's worth it to put them in the AH. Until demand dies down and prices drop with it. I also don't think giving out free cards to participate in contests is necessary. There is already a certain barrier of entry inherent to contests because you always have to have the most suitable cards to achieve a high rank. For example, if part of the contest rules states that you must use a pure-nature deck yet you do not own good nature cards then you won't be able to achieve much and probably have to sit that one out. Compared to that, requiring 6 specific C and 1 UC cards that, at the end of the day, still have quite low BFP value isn't much to manage. The economical impact of making these cards more desirable (because people want to participate) has to be kept in mind, of course. But the low rarity cards were chosen for a reason, it's not like you're expected to run Infect and Harvester.
  25. Noticeable that all the cards you mention are Ultra Rare cards. One of the initial goals of Reforging was to deflate the prices for sought after URs. While the system succeeded in addressing most of the issues it was supposed to, unfortunately it failed to lower the top end prices (excluding promos) permanently. Which is a problem that we are having our eyes on.
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