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Sacriefice

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  1. Magma Spore keeps quite frequently ignoring active effect commands. It sometimes moves to the target position but doesn't fire its Ground Blast, but most often just stops halfway there. I think this has to do with level geometry I noticed this on multiple locations on Mo and Encounters With Twilight.
  2. It's three not two right? Also did you change more on Nightmares End or were those just minimap inaccuracies?
  3. System messages are red, deck locked, something like this. Dialogue is what spams the chat window
  4. Something like this. My idea is kind of inspired by two Mtg cards a friend of mine used against me once (decades ago). The Rack and Black Vise. One card makes you take damage if you have less than 3 cards on your hand, the other damages you if you have more than 4. So with both cards in play you can only safely have 3 or 4 cards in your hand. You are not enforced to have more or less cards, but you are discouraged to do so. I think this creates an interesting dynamic because most effects don't let your enemy room to act upon it. There are a a few spells like disenchant that can counter cc or ravage which kind of counters something like envenom, but very few that create a predicament for the enemy. Another thing that could be an inspiration is Loner, and ability from another game Impossible Creature. Creatures with Loners get a huge attack boost while they are not close to other friendly unit. If we invert that concept it could work on an enemy unit get a huge debuff while close to other friendly units or while alone.
  5. cc is hard to justify for fire. Especially the second point and 5 seconds sounds kind of weak. Slow might work, question is if the price of the card makes it worth it. Last one is interesting. I wouldn't make it an actual cc but similar to one of my idea, force a situation where the enemy doesn't wants his units standing close (Aura of Pain, Transcendence). When I wrote my original post I didn't realize that Transcendence and Aura of Pain would've a similar effect, but Transcendence is t4 and even at t3 is not that interesting to single out units anymore. I can imagine that it would be an intriguing tool in t1 or t2 for fire, with spells like Mine or Wildfire already working like an indirect cc.
  6. This is really just semantics, we mean the same things. Even if it is not the same, it still is similar, redundant information. To my knowledge there are only 2 differentiations 1. effects that only affect yourself 2. effects that affect yourself and your teammates possibly 3 for effects that also affect your enemy, but I don't think they are displayed for you. I suspect there is any effect in the game that only targets a specific teammate. I'd like to know what the reason was. My first guess was pvp, but do enemies even see your buffs? Do you mean with 'only your own buffs' that this doesn't include teammates buff that also affects you? If this is the case I would agree. Otherwise I don't see a good reason to display buff icons for every teammate for the same reason, that a single buff can clog up your global buff displays, to the point that you don't see any other buff anymore.
  7. I considered making all of these their own threads, but they are all rather smallish suggestions. Either way its not very beautiful. Market set the buyout price automatically to the cheapest buyout price on the market if there is one I think most people try to sell the card for about the same price, meaning you have to search in the marketplace for the card first then switch tabs to type in the price. Since the market is a bit sluggish that takes a couple of seconds for every card which can add up, if you sell a lot of cards. add the search filter/options tooltip for the card library to the market New players might not be aware that they can use them there Chat filter out pve (yellow) messages. This could also be a third tab for only player messages. If someone whispers to you in the game the message can easily get lost stop scrolling up when resizing chat window Pretty annoying imho. When chat history loads up, it even gets hard to hit the scroll bar with your mouse. Card Effect Info add effect icons to abilities like rage, charge attacks Some units already display if they are in rage, but not at what stage of rage they are, or even what the damage increase is. Same for charge attacks. I think it's hard especially for newer players to understand, how often they can use the charge attack or when (how many times) rage increases. I hope for something like Banditos, they show you what the buff increase is, without having extra information float on top of units like Mountaineer (which imho hurts the immersion a bit). Upgrade Distribution make Need/Greed the default Distribution method I think the only people using random is usually because they don't care about grinding upgrades on cpve and grind rpve instead, so it is random just because it is default. I can't think of any other good reason to use Random. There are also a few people who use Assign and those fall in another of two categories; They want to make sure they get one specific upgrade (or all if they are uncomradely); Or they disenchant every upgrade to optimize gold gain. This leaves Need/Greed as the only "fair" distribution method. It is in no way perfect and even back in EA times people pointed out that it is unnecessarily confusing and suggested better systems, but it's the best system we have at the moment.
  8. Would it be possible to remove duplicate buff icons, or giving temporary buffs priority? Every time someone places wheels in rpve my SoW activation suffers from it, because I don't see when it runs out, instead wheels unnecessarily take up every single icon slot.
  9. I run into a bug today where I tried to transform 'Twilight Minions' into 'Nightshade Plant' (on Insane god - expert) but the transformation process got interrupted (likely by knockback or dino anti magic zone). The minions didn't transform, the charge got consumed and it stopped recharging. I could still select Nightshade Plant for transformation but nothing happened. Sadly I forgot to save the replay. Maybe my friend still has it, will add it later then. there isn't much to see in the replay. But I think one of the dinos with the anti magic zone was the cause. transformation_Bug_Report.pmv
  10. who is stronger, 10 Promos vs. 1 Promo + 200 Mountain Rowdies + 1400 trash cards checkmate
  11. I suspect there is a way to revert to an older version e.g. Twilight Edition or would it be enough to get the game files from an older CD? Otherwise you'd have to undo every known change and only get an approximation of what it used to be. Restoring the latest EA version would probably be relatively simple, but you'd still have to set up separate servers and accounts. Of course everyone playing Skylords would have to re-acquire every card, but the original game doesn't have any means of acquiring free bfp outside that horrible old Play4Free system. So you either give everyone every card (might ruin the point of a TCG) or you'd have to apply some changes to the classic version anyway. There are a few changes in SR I'm not super happy with, but generally there is no way I'm going back to a classic version. SR has way more 'good cards' that are worth using, QoL changes etc.. Maybe in the future we get some achievements to clear campaign maps only with a Twilight Edition cards or PVP/sparring options that allows us to limit usable cards (picks/bans) to achieve the same. This would be sufficient nostalgia for me.
  12. Effect seems to work as intended but the English effect description is wrong
  13. I agree with your initial sum up of what pure factions should be, but want to point out "pure" bandit/twilight/lost/stonekin is still less restrictive than pure fire/nature/orb/shadow. I also got the feeling that Batariel was only nerfed because of enlightenment. It didn't occur to me that Batariel is heavily overpowered in pure fire. Some of those issues you point out originate from old Battleforge. The single most important thing, that is often neglected, is not everyone has every card (plus full charges and upgrades). Nowadays its possible to get almost everything with some effort, but back in the day this meant spending hundreds (surprisingly cheap compared to Gacha games nowadays but still). A holistic approach is all good but in a way ignores the majority of the player base. The initial twilight edition didn't even feature mixed color cards, but pure faction got neglected with the following editions, Rpve didn't even exist then. There are just not that many pure cards and people preferred playing mixed which might be the result of this direction. At some point new cards turned in a cash grab. Some of the last cards that got released used to be insanely overpowered on release. I don't think they ever changed orb requirements. There has probably been made some design mistakes, but they rather left it untouched to not piss off players who payed real money for those cards. Skylords Reborn is better now than Battleforge ever was (though I kinda miss the old twilight edition days). It still has a long way to go, as there are still many imbalances Enlightenment I could see a change where it only reduces the cost by one orb, meaning if you have 2nature 1shadow you get 1wildcard orb so you could spawn an Overlord (2Shadow2neutral), but not a forest elder (4nature). Same thing with Amii Monument. It made PvE so much easier, you didn't even need t3, just a companion that lent you his Monument (e.g. dwarven riddle) and in combination with enlightenment you can play t4 units where you are supposed to play with t2. Realistically I don't see it happen. It would destroy too many decks. No matter your nor my suggestion, It would still be OP but frustrate a lot of people.
  14. irrefutable Was about to suggest bigger radius (30m) maybe even up the absorbed damage percentage ~50-75%. I think it's better Armored tower absorbs all damage for friendly entities, this way damage is absorbed where needed instead of some stray shields. Just allow it to continue attacking, since its already weaker than cannon towers offensively. I can see it work very well with the new Kobold Laboratory to make heavily sturdy defenses. Kobold Lab allowing walls to be repaired at all time makes permafrost obsolete imho. Instead of a cooldown for a passive ability I want to throw a second idea in to the room and that is to make the tower absorb some of the damage like Lifestream, but make it stop once it has less than 1000HP. This makes this even better with Kobold Laboratory as it itself will be able to repair itself while absorbing damage. Cooldown has a downside; If the tower absorbed 6599 damage and the next wave attacks it will absorb 1 more damage then run into a 30second cooldown.
  15. overall solid changes. Since the Sunken Temple was part of the last tower changes (reduced orb cost from 2 nature to 1nature1neutral). Would it be possible to set a waypoint. You can't really use it behind walls and out in the open it requires a lot of micro-ing or it may be sniped by enemy ranged units It has the additional downside of using up a lot of unit space if they just idle around. Imho Sunken temple should work as a way to intercept attacking units (long range) or as a damage sponge.
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