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Sacriefice

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Everything posted by Sacriefice

  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.
  16. Didn't know, I thought you meant you specifically don't have it. I thought I read years ago when this project was in its early phase, that EA gave 'you' the source code, they just didn't give you the netcode because of potential security risks that could be revealed for their other games. temporary fog of war for like 10 seconds, maybe only around an area around the first monument. Not really related but yeah I can imagine it, its just hard to implement something like this in a physical game. Battleship and its variants do this, Stratego is chess variant that hides your units and essentially every other RTS game does it. I think it would be a neat variations to pvp mode with fog of war, but Battleforge is clearly not made for it and it might reveal some issues. I can imagine hit and run tactics may be really annoying to deal with.
  17. Lacking your explanation here how this prevents stalling? I get behind the concept of stalling and generally reactive play being annoying. Sure you can't shadow your faction anymore, but still stall to play your first unit . If I understand you correctly this puts nature even more at an disadvantage, which is already one of the weaker pvp factions. @Kubik good to know, couldn't test it yesterday. What I meant is, just make a multi colored t1 card (twilight) t1 nature and then do some trickery to also allow it being played by fire. (Enlightment allows to circumvent orb requirements, so there is some basis to emulate its effect and limit it to two orbs). This way you have to change nothing about the orb system itself. And the even cheaper solution that requires no extra work is, to make two cards for every multicolored t1 card. PVP stalling - You sure you quoted the right paragraph? Didn't say its easier, hard to tell what's easier there without knowing the source code, but changing the orb selection process doesn't sound trivial either and I don't think it's a real solution to stalling. Fog of war is something that already exists in theory, dunno how hard it is to utilize it, it could be really easy or really hard. Either way this was just an example solution that would actually fixe stalling. You are not going to wait ~10 seconds to react to whatever your enemy has spawned EDIT: oops, prematurely posted by pressing ctrl+enter
  18. what does the game do if you go to t2 instantly and then spawn a neutral or multicolored unit (you should be able to do that in team maps where orbs are close or custom maps)? Ironically while pure or multicolored units are usually stronger than those with wildcard orb requirements (Windhunter - Skyfire drake), the opposite must apply multicolored t1 cards. The technically easier solution is probably just locking twillight/lost etc. cards from being spawned first, but that might be a dissatisfying solution since you could never make a pure twilight deck. Instead spawning a twilight card should lock your ability to play any ice, shadow spells. Another option would to give orb by a cards orb precedence or the cheapest solution, create two affinities where one is green and the other red t1. nah, the card spawning is nice and seamless. Changing that probably doesn't change the fact that you have to change a core mechanic which makes it technically complicated. If pvp stalling is an issue there are better ways to deal with it, e.g. temporary fog of war. I don't even see how forcing to choose an orb solves pvp stalling.
  19. Since we are past submission date. Don't think I'm gonna make it far. My deck is severely un-upgraded. Even had to buy a t4 building to even being able pass the requirements 👌 I went for some style points, because I tried make all cards work as a self set goal. But was fun to try
  20. But isn't that a problem because walls against t4 enemies are little more than cardboards, just there to buy you a couple seconds. Don't see how stronger archers will fix this. Your best options would be CC, but this pretty much rules out fire/shadow. I don't even remember anyone using rifle cultist on walls (ok they are rather weak but still). Not to mention enemy abilities that just throw you off walls and deny them for some time. Higher tier archers would all need resistance against this or justify it with some incredible power/price ratio or greatly buff the walls they are standing on
  21. I have some concerns... I can't really imagine how its supposed to work in the game. Will the paralyze beam stop being an auto-cast or do you intend to remove it altogether, because it isn't mentioned? I guess it would be used even less, since paralyzing would mean she can't do her new heal, immunity gimmick. Why butcher the healing song heal? Is it the same immobile dome animation? So if I get that right its 20 seconds area buff, but Woodland Blessing still only lasts 10seconds after leaving the area. How are you supposed to use it if you run into a camp with ice, willzappers etc.? You'd have to cast the healing song twice, before entering and inside the camp. She is supposed to be able to cast it every 2.5 seconds for free, meaning she can keep up the buff on 4 units (excluding herself). Sounds like two grove spirits will be enough to protect a whole squad, 8 units is plenty in t4 (may be only worth it in multiplayer). The Grove spirit can stay out of range and cast the buff and doesn't risk getting splash killed by standing in the middle of a camp to cast her dome. Also 60hp/s isn't terrible but its quite the opposite of her super heal. I'd say Nature has more regeneration abilities rather than healing (ray of light, regrowth, wheel of gifts, gardens, well, fountain, werebeasts, forest elder). You can't even stack her effect unlike Timeshifter, healing a huge amount of units might give an insane heal value but do we really need it? just for comparison: Wheel of gifts heals every friendly unit for 26-48hp/s (3500 - 6400HP Unit) both Ray of Light and Regrowth every unit in the area 105-192hp/s (3500 - 6400HP Unit, but the heal is capped) I feel like immunity would be more fitting on Colossus's roar, something you use before walking into the enemy
  22. Just for completion. There is still a very old bug that the map never completes. Jorne and Rogan just stand there at the end doing nothing. Supposedly this has to do with building and even units blocking up the path along the way. To my knowledge there is nothing you can do it once that happens. This happened the very first time I played that map in Skylords. The game crashed after resigning (actually twice, after rebooting the game it crashed again). Not sure if this had something to do with it. I wonder why Phenomic never fixed it, its not particularly rare and doesn't sound too hard to reproduce and fix it.
  23. Don't think the dialogue is that bad on this map, gives you some time to build some defenses. King of The Giant is worse if you manage to clean up everything before they arrive. I noticed a bug on the left side of the map. If flying units get to close to the edge of the map they disappear (visually) and become un-selectetable. When I tried to select my Windhunter by the group, the game immediately deselects them. I managed to pull them out by spamming '2' and RMB though. This could be quite painful if you play on expert and not only your units are gone but they block unit space.
  24. Sacriefice

    Dying Breed

    There are a couple of cards that I feel like discussing, but I don't like collection topics and somehow this card bothers me the most recently. I have to mention that I currently don't play pvp, though this card is clearly a pvp card. I used to play some pvp back in the day though. The old Battleforge wiki even mentions that it is useless in PvE as is With this out of the way, does anyone use that card? I honestly can't imagine anyone does. The Card The cards basic function is to block enemy players from spawning more of the same unit -> shadow affinity makes it permanent (which is nice for a change considering permanents are pretty rare), well until the unit dies -> nature affinity is limited to 30s but does 50dmg per second What's wrong with it? The utmost problem here is that it is a T3 Fire spell with 120 energy cost. Being T3 already limits its use in pvp, especially as spell, especially for what it does. Now the price is what kills it. Just to put this into perspective, imagine you play against someone who you know really loves Ashbones, maybe it's even his only t3 unit. So you spent 120 energy to block his Ashbone from procreating. What an act of genius, he is devastated, humiliated even, until, he sacrifices his Ashbone to call another Ashbone... Net loss to you 120energy Net loss to him 100energy Even if he couldn't sacrifice his unit, even if he could never call another Ashbone ever again, that would barely justify the price. Skylords is not a game were amassing a single unit is usually a great strategy. Ironically the more expensive a card is, the less likely your enemy can play out multiple anyway (essentially anything above t3 120 energy are XL units). As a T3 spell you might as just make it free and it would still be pretty reasonable. Now I focused on affinity to Shadow. The Nature affinity card is an interesting one, it is quite different by doing 1500 damage to a unit which overshadows its main effect. That's quite a lot for single target damage, but it is still far from great, as it's really slow and there are many cheap option to counter it (passive building heal reduces that ~650 damage (1000HP unit, above 1500HP it will out-heal the damage) Solution? The thing is, I really appreciate the general idea of that card, I think Skylords could use some meta (no the other meta) strategies. Like aforementioned I don't play pvp yet and I suspect it can be applied in PvE, so the following are just some unfunded ideas (not necessarily meant to be used in conjunction) reduce orb requirement to T1 or T2 reduce energy cost to ~60 (Shadow affinity) permanent, affected unit can't be sacrificed, but the spell can only be applied to one type of unit at a time (Shadow affinity) unit can't be healed (Nature affinity) 30seconds, affected unit permanently looses 2% of their health (max 20) every 2.5 seconds I think those suggestions match the idea pretty well the name 'dying breed' very well. One makes sure the creature can't 'reproduce' while the other marks it inevitable death. The last one sounds maybe a bit overpowered at first, even viable for pve, but it would take 2minutes to kill a creature, even longer for anything above 2000 health and obviously wouldn't work on bosses. Another idea with a different standard ability T2 as long as the affected creature is alive, every other unit of the same kind (same card) played do not recover from summoning sickness (Shadow affinity) permanent, affected unit looses 10 health every second if there is not another of the same kind 50m around it (max unit cost 100 energy) (Nature affinity) after 5 seconds, for 30 seconds, all other units of the same kind 50m around the affected will loose 40 health every two seconds The concept here is that one punishes the player indirectly from summoning more of it. Shadow affinity card should be a minor poison like sapping spell, that is less useful if the enemy has already summoned more than one or might encourage him to summon a second ) the energy cost should prevent it to be used on creatures that rarely get played more than once. Nature affinity card does the opposite by punishing the player from having already played more than one. The damage can be avoided though by separating the affected unit temporarily. but both shadow affinity and nature affinity can be used in combination to create a bit of an predicament. Damage and price is debatable, price should be somewhere around the same as the units its used against, so immediate sacrificing them is about even or slightly favorable to the spellcaster. This might give the card some value as a counter to wind weaver spam for example
  25. hire this man. Your Avatar is fitting, it reminds me about another thing; Seeing a Deepcoil Worm today I though how neat a small worm squad would be
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