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Toggy

Skylord of Honour
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  1. Toggy liked a post in a topic by RadicalX in PvP Tournament - Skylords Reborn Championship #2 (Sunday March 5th)   
    Hello fellow Skyladies and Skylords!
    It is time to get another PvP tournament rolling! Who are the strongest players out there? Who prepared some fancy tricks on the new patch? We will find out! Any player is very welcome to join, regardless of your skill level! 


    Tournament Date and Stream
    On Sunday 5th March starting at 14:00 p.m. CEST (Berlin time). 
    A live stream covering the tournament will take place on my twitch.tv channel https://www.twitch.tv/radicalx5. Streaming will start around 13:30 p.m. CEST (Berlin time). I will use the stream to communicate with the players, so be sure to join the stream to be notified of last minute updates. Everyone is welcome to hang out and watch the action as well!
     
    Sign up 
    The tournament brackets will be on challonge, so register and join the tournament there using the button below. Deadline will be the start of the tournament, but please sign-up in advance if possible! Reply in this thread if you have questions, I will answer them as soon as possible.

    Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name, use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.
     
    Format
    The tournament will be played as a 1on1, Best of 3, double elimination tournament, meaning if you lose a set, you move to the lower bracket and can still make the finals! Grand finals will be bo5, no bracket reset, but game 1 map choice for the player coming from the winnerbracket.
     
    Prize Pool
    I tried to place rewards so that almost every series matters, regardless whether you are playing losers bracket R1 or grand finals! The total price pool will roughly range from 40.000 bfp up to 75.000 bfp. The more players join, the more prices will be headed out. Big shoutouts to MadDoggo and MrDanilov, who helped making this possible with massive donations. 
    1) Every participant will win one random card, which is at least rare! With some luck you might even catch something bigger! 
    2) Every player, who wins at least a single bo3, will earn 3 boosters!* 
    3) Furthermore there will be random draws for a Promo Fallen Skyelf on top of that. Even if you lose in both rounds you will be eligible for the reward as long as you played your matches. 
    4) The following winner prizes will be added on top of the previously listed ones. 
    Rank 1 - 7 Boosters + Promo Construct
    Rank 2  - 6 Boosters + Infect
    Rank 3 - 5 Boosters 
    Rank 4 (Locked until we hit 8 players) - 4 Boosters
    Rank 5-8  (Locked until we hit 16 players) - 3 Boosters
    Rank 9-12 (Locked until we hit 24 players) - 2 Booster
    Rank 13-16 (Locked until we hit 32 players) - 1 Booster
    5) The audience reward: You can join some competition even without actively playing. There will be some quizzes during the stream and you can earn some big prices there from a 10.000 bfp pool. 
    *Blessing in disguise: If you end up being matched with one of the 2 highest rated (base elo) players in round 1, just playing all of your games will also make you eligible for the 3 Boosters. 
     
    Rules (read this if you want to participate!)
    • Disconnection during a game results in a default loss. If both sides agree, it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats. The brackets will be updated automatically.
    • The Map Pool is: Haladur, Simai, Elyon, Lajesh, Uro, Yrmia and Wazhai (beware as this not the same pool as in ranked duel!).
    • The first map to play on will be decided by the players alternately banning maps (grand finals are an exception with G1 mapchoice for the winnerbracket player). The first player to ban is decided at random (use the /roll function).
    • After that it is the loser's choice
    • The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • The brackets for the tournament will be shuffled before the tournament starts!
     
    Looking forward to a lot of sign ups and an awesome tournament!
     
    Best regards,
    RadicalX
  2. Toggy liked a post in a topic by Majora in Community Update #29 - November   
    Greetings Skylords!
    This Community Update is a few days ahead of schedule because we have two events that we don't want you to miss! From today until 2nd of November there is a special Halloween event, and on Saturday 29th October we have a PvP tournament with a participation prize! Let's get you up to date. 

    • Halloween Event

    The Lost Souls have altered the timeline for a special Halloween event! Instead of Encountering Twilight, Rogan Kayle finds himself in the face of new horrors. Enjoy a spooky experience on this adjusted map to celebrate Halloween, and the upcoming release of the new card "Evil Eye" with us!    

    You can find the full event details here. This is a temporary event which ends on 2nd of November. Check it out now to not miss out!

    • Evil Eye release and adjustments

    Evil Eye will release next week in a small dedicated patch (which will not break replays).
    Players participating in the Halloween event will have the chance to be rewarded with the new Twilight card the moment it comes out! After the event is over Evil Eye will also be eligible to drop from General and Twilight boosters as an uncommon card. So save your boosters till then!
    Since its original reveal, we have made some adjustments to the card based on testing feedback.
    The original design had a couple of issues, including a lack of splash damage, squishiness, mobility issues and increased susceptibility against crowd control. While the damage output of the card has a very high potential peak, in practice the card turned out to be hard to use and didn't add much to the Twilight faction besides a new transformation effect. 
    To make the card feel more rewarding to play, we gave it a new mechanic; a unit being attacked by Evil Eye explodes if it dies (thematically its insides are superheated and explode), dealing damage in a small area. Having on-enemy-death mechanics is already part of Twilight's identity (i.e. Twilight Warfare) and we found this could solve the splash issue in a more creative manner. 
    While this addition goes against the single-target attacker role we originally had in mind, it makes the card more fun to play and gives the player the option to either focus on a strong unit (i.e. a boss) by making use of its passive Rage ability, or micro it to benefit from Searing Sight's new on-death ability. 
    Lastly, we gave the card a much-needed health increase from 3300 to 3800. We are happy with how the card turned out, and hope you will enjoy playing it! 
     
     
    CHANGED: Searing Sight
    Casts a superheated beam that deals 200 damage to a target enemy every second. If a unit directly attacked by Evil Eye dies, its corpse explodes, spewing forth boiling liquids that deal 1000 damage in a 15m radius, up to 3000 in total. 
     
    Transform
    Evil Eye has the faction's ability "Transformation", allowing it to transform into other Twilight units. Because Evil Eye is already a strong tier 4 card, it has a special passive ability to make transforming it worthwhile. 
     
    Conjuration
    If the unit is transformed, it will restore spell card charges. The card of every Fire, Nature, and Twilight spell will be granted one more charge and will be immediately reusable. The maximum number of possible card charges for a specific card will not be exceeded.
     
    ADDED: Rage
    Unit does increasingly more damage the longer it attacks, up to a maximum of 300% more damage, but falls back to its original damage output if it doesn't fight for 5 seconds or changes target. 
     

    • New Card Reveal: Raven Walker

    While Evil Eye releases in the coming days, there are more new cards in development. We are hard at work adding a new legendary card into the game: the infamous Raven Walker.
    Raven Walker is a powerful tier 4 Legendary card, meaning only one can be summoned on the battlefield at a time (like i.e. Viridya or Ravenheart).  Besides being a strong ranged unit, Raven Walker has the ability to corrupt the very air around it, causing played out cards to backlash, dealing huge amounts of damage to both allies and enemies, including buildings! If Ravenheart or its summoned Raven Ships are nearby, Raven Walker will lose its slow passive ability and move like a general XL unit.
    Please note: We are still testing the card. While we are generally happy with it, numbers and effects might still change before release. 

     
    Slow
    Unit has Slow movement.
     
    Blackpowder Turret
    Every 4 seconds, unit fires an explosive shot that deals 920 damage to enemies in a 10m radius around its target, up to 1380 in total. Knocks back small and medium units. Affects ground targets only.


    Corrupting Aura (100p)
    Activate to cast a destructive aura of 30m radius at the target location. Every card played out within it will backlash, dealing 10 times their power cost times their orb count as area damage distributed among all hostile and friendly entities, up to 10000 in total. Lasts for 30 seconds. Reusable every 60 seconds.
     
    Fleet Support
    If Raven Walker is within 25m radius of a Raven Ship or Ravenheart, it will lose Slow.
     
    Some of you might be wondering why Raven Walker is a Legendary card, instead of a Bandit card. While exploring our options, we found two issues with a Bandit approach. First, we feel Bandits as a faction is currently quite complete in terms of T4 units, and this unit would not add anything interesting to the faction; it would not be much different from Construct-decks which already use double Shadow for Nether Warp.
    Additionally, Raven Walker's Corrupting Aura ability works on buildings. This means it can be used even with healing spells to destroy enemies and important structures, allowing for a wide variety of decks to build around it. But because of how Corrupting Aura works, it can be stacked infinitely, which is problematic from a balance point of view. It does not come up often that we want something to be limited to a single instance, making this the perfect Legendary. It is also a good opportunity to expand the existing Legendary deck and slowly add Blight's entire raven squadron to the game.
    Raven Walker is planned to release in an upcoming content patch. We are not ready to announce a release date yet. 
     
    • Tournaments / Events

    Since Community Updates are posted on a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    • NEW - Official Halloween Event - until 02-11-2022
    The Lost Souls have altered the timeline for this special Halloween event! Instead of Encountering Twilight, Rogan Kayle finds himself in the face of new horrors. Enjoy a spooky experience and celebrate Halloween and the release of the new card "Evil Eye" with us! More information.  
     
    • NEW - Official PvP Tournament - 29-10-2022
    On Saturday 29.10 we are hosting an official PvP tournament with prizes! The tournament starts at 14:00 p.m. CEST (Berlin time) and will also be livestreamed on our Twitch. Every player who participates will get a booster, so be sure to join even if you are inexperienced! More information. 

    • FINISHED - Battle of Tactics #2: Perfectly Balanced
    Ultralords latest contest has finished, and the winner reveal can be watched on Twitch. Big thanks to Ultralord for hosting this event, please let us know if you liked it! More information.  

    • Host your own tournament / event
    Want to host a tournament or event yourself? Please reach out to our Event Organizer, Metagross! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 
     
    • Team changes 

    We are glad to announce two new members to the team behind Skylords Reborn. WaterMelonLord has joined us as a Global Moderator. Cool. 

    Mynoduesp has also joined the team as Quality Assurance (QA), helping with maintenance and player friendliness, for example by improving descriptions. 

    We also had a couple of replies to our translator roles, thank you! We could always use more translators, so if you are fluid in French, Russian or German, please consider doing some translations for us.



    • Contribute to the Project

    We have opened up a new staff role: Social Media Manager. We heard multiple times that people are intimidated to join the team as a marketeer, so we split up the responsibilities and tasks, making the entry barrier a lot lower. As a Social Media Manager, you are responsible for keeping our Social Media channels (Facebook, Twitter, Reddit) up to date. Help with our Twitch and Instagram account would also be greatly appreciated.  
    As always, we hope you will also consider helping out the project. Please take a look at all our open positions on how you can do so. 

    There are also a variety of contributor roles like translator, that don't require you to join the staff, but still allow you to help out now and then. Please take a look. 
     

    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a Lost Souls-booster: LOST-SOUL-TIME-LINE

    The code is valid until December 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #28
  3. Ultralord liked a post in a topic by Toggy in Official Skylords Reborn PvP Tournament #1 - 29th October 2022   
    Frost. Nature. Fire. Shadow. Long ago, the four nations lived together in harmony. Then, everything changed when the FIRE NATION attacked!
    Damn am I hyped for this. See you in the happy hour.
     

     
  4. Toggy liked a post in a topic by Metagross31 in Official Skylords Reborn PvP Tournament #1 - 29th October 2022   
    Hello fellow Skyladies and Skylords!
    It has been a very long time, but we are finally back with a new PvP tournament!

    Tournament Date
    On Saturday 29.10.22 starting at 14:00 p.m. CEST (Berlin time). The stream will start about 30 minutes in advance.


    Format
    The tournament will be played as a 1on1, Best of 3, double elimination tournament, meaning if you lose a set, you move to the lower bracket and can still make the finals! Grand finals will have a bracket reset, meaning the player coming from the lower bracket has to win two sets against the finalist to win the tournament.


    Prize Pool
    • Participation reward: Playing at least two rounds in the tournaments will earn you 1 General Booster, even if you lost both rounds!
    • 1st place                        10 General Booster packs 
    • 2nd place                        9 General Booster packs
    • 3rd place                         8 General Booster packs
    • 4th-8th place                  5 General Booster packs
    • Random rewards    
    Additionally, there will be a pool consisting of all PvP cards from the Rebirth edition, which will be randomly distributed between all participants!

     

    Organization and sign-up
    The tournament brackets will be on Challonge, so register and join the tournament there using the button below. Please sign-up in advance!

    Please use your in game account name to make communication and finding your enemy easier.
    In case of problems, contact me or one of the mods via Discord, BattleForge or on Twitch.
    Twitch mods: DutchyDutchy


    Stream
    A live stream covering the tournament will take place on the official channel on twitch.tv. Streaming will start around 13:30 p.m. CEST (Berlin time). We will use the stream to communicate with the players, so be sure to join the stream to be notified of last minute updates. Everyone is welcome to hang out and watch the action as well!


    Rules (read this!)
    • Disconnection during a game results in a default loss. If both sides agree, it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats. The brackets will be updated automatically.
    • The Map Pool is: Haladur, Simai, Elyon, Lajesh, Uro and Yrmia (same pool as in ranked duel).
    • The first map to play on will be decided by the players banning maps. The first player to ban is decided at random.
    • After that it is loser's choice, but you can't pick a map you have already won a game on in the same set.
    • The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • The brackets for the tournament will be shuffled before the tournament starts!
    • Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name, use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.
    • Playing at least two rounds in the tournaments will earn you 1 General Booster, even if you lost both rounds. This is meant to encourage players to give PvP a try, immeaditly surrendering or not showing up for a match will disqualify you for this reward. We send out these boosters the days after the tournament. 


    Questions
    Reply in this thread if you have questions, we will answer them as soon as possible.
    Best regards,
    The Skylords Reborn Team
  5. Metagross31 liked a post in a topic by Toggy in Official Skylords Reborn PvP Tournament #1 - 29th October 2022   
    Frost. Nature. Fire. Shadow. Long ago, the four nations lived together in harmony. Then, everything changed when the FIRE NATION attacked!
    Damn am I hyped for this. See you in the happy hour.
     

     
  6. Toggy liked a post in a topic by WindHunter in Patch #400035 - 14 September 2022   
    Map Balance Changes

    PvE Map Changes
    Bad Harvest, Defending Hope, & The Soultree: Replaced player variant of Defense Tower with NPC variant.
    All player variants of cards on campaign maps are being swapped out for NPC variants to prevent balance changes to player cards affecting the cards used by NPCs in campaign and random PVE maps. Crusade: Players should be able to fulfil the victory condition immediately now when both paths are cleared early.
    Speedrunners can now compete for top times without having to wait a fixed period of time, therefore removing the existing set minimum time on Crusade. Defending Hope: Rogan will now also move if a player's building is in the vicinity.
    This will allow the achievement "A City Strongly Compact" to be completed entirely with building cards.  Mo: Change blocking at the cliff next to the Command Walker to no longer allow units to walk through the cliff.
    Raven's End: 2 Stonekin units; 1 in the center and 1 in the camp in the right side, are no longer assigned to the Bandits.
    The Dwarven Riddle: The 2 inner monuments that were added in Patch 400033 will now be observable in the fog of war like the other inner monuments.
    The Insane God: Replaced a Twilight Horror with a Twilight Devastator on expert difficulty at Position 1's Tier 3 location and added an additional Slaver to the camp on all difficulties. Replaced all 4 player variant Living Towers with a custom NPC variant. Increased script trigger range around temples to prevent the player from entering the center undetected. Player controlled Urzach's Seeker (transformed Priest) now have the Burrower Acid Spit active ability.
    Slight change to The Insane God to continue to allow use of Nightguard on the map. The addition of a new Slaver to the camp ensures that Position 1's T3 remains similar in difficulty to capture as before for non-Nightguard or Parasite Swarm users. Fixed a bug that allowed a player to sneak into the center without triggering the defense conditions, as well as gave the transformed Priest of Urzach an active ability to make it more worthwhile to engage in the Priest mini-game for the player. The NPC version will not use the Acid Spit ability.  Titans: Replaced 3 Fathom Lords in the Northern camps of Position 4 with Custom Deep Ones (1650 damage, 1650 life points). Expert difficulty only.
    Position 4 is one of the hardest positions on a multiplayer expert map and most players get through it by using Nightguards. This change allows the player to continue using Nightguards, but since Deep Ones are weaker than Fathom Lords, it will increase the difficulty of the map when using this strategy. At the same time, it will minorly decrease the difficulty of Position 4 for non-Nightguard strategies. 
    Bugfixes
    Emberstrike, Tempest, and Fire Worm now properly ignore the 50% damage reduction of dazed units, as their passives suggest. Amii Paladins and Amii Phantom no longer have the "human" class. They now properly only have the "Amii" class. The Tunneling ability of Burrower and Drones no longer grants paralyze immunity during the cast time of the ability. The overkill splash damage bug has been fixed on the following cards: Banzai Lord (p)'s Banzai Birds, Comet Catcher, Death Ray, Fire Dragon, Gemeye, Giant Wyrm, Skycatcher, Rifle Cultist's Dark Grenade, and Worldbreaker Gun. This should constitute a minor buff for each of these cards. Fixed several instances of Revenants' displayed damage being misaligned with the regular unit. Mountain Rowdy's Tainted Ice Block no longer affects flying units on U0-U2. Missing Twilight class was added to the Twilight bug summoned by Twilight Curse. Vulcan now specifies it can only target ground units. Fixed a bug, that caused newly uploaded maps to show an error message as their map name. Fixed a bug that allowed units to clip through terrain with buildings.  Fixed a bug that prevented the use of Twilight Transformation when switching to the other side in the Forge. Community maps should no longer claim to be 2-player maps when they are actually 1-player maps. 
  7. Toggy liked a post in a topic by Majora in Community Update #26 - August 2022   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Recent (and upcoming) Patch 

    On the 16h of July we released a small Quality of Life patch, containing some bugfixes, and updating the Free PvP decks to adjust to the new meta. You can check out the patch-notes here. 
    We are also working on a new content patch, which will bring more balance changes and two new cards into the game. We will share more information on this patch in the next community update, but we will reveal one of the new cards today! 
     
    • Survey

    First things first: a massive thank you to everyone who filled in our Feedback Survey for 2022! You completely shattered our expectations with over 2000 responses! 
    Especially since this project is run completely on a voluntary basis with no profits (which 12% of you were not aware of by the way!) we couldn't be more proud of your praise for the state the game is currently in:

    We will need some time to go over all the comments, but the data and individual responses are very helpful to us, and your kind words are a motivation to continue trying to make this project the best it can be! 
    We will share more insight in community feedback on a later date. Thank you for being part of this great community!
     
    • Introducing: Hybrid Orbs

    Before we reveal our new card, we have to talk about a new orb requirement coming to Skylords Reborn: Hybrid orbs. 
    A Hybrid orb allows you to meet its requirements with one of its two colors. For example, a  card can be played with  or .
    Hybrid orbs are a nice in-between of heavy and loose orb restrictions. Restricting a Twilight card to require double Fire or double Nature, would cause it to be unplayable for half of the Twilight decks. Opening up the card by having the 3rd orb be a neutral orb, would however cause unintended synergies with other factions. For example; access to Nature's heal for a Bandit card, or Shadow's Motivate for a Twilight card. By going for a Hybrid orb, we reward playing a faction deck in tier 3, without locking the other color combination of that faction out. 
     

     
    We will use this new flexibility to make adjustments to some older cards. We are planning to make use of Hybrid orbs for Treefiend, Twilight Hag, Deepfang and our upcoming new Nightshade Plant design. While we could also make use of this for tier 2 and tier 4 cards in the future, we currently only have plans for using it on tier 3 cards. We won't use Hybrid orbs for Tier 1 cards either, one of the reasons being the first card played decides what orb you get, running into all kind of weird issues with hybrid T1 cards and orbs. 
    Hybrid orbs have been the topic of many conversations in the past, and we are very happy to finally introduce them into the game! 
     
     
     
     
     



    • New Card: Twilight Slayers

    Our first new card to make use of Hybrid orbs is a card that has been requested quite a bit over the years: a new tier 3 archer unit: the Twilight Slayers! The card will be a common and come in two affinities, impacting the damage output towards certain factions. Let's break down the card. 
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change before release.

     
    Bow Attack
    Every 2 seconds, unit fires arrows at enemies that deal 19 / 20 / 22 / 25 damage. Deals 50% reduced damage if a hostile unit is within an 8m radius, unless Twilight Slayers are mounted on a wall segment. Has a range of 30m.

    Infused Fury
    Deals 50% more damage against elemental units

    Tainted Fury
    Deals 50% more damage against Human and Ogre units. 

    Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation". While transforming Twilight Slayers does not trigger any additional effects, we are working on a shift towards more impactful transformation effects for other Twilight units, making transforming your units more worthwhile.

    In our Force of Nature patch, we already changed the power cost reduction for Transform effects, and we will also make adjustments to the transformation speed in our next patch. On our balance discord, you can find out more about our future Twilight plans, such as our intention to change the card Nightshade Plant to be an exciting tier 3 Twilight pay-off card.
    We hope you are looking forward to this new card and the changes coming to the Twilight faction.
     
    • Artwork Spotlight

    The artwork for Twilight Slayers has been created by SpiritedAlpha. As always, there were multiple iterations and feedback sessions to reach the final artwork. Here are some earlier versions, where you can notice a slightly different color scheme and background, alongside other ideas that were improved upon, adjusted, or removed to better fit the piece (sorry Twilight Negator!). A big thanks to SpiritAlpha and everyone who gave feedback during the process. 
        
    Twilight Slayers are a recreation of the original NPC enemy, but we found the artwork (especially for a playable card) below the standard we have set for our Skylords Reborn additions. Looking at the artwork side by side shows the drastic difference in quality between them. 
         
    2009 / 2022
    • Adjustments to Reforging

    It has now been 8 months since the advent of the Reforging system. Back in January, we gave the community an update on the health of the economy, and we would like to do the same again today. 
    Some important information on the data: When it says "Fire Pool" it includes every card in the game which includes a Fire Orb. The data was collected and presented in this manner because this is how Reforging works when it tells you that the output card has an X% chance of containing a Fire Orb. Additionally, all price information presented is an average of actual sales in the auction house over a given period. While some extreme outliers were removed from the data set, such as 5 bfp Harvesters and 400 bfp Northguards, in 99% of instances the data was accepted as-is without tampering from our side.
    Data Set: (Click to pop-out and expand)

    Updated Analysis of Data Set:
    At first glance, you can quickly see that after the update the following changes occurred (Neutral Cards are excluded from the analysis as they are the control set):
    The average, median, minimum, and maximum prices of Common cards increased across the board.  With two exceptions, the average, minimum, and median prices of Uncommon cards increased across the board, while the maximum decreased. The decrease in average Frost prices can be attributed to 3 outlier cards in the Frost Pool, (Coldsnap, Frost Mage, and Lost Spirit Ship) which pre-reforging were very expensive for Uncommon cards. The increase in maximum Uncommon prices in the Fire Pool is caused by Wasteland Terror, which as a new card is still quite expensive for its rarity. Wasteland Terror is in general causing an inflation of the maximum Uncommon card costs in the Fire, Shadow, and All Card Pools.  The same thing happened to Rare cards as happened to Uncommon cards. Average, median, and max price of Ultra-rare cards decreased across the board while minimum price increased. The one exception is the Nature Pool, where the median price of Ultra-rare cards actually decreased. If you look closely, you can see that the median prices for cards in the Fire Pool and among All Cards are almost identical before and after Reforging. The average prices of All Cards is also only slightly negative and has been steadily trending upwards in recent months.  General booster worth increased from 378 bfp to 420 bfp. This means Reforging has made it more worthwhile to open boosters after the update than it was before. Promos have been excluded from the data set, making this even more true. On average, the daily discounted booster will profit a player 70 bfp post-update versus 28 bfp pre-update. The data is at this point fairly stable. Reforging established a minimum base worth for all cards dependent on rarity that did not exist prior. This seems to have stabilized around: Common: 5-6 bfp Uncommon: 22-23 bfp Rare: 100-102 bfp Ultra-rare: 200-220 bfp 
    Fun Facts about Reforging:
    - To date, 2.35 million cards have been Reforged. 64.4% of the cards were Common, 27.2% were Uncommon, 8.1% were Rare, and 1.3% were Ultra-rare.
    - Only 0.87% of all Reforges produce Forge Shards (FYI, it usually is not worth it to produce Forge Shards)

    Changes to Reforging:
    The introduction of Reforging has accomplished many of our goals for the economy. At the same time, we have noticed the total amount of Reforges has steadily decreased as time has progressed, which is expected, but it has also come coupled with a slow increase in the prices of Ultra-rare cards. While prices for the most expensive Ultra-rare cards are down substantially, the average and median prices of Ultra-rare cards are steadily moving towards parity with the old prices. This is an issue, because the average price of all cards has risen due to Reforging, making it harder for new players to collect and charge cards. The introduction of many new beginner achievements last patch has helped to slightly alleviate this issue, but it still exists, even in reduced form. As such, we have made the following changes to incentivize Reforging and to make it easier for all players, not only those with large gold and card stockpiles, to interact with the system. We intend for these to be the last changes we make to Reforging.
     
    Gold Cost to Reforge into the Following Rarities:
    Common = 125 gold --> 50 gold
    Uncommon = 300 gold --> 150 gold
    Rare = 750 gold --> 400 gold
    Ultra-rare = 1500 gold --> 800 gold
     
    Reforging Rates:
    We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card. 
     
    The changes to Reforging have been implemented today, and are now live on the server. 

    • Tournaments / Events

    Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    There are currently two gameplay events planned by Dutchy and Ultralord, which can be found on the calendar already. More info about them soon!

    • NEW - CCC #7 - Contest-ception
    A new CCC is now live: a contest to come up with... a contest! Share your wildest ideas and get rewarded for it! We hope to see many cool ideas that we might use in future contest, so be sure to brainstorm cool stuff and join the contest! More information.
     
    • FINISHED - CCC #6 - Back to the Roots
    Kapo hosted another successful Crappy Community Contest, this time on a very special map. This custom map is a copy of the Introduction map with a few new jumps and turns, where you play with a Shadow/Nature deck instead. As with all CCC, the more players attended, the better the prizes became, resulting in a free booster for the whole community! View the event and the code.
     
    • FINISHED - Skylords Bounty Spring Forge
    It has been a while since we have closed this bounty and players have been wondering what happened to the Spring Forge. While we had a clear winner (congratulations Wanky!), the entry was not fully ready for release yet, and working on it took more time from the team than we had anticipated for a community bounty. Since spring is long gone, we will move this Forge over to next year. 

    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 

    • Contribute to the Project

    In our last Community Update, we went over various features that could be added to the game if we get the right people to work on them, please take a look if you haven't done so already.

    We have also added a new contributor (non-staff) role: Internal Tester. 
    As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. Your contribution will allow us to fix bugs and create new designs. 
     
    As always, we hope you will consider helping out the project. Please take a look at all our open positions on how you can do so. 

    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a Twilight-booster: MORE-PLAY-WITH-ORBS

    The code is valid until September 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 
     

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #25
  8. Hirooo liked a post in a topic by Toggy in The Skylords Open #15 19.06.22   
    Hello fellow Skyladies and Skylords!
    Patchday is near, new units and spells will be added to the roster while the battle in the pvp league is raging. So why not celebrate the hard work of the devs with a tournament to show off some new cards!

    When?
    On Sunday 19.06.22 starting on 2pm CEST (Berlin time), the stream will start about 30 minutes in advance.


    Format?
    The tournament will be played as a 1on1 best of 3 double elimination tournament, grand finals will be best of 5 with the player coming form the upper bracket starting with a 1-0 advantage.


    Prize Pool! (subject to change)
    1st place  - 4 Booster packs
    2nd place - 3 Booster packs
    3rd place - 2 Booster packs
    4th-6th place - 1 Booster pack
    Bounty: Beat RadicalX in a set to gain 3 extra boosters. (if he participates)
    The more people get into the tournament the bigger the prize pool will get.
    Big thanks to the devs who sponsor the prizes!


    Organisation and sign-up
    The tournament brackets will be on challonge, so register and joint he tournament there using the button below. 

    Please use your in game account name to make communication and finding your enemy easier.
    In case of problems contact me or one of my mods via Discord, Battleforge or on twitch.
    Twitch mods: LynnTaki


    Stream
    A live stream covering the tournament will take place on the channel DasToggy on twitch.tv. Streaming will start around 13:30 CEST (Berlin time). Be sure to join the stream to be notified of last minute updates. Everyone is welcome to hang out and watch the action as well!


    Rules! (read this)
    • Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    • The Map Pool is: 1st round: Haladur, 2nd round: Simai, 3rd: Elyon, 4th: Lajesh, 5th: Uro and 6th: Yrmia (same pool as in ranked duel).
    The first match of the round will be played on the fixed map, then it is losers choice. The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • The brackets for the tournament will be shuffled before the tournament starts!
    • Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.


    Questions
    Reply in this thread if you have questions, I will check it out later.
    Best regards,
    Toggy
  9. Toggy liked a post in a topic by Dutchy in The Skylords Open #15 19.06.22   
    You can sign up till like 5 minutes before starting. The streams usually starts about 30 min prior to the first games to go over the rules and to make some final announcements, and to give the players the chance to sign up last minute. 
  10. Toggy liked a post in a topic by Metagross31 in The Skylords Open #15 19.06.22   
    Usually you can decide that until very close before the tournament starts (i.e. less than an hour). Just check out the stream, it usually starts before the tournament and Toggy will announce when he closes the registration.
  11. Metagross31 liked a post in a topic by Toggy in The Skylords Open #15 19.06.22   
    Hello fellow Skyladies and Skylords!
    Patchday is near, new units and spells will be added to the roster while the battle in the pvp league is raging. So why not celebrate the hard work of the devs with a tournament to show off some new cards!

    When?
    On Sunday 19.06.22 starting on 2pm CEST (Berlin time), the stream will start about 30 minutes in advance.


    Format?
    The tournament will be played as a 1on1 best of 3 double elimination tournament, grand finals will be best of 5 with the player coming form the upper bracket starting with a 1-0 advantage.


    Prize Pool! (subject to change)
    1st place  - 4 Booster packs
    2nd place - 3 Booster packs
    3rd place - 2 Booster packs
    4th-6th place - 1 Booster pack
    Bounty: Beat RadicalX in a set to gain 3 extra boosters. (if he participates)
    The more people get into the tournament the bigger the prize pool will get.
    Big thanks to the devs who sponsor the prizes!


    Organisation and sign-up
    The tournament brackets will be on challonge, so register and joint he tournament there using the button below. 

    Please use your in game account name to make communication and finding your enemy easier.
    In case of problems contact me or one of my mods via Discord, Battleforge or on twitch.
    Twitch mods: LynnTaki


    Stream
    A live stream covering the tournament will take place on the channel DasToggy on twitch.tv. Streaming will start around 13:30 CEST (Berlin time). Be sure to join the stream to be notified of last minute updates. Everyone is welcome to hang out and watch the action as well!


    Rules! (read this)
    • Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    • The Map Pool is: 1st round: Haladur, 2nd round: Simai, 3rd: Elyon, 4th: Lajesh, 5th: Uro and 6th: Yrmia (same pool as in ranked duel).
    The first match of the round will be played on the fixed map, then it is losers choice. The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • The brackets for the tournament will be shuffled before the tournament starts!
    • Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.


    Questions
    Reply in this thread if you have questions, I will check it out later.
    Best regards,
    Toggy
  12. Toggy liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Map Balance Changes

    PvE Map Changes
    Behind Enemy Lines: increased initial power wells from 2 to 3. All three have a capacity of 1200, equivalent to a 40 min lifetime.
    Behind Enemy Lines is a map with a high failure rate with non-Nightguard strategies, and is none to have substantial periods where the player is forced to wait. The primary goal is to keep the map strategic and difficult, while removing the tedious moments. A secondary goal is to buff non-Nightguard strategies in preparation for the upcoming changes to mind control. Convoy: buildings are now properly blocked from being built in the canyon in the center of the map in all locations.
    Nightmare Shard: increased initial power wells from 2 to 3 and increased the capacity of the T2 & T3 power wells from 600 (20 min) to 900 (30 min). Once the goal is activated to destroy the infected Twilight spawns (which occurs either after the player has reached the Shard or the first Twilight Witch spawns, whichever is first) the fog of war over each infected camp is cleared in a 35m radius.
    The average completion time for this map on expert is 48 minutes. The idea is to increase early power generation to reduce waiting, and to increase well capacity in-line with how long the map actually takes. Additionally, many players do not have a good idea of the strength of the various Twilight camps. The choice to remove the fog of war over the camps should help the players to make a better informed decision of where next to attack. Nightmare's End: increased initial power wells from 2 to 3 and increased initial well capacity from 900 (30 min) to 1200 (40 min). Increased the capacity of the T2 power wells from 600 (20 min) to 900 (30 min). 
    Nightmare's End has an average completion time of 72 minutes. This makes it the longest map in the game, and it is notoriously frustrating, leading to low replayability. Initial power generation and well capacity does not match the map's actual difficulty or length, so we are hopeful these changes can help bring about a smoother gameplay experience. There are other issues with the map in need of changing, but they will need to wait for a future patch. The Dwarven Riddle: added a monument and 3 power wells on each side of the map, regardless of number of players. 
    This change will allow both players to go T4. It should only affect players who play the map in a more "standard" method, in contrast to the speedrun method.   Standardized all official single player campaign maps to have 4 gold chests.
    Defending Hope: added 2 gold chests to match the standard.  Ocean: removed 2 gold chests to match the standard. The Soultree: added 1 gold chest to match the standard Introduction: added one gold chest to introduce new players to the concept of gold chests.

    PvP Map Changes
    While PvP has been moving steadily towards a more and more balanced state, a major issue we still face is the maps themselves. Just like we previously made changes to the 1v1 maps, we are happy to finally unveil our changes to all the 2v2 PvP maps (and Yrmia). These changes should create a more competitive and fair play environment, with many existing imbalances and cheese opportunities removed. All minimaps have been adjusted to reflect the changes and to be more accurate in general.
    [ 1v1 Maps ]
    Yrmia / Yrmia (Spectator Map):
    Decreased the capacity of all power wells with 900 capacity to 600 capacity (1). Decreased the capacity of all power wells with 1500 capacity to 600 capacity (2). [ 2v2 Maps ]
    Danduil:
    Removed the 4 fortification walls surrounding the Monuments on both sides. Added 1 power well of 600 power capacity at each of the 4 monument positions in the corners. Fixed an issue where it was not possible to spawn non-S-sized units by the ground presence solely provided by the outer power wells (2 and 3). Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Fyre:
    Increased the construction cost of the 4 outer fortification walls from 25 to 50 energy. Decreased these wall's distance to the power wells. These walls can no longer be built by enemies if the player or ally own the power well closest to the wall. Additionally, slightly narrowed the layout of the respective area around the wall in the bottom left to enable the same effect there. Added flying blocking at the 2 big lakes in the center to prevent sieging across them with long-ranged flying units. This is now visualized by permanently present clouds in the area. The power wells in the top left of the upper starting base now provide spawn presence for units and buildings. The power wells in the bottom right of the lower starting base now provide better spawn presence for units and buildings. Fixed various other minor blocking issues. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Gorgash:
    Increased the construction cost of the fortification walls at each starting position from 25 to 50 power. These walls are no longer pre-built at the start of the game. Increased all player's starting void power from 400 to 425 to compensate for wall changes. Decreased the power cost of the walls at the central northern and southern bases at the border of map from 75 to 50 energy. Adjusted the position of the monuments and power wells in all 6 bases in the north and south of the map to decrease distance to the wall. These walls can no longer be built by enemies if the player or ally owns the power well or monument closest to it. Removed the 2 walls around the northern and southern bases in the center of the map. Changed the layout of power wells and monuments in these bases by rotating each cluster by 180 degrees. Moved the power wells and monuments in these bases outwards, hence further away from the center of the map. Removed the northern and southern power well in the well cluster in the middle of the map. Moved the 4 power well clusters near the outer left and outer right bases closer to the center. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Koshan:
    Swapped the starting positions between players, whilst preserving previous symmetry. Added 2 ramps to the sides of the new start positions, granting access to the plateau behind. Opened up the plateaus in the corners by creating connecting ramps towards the diagonal of the map. Adjusted the positions of wells, so that they are further away from the nearby wall, and thus hostile units mounted on the wall cannot attack the wells anymore. Nadai:
    Added 1 power well of 1200 capacity at each side of the center monument position. Adjusted the positions of monuments and walls, so that 4 of the walls cannot be taken anymore if an enemy has taken the adjacent monument. Adjusted the positions of monuments, so that they are further away from the nearby wall, and thus hostile units mounted on the wall cannot attack the orb anymore. Swapped the starting positions including the starting power wells and monuments only within teams for consistency, whilst preserving map symmetry. Turan:
    Opened up the middle of the map by creating 4 connecting paths between the power well clusters and the central monument. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Yshia:
    Adjusted the positions of the 4 outer fortification walls to prevent offensive walling, by moving them outwards and thus closer to the power wells and monuments there. Opened up the plateaus by adding 2 ramps to each of them. Widened one of the ramps leading up to the two small plateaus. Increased the cost of the plateau walls from 25 to 50. Moved the well clusters more towards the center of the plateau, but keeping them close to the wall to prevent offensive walling. Moved the monuments previously located off the plateau to add to each of them 1 power well of 600 power capacity. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Zahadune:
    Added flying blocking at various places at the borders of the bodies of water to prevent sieging across them with long-ranged flying units. This is now visualized by permanently present clouds in the area.
    Fire Random PvE Balance Changes
    Fire was added as an enemy faction in rPvE in our Anniversary Patch. While we are currently working on adding Nature as the next faction to fight against, we have been keeping a close eye on the balance and player experience against Fire among all skill levels. With this patch, we will be making some changes to improve the experience. 
    [ System Changes ]
        - Significantly reduced the difficulties 6 and below.
        - Volcano now only spawns in level 4 camps and beyond.*
        - Incoming attack waves should now be less oppressive on higher difficulties.
    [ Bosses ]
    Removed fire class from all fire boss units - Protector's Seal no longer blocks the damage of Fire bosses.
    Abaddon: 
       - Rage:
           - Reduced the damage bonus from the second stage from 300% to 200%.
       - Gates of Hell: 
           - Reduced the initial damage from 800 (2400 in total) to 400 (1200 in total).
           - Reduced the eruption damage from 2000 (6000 in total) to 1000 (3000 in total).
    Aspect of Summer:
       - Global Warming: No longer prevents ice shield from being applied to target units.
    Brannoc:
       - Reduced life points from 65000 to 60000.
       - Fire Sphere:
           - Increased channeling time from 3 to 5 seconds.
           - Reduced damage from 2000 (10000 in total) to 1500 (7500 in total).
           - Reduced the radius from 25m to 20m.
           - Reduced the casting range 30m to 25m.
    Fireback:
       - Increased life points from 30000 to 40000.
    Fiend of Fire:
       - Flamethrower: Reduced damage per second from 600 to 500.
    Molten Golem:
       - Blazing Surface: Reduced damage returned from 50% to 25%.
    Vulcanos:
       - Unit is now XL.
       - Can now damage air units.
    [ Units ]
    Emberstrike:
       - Fire Lance
           - Reduced damage from 1200 (3100 in total) to 1000 (2500 in total).
           - Only deals 50% damage to structures.
    Firesworn:
       - Fixed a bug that prevented the unit from attacking units other than L-sized units.
    Fire Dragon:
       - Rage: Reduced the damage bonus from the second stage from 300% to 200%.
    Fire Worm:
       - Earthquake:
           - Reduced the damage per hit from 1000 to 500.
           - Now properly deals L counter damage.
    Magma Spore:
       - Ground Blast: 
           - Reduced the damage from 720 (1120 in total) to 350 (1050 in total).
           - Reduced the area Radius 15m -> 10m.
    Spitfire:
       - Fire Bomb: Reduced range from 50m to 35m.
    [ Buildings ]
    Pyromaniac:
       - Reduced the duration of the damage over time debuff from 10 seconds to 3 seconds.
    Tower of Flames:
       - Volcanic Ground:
           - Reduced the damage from 6 times 200/1000 to 6 times 150/750.
           - Reduced the range from 25m to 20m.
    Volcano:
       - Reduced life points from 5000 to 3500.
       - Reduced the size by 10%.
    New Building: Flame Crystal - Spawns in Level 4 and Level 5 camps* and will periodically remove debuffs and cc effects from allied units
    Fire can be extremely strong, but due to its high attack and low defense, it is extra vulnerable to Crowd Control spells. We want to counter this weakness with a brand-new building, while some major enemy damage dealers have been rebalanced
    * Level 3 camps are usually right behind the T3/T4 camp; Level 4 camps are the row behind Level 3; Level 5 is always the last row.

    Map Editor Changes
    Increased maximum allowed file size of community maps from 64 to 512 megabytes. Added optional verbose logging for LUA. This is relevant for mapmakers and can be enabled in the debug section of the configuration file at `/Battleforge/config.json` using the `lua` configuration. The logs can be found in the `/Battleforge/Diag` folder. Increased max brush size in the map editor. Fixed crashes for the height map generation for Random PvE in the map editor in certain cases. Allowed selection of the fire Random PvE preset in the map editor.
    Bugfixes
    Fixed issue related to character names becoming too long with the added `{GM}` prefix and not being able to be whispered. Fixed issue with deleting community maps while they are being downloaded by another player. Fixed incorrect ordering for all time rankings in the leaderboards. Fixed ability to add 21 cards or 21 boosters to trade, instead of 20. Fixed too large scroll step size for upgrade view when trying to scroll through the upgrades. It now scrolls with the same steps as the cards scroll view. Fixed inconsistencies in the Amii card frames. Card descriptions will no longer overflow into the card artwork. Fixed walk speed mismatch between respawned squad members and existing ones, causing the group as a whole to move at an unfavorable speed. This could be noticed for example with Werebeasts and Strikers. Fixed wrong displayed remaining card charges for Offering in rare cases Fixed incorrect handling of overkill stampede damage when destroying buildings. In general, this has a nerfing effect on stampede. Improved error handling and logging for issues related to starting BattleForge with DirectX10. and many more!
  13. Toggy liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Card Balance Changes

    Global Balance Changes
    Each unit size has a defined limit of how many melee units of a given category can attack it at once. This limit directly affects the viability of melee units in a way that is not true for ranged units. As part of how balancing efforts, we have decided to increase the amount of melee units which can attack a given unit at a time. This should prove especially helpful for early strategies utilizing S-units or when fighting against boss units in RPvE with a primarily melee army.
    Numbers of melee attackers for creatures of different sizes:
    A single S creature can be attacked by at most 4 Normal, 6 Reach and 2 Huge attackers ➜ at most 6 Normal, 9 Reach and 4 Huge attackers
    A single M creature can be attacked by at most 6 Normal, 10 Reach and 2 Huge attackers ➜ at most 9 Normal, 15 Reach and 4 Huge attackers
    A single L creature can be attacked by at most 8 Normal, 12 Reach and 4 Huge attackers ➜ at most 12 Normal, 18 Reach and 6 Huge attackers
    A single XL creature can be attacked by at most 12 Normal, 14 Reach and 6 Huge attackers ➜ at most 18 Normal, 21 Reach and 8 Huge attackers
    Normal = S & M-units.
    Reach = Units with extended range. Ghostspears is a good example.
    Huge = L and XL-units.
    S-units count as 1 normal (or reach) attacker.
    M-units count as 2 normal (or reach) attackers.
    L-units count as 1 Huge attacker.
    XL-units count as 2 Huge attackers.
    Fortification walls: increased the gate's toggle cooldown from 1.4 seconds to 3.4 seconds. 
    Some units were unable to attack or pass through a gate when it was rapidly toggled between closed and open.
    Twilight's Transformation ability: added scaling to the transformation cost based on tier.
    Tier 2 units remain at 85%
    Tier 3 units from 85% ➜ 80%
    Tier 4 units from 85% ➜ 75%
    Twilight Transformation is now as efficient as Breeding Grounds at T4. 
    Changed all cone-attacker splash radii to 38m (ie. Frost Mage). This would reduce out-of-range issues faced by cards of this type.

    PvE Balance Changes
    The focus this patch for both PvE and PvP has been on the Nature faction. For more information on our vision for Nature, check out our Nature Deep Dive.
    While changes are split here between PvE and PvP sections, many of the changes, such as Parasite, Shrine of Memory, and Spikeroot, have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them. 
    [ Tier 1 ]
     Amazon (Nature):
       - Wildlife Protection radius increase: 20m ➜ 30m
    Quality of life change to make it easier to use Amazon(g) with Werebeasts in T1.
     Fountain of Rebirth
       - Ritual of Rebirth healing: 15 / 18 / 21 / 25 life points regenerated ➜ 20 / 23 / 26 / 30 life points regenerated globally
    A small buff to enable the Fountain to be used in more scenarios, particularly when supporting non-Nature players in multiplayer.  
     Treespirit:
       - Unit cost decrease: 60p ➜ 50p
       - Life points reduction: 680 / 720 / 800 / 880 ➜ 560 / 600 / 660 / 730
       - Thorns damage reduction: 100, up to 150 total ➜ 75, up to 115 total
    These changes to Treespirit were initially intended to turn the unit solely into a Root Network battery, but testing has shown increased viability in all game modes due to the ability to spam them out quickly, a trait that Nature T1 otherwise lacks. The cost reduction means a net benefit for Root Network decks, allowing them to set-up more quickly while binding significantly less power.
    [ Tier 2 ]
     Healing Well:
       - Water of Life:
          - Added initial healing capacity of 1500 life points.
          - Recharge rate increase: 20 life points per second ➜ 50 life points per second
    Purely support buildings typically need to provide a lot of benefit to be considered for inclusion in a player's deck. Currently, Healing Well takes 2 minutes and 30 seconds, or 150 seconds total, to fill its healing capacity of 3000. This is a recharge rate of 20 life points per second. Given that the building starts with 0 initial capacity, this means that the player must not only wait for the building to construct, but also well over a minute before the building becomes usable, and then only for a few seconds before they will need to wait again. In some sense, this mimics an initial and recurring ability cooldown timer, but we do not think this state of affairs is proper to this card. These changes should allow Healing Well to fulfill its purpose as a stable source of sustain in a localized area.  
     Sunken Temple:
       - Orb requirements changed: 2 Nature ➜ 1 Nature, 1 Neutral
       - Building cost reduction: 120p ➜ 110p
       - Swapped Shadow and Nature affinities of the card.
       - Plague:
          - Changed from active ability to passive auto-cast ability with a cooldown of 30 seconds.
          - Now displays a respawn status bar indicator.
       - Summoned Pest Creepers:
          - Unit now dies after 40 / 60 / 60 / 60 seconds.
          - Added immunity against reviving effects.
          - Can no longer be infected with the Twilight Curse.
          - No longer grants ground presence.
          - Green affinity poison duration increase: 4 ➜ 5 seconds
    Sunken Temple is a spawner building with has a high upfront cost of 120 bound power and a continually high cost of 80p for each ability activation. Given that the units it spawns are unbound units, the building will eventually pay itself off. This payoff comes in the form of melee S-units, which already begin to struggle in T2, particularly in PvE. Additionally, while the building eventually pays itself off, the time it takes for this to occur is quite long, both in terms of power cost and in-game time. This is not helped by Nature's newfound lack of void manipulation in T2. In nearly all scenarios, it would be better to push for T3 with a different strategy than using Sunken Temples.
    One of the holes that currently exists in Nature's T2 is the lack of a splashable defensive tower. Even Pure Nature's tower, Living Tower, is often lacking when not supported by other root network entities. The idea with this change is to turn Sunken Temple into a shrine which continually spawns short-lived defensive units. These units can then be paired with cards like Infected Tower to create permanent Twilight bugs or Furnace of Flesh for some minor void manipulation. 
    [ Tier 3 ]
     Northland Drake:
       - Unit cost increase: 240p ➜ 300p
       - Life points increase: 2435 / 2560 / 2820 / 3100 ➜ 3235 / 3360 / 3620 / 3900
       - Frost Breath (auto-cast) damage increase: 265, up to 398 total (2370 dp20) ➜ 400, up to 600 total (3570 dp20)
       - Active ability Blizzard:
          - Duration increase: 10 seconds ➜ 15 seconds
          - Ability cost increase: 60p ➜ 70p
          - Infused(r) Blizzard's flat damage bonus to frozen units is now consistently dealt against all frozen targets damaged by the storm.
    We have done a lot to buff Pure Frost, but have thus far neglected Northland Drake. We wanted to give the card a substantial buff, but needed to sharply increase its power cost to avoid any potential issues with PvP. Overall, this constitutes a 20% total increase in stat efficiency and a much improved ability. 
     Oracle Mask:
       - Mysticism:
          - Increased duration of the internal buff from 8 / 8 / 10 / 10 seconds ➜ 12 / 15 / 15 /15 seconds to match the external buff.
          - Changed the buff effect of the aura around friendly buildings from granting units invisibility ➜ units take 100% less damage.
          - The granted buff of the aura will now reapply to existing units in range.
          - Changed the displayed status bar icon on affected units and buildings from the card artwork icon to the ability's activation icon.
          - Added a proper global status bar description.
          - The visual effect of the activation no longer lasts an unlimited time on Oracle Mask.
    The old Oracle Mask was incredibly bugged and allowed the player to unbind their entire army and generate free units. This is a stopgap measure while we work on redesigning Oracle Mask entirely. 
     Shrine of Martyrs:
       - Power cost increase: 125p ➜ 220p
       - Blessing of the Martyr: Now a permanent, passive effect. Only one Blessing of the Martyr can be active at a time per team.
    We have envisioned Pure Frost as a macro-based faction oriented around good preparation and diverse unit compositions. The recent changes have given Frost players a lot to do in terms of micromanagement, and the newly buffed Shrine of Martyrs has only added to that by requiring the player to check back every 30 seconds. Given Frost's nature as a faction, which we discussed at length in our Deep Dive into Pure Frost, we would like to test out a version of Shrine of Martyrs which applies a permanent global buff. By doing so, we hope to cut out some of the micromanagement we have added to Frost in recent patches. 
     Shrine of Memory:
       - Orb requirements increased: 2 Nature (T2) ➜ 2 Nature, 1 Neutral (T3)
       - Power cost increased: 100p ➜ 120p
       - Echoes of the Past:
          - Void return percentage increase: 100% / 150% / 200% / 200% ➜ 150% / 175% / 225% / 300%
          - Maximum void return increased: 20 power per 2 seconds ➜ 80 power per 2 seconds
          - Also affects allies now, also only one Echoes of the Past can be active per team.
          - Decreased duration: 30 / 30 / 30 / 35 seconds ➜ 30 seconds on all upgrades.
    As a T2 building, Shrine of Memory sees play in PvP scenarios regularly, but falls behind in PvE compared to other void return mechanics. Its current effect is most efficient with medium amounts of void power, but actually loses efficiency beyond a certain threshold (333) and only works for the player which owns the structure. This means that Pure Nature as a faction has very poor void return tools, which is a major reason it is currently so weak.
    Turning SoM into a tier 3 buildings opens up significant space for buffs. Shrine of Memory now affects allies again, an ability which was originally taken away due to its strength in 2v2 PvP. Additionally, we have increased the void return percentage and allowed it to overcome the natural void return cap to allow it to compete with other void return options in T3. The goal is that after this change, all four factions will have competitive void return options which are thematically appropriate to the faction itself. 
     Stone Warrior:
       - Damage increase: 1700 dp20 ➜ 1850 dp20
       - Life points reduction: 1950 / 2020 / 2170 / 2360 ➜ 1750 / 1820 / 1970 / 2160
       - Shatter Lance activation cost reduction: 100p ➜ 80p
          - Gifted(g) Shatter Lance: Can now target structures. Deals 50% damage against structures.
    The blue affinity was recently given the ability to damage frozen buildings. The green affinity's description suggests it can do the same, and we don't see anything wrong with the interaction, so we have modified them to be consistent. We also reduced the ability cost to buff both affinities slightly. Stat realignment is for PvP viability which leaves unit with identical stat efficiency, which is the same as Mutating Maniac, better than Mutating Frenzy, and slightly worse than Fathom Lord. 
     Sylvan Gate:
       - Power cost reduction: 110p ➜ 80p
       - Add "Accelerated Construction" - Construction time is reduced by 50%.
       - Change Linked Fire ➜ Repeater
          - Range: 25m ➜ 100m
          - Sylvan Gate no longer provides support itself
       - Move affinities to their own passive:
          - Change Blessed(b) affinity to Tainted(p) affinity - Friendly entities connected to the root network within a 25m radius around Sylvan Gate will deal piercing damage
          - Infused(r) affinity - Friendly entities connected to the root network within a 25m radius around Sylvan Gate will deal 25% more damage.
    Sylvan Gate is in a prime place for a redesign. We would like to turn Sylvan Gate into a long-distance Root Network repeater, a role that fits perfectly with its existing tunnel ability. With these changes, a single Sylvan Gate will cover 200m and be able to connect support from every root entity within 100m in every direction. This means that Sylvan Gate can bridge massive distances, allowing the player to easily move their frontline root network unit while leaving their root network battery far away from the battlefield. 
     Thornbark:
       - Linked Fire, out-of-combat support provided increase: 1 ➜ 3.
    One of the aspects of root networks that has always been a little weird is the fact that every unit provides the same amount of support. There is no scaling, so it is always best to use the cheapest option in terms of power and population limit. With this change, Thornbarks used as root network batteries will provide significantly more support. Now only 2 Thornbarks will be needed to max-out another root network unit with full support. 
    [ Tier 4 ]
     Banzai Lord:
       - Counter added: Banzai Lord now has an S-counter
       - Bird Calling summon amount: 3 birds ➜ 2 birds summoned in total
       - Banzai Birds:
          - Damage (p): 1000, up to 3000 ➜ 1500, up to 4500
          - Healing (g): 1000 life points ➜ 3000 life points restored
          - Life points increased: 800 ➜ 1200 
          - Explosion radius decreased: 25m ➜ 20m
    Banzai Lord has causing performance issues by spawning massive amounts of birds at once. To mitigate this issue, we reduced the birds from 3 to 2, but increased the damage and health of each bird proportionally. This means that Banzai Lord (p) will continue to deal the same total damage. At the same time, we reduced the explosion radius slightly to give the purple affinity a minor nerf. The green affinity was severely underperforming and each green affinity Bird now provides 3000 life points worth of healing, which should allow it to properly fulfill its healing role. 
    Fire Sphere & Shatter Ice
       - Fixed incorrect handling of overkill damage.
    This is the first instance of us changing the way overkill damage works. It should provide a substantial buff for both cards by allowing them to always deal their full potential damage when a sufficient number of enemies are present.
     Forest Elder:
       - Flower Power / Pest Plants aura radius: 20m ➜ 30m.
       - New passive Ability, "Magic Link": Unit is surrounded by a magical zone of 30m radius where summoning friendly units requires 30% less of the usual power costs.
    Forest Elder is meant to be the apex Pure Nature unit, but currently is a walking Regrowth on steroids and a slightly improved Wheel of Gifts. Pure Nature is a unit-centric deck, and a major part of being a unit-centric deck is needing to summon units. Many players who splash Nature want to summon units in base, next to a Breeding Grounds. It thus feels unsatisfying when you have to summon a unit in the field and miss out on the major cost refund. We wanted to let Nature players stay in the field without waiting for other units to catch-up, as well as decrease the faction's bound power cost. As such, we thought it fitting to give Forest Elder a slightly improved mobile Breeding Grounds effect. More changes will be coming to Forest Elder in the future.
     Lifestream: 
       - Life Link:
          - Damage absorption limit increased: 10000 ➜ 20000 damage
          - Removed maximum ability duration.
          - Range increased: 200m ➜ 300m
          - Implemented a new visual effect to prevent confusion with Regrowth.
    Lifestream is Nature's superweapon equivalent and is a sustain option in a faction overflowing with sustain. In order to be used, it needs to either out compete Regrowth and Forest Elder or possess its own niche use. We have striven for the second option. To do so, we doubled the absorption limit and made the effect last permanently until the limit is reached. This will both increase Lifestream's strength in existing situations, as well as allow it to be used with less active input required from the player's end. Overall, it should fit in better as a part of a fixed defense and compliment Nature's healing in more offensive scenarios. To achieve this second aspect, we also decided to increase its range to 300m to match our recent buff to Comet Catcher.
     Necrofury:
       - Unit's default attack: Melee ➜ Ranged.
          - Damage: 1100 dp20 ➜ 4160 dp20
          - Range: 40m attack range
          - Needs to face enemies in order to target them.
          - Only affects ground units
       - Movement speed increase: 4.8 m/s ➜ 6.4 m/s
       - Nether Bomb is unchanged when switched into this mode.
    Necrofury is a card with a good concept that doesn't see play outside using its powerful Bone Shards ability to one-shot bosses with Unholy Hero and Fallen Skyelf. We are wanting to leave its current boss killing identity intact while opening it up for general usage. The goal is to allow Necrofury to function as a backline archer without the need to constantly micromanage her. Given Necrofury requires only 1 Shadow orb, it will be flexible enough to be used in a wide variety of decks and provide a reason to single splash a Shadow orb. 
     Overlord:
       - Blood Share:
          - Effect radius increase: 15m ➜ 20m
          - Healing increase: 1000 ➜ 1500 life points
          - Self-inflicted damage remains at 1000
    The ability is currently very thematic and fitting for Overlord but also quite lackluster, so we are giving it a small boost.
     Primeval Watcher:
       - Stasis Field targeting: Self-targeting ➜ Targeted area within a 30m radius
    Primeval Watcher is the primary backline damage dealer for Pure Nature. We want to increase its overall strength and the flexibility of Primeval Watcher's paralyze ability to allow for more offensive application. More changes will be coming to Primeval Watcher in the future.
     Promise of Life:
       - Orb requirements changed: 3 Nature, 1 Neutral (T4) ➜ 3 Nature orbs (T3)
    Allows Promise of Life to combo with Abyssal Warder and Pure Nature in T3, but otherwise has the same restriction for other decks, given it will still require 3 Nature orbs. This combo has proven to be quite powerful in testing and opens up a unique style of play, though one that can feel foreign to Nature. The idea is to attack a location with Abyssal Warder, purposefully allow it to die, and cast Promise of Life just before its death. This causes both a fully restored XL-warder and 2 L-warders to spawn, both of which are unbound. Promise of Life and Abyssal Warder will allow the player to quickly accumulate a large army of unbound units, while the new Shrine of Memory will grant fast void return, resulting into quicker transitions into T4.   

    PvP Balance Changes
     [ New Card Design Spotlight  - Burning Spears ]
    Burning Spears were designed as a new tool to increase deck building options in pure Fire. The faction currently has a limited pool of pure cards in PvP leading to a very M-unit centric deck design with a limited amount of deck building options and balancing levers to change specific matchup behaviors. The addition of Burning Spears will add a versatile small sized unit into the faction, that is supposed to help with some of the factions counter issues against L and XL units in T2, while demanding a deck slot investment in return. The passive ability enables very high back loaded damage potential to punish players that try to ignore them, whereas the slow and steadfast ability allows Burning Spears to stick to their priority targets while enabling further spell synergies with cards like Wildfire.
    [ Nature Rework ]
    Pure Nature has been struggling to find its place in PvP for a long time. The faction features some tools prone to snowballing games once a lead is established. This can be frustrating to play against. While these tools offer great snowball potential, the faction lacks ways to actually get ahead through more conventional means. At higher levels of play the deck could be considered the weakest, since it was possible to shut down the strenght points it has while abusing its weaknesses.  
    To address these issues, we want to increase Nature’s pool of options in open field trades while increasing its capacities of defending structures more consistently. At the same time, we are toning down the snowball mechanics to avoid creating an overly strong faction, which can’t be dealt with at some point in the game. This should lead to a more enjoyable experience for all players involved. Considering some of these changes are quite drastic, follow-up tweaks might be necessary to reach the desired goal.
     Burrowing Ritual:
      - Cost reduction: 50p ➜ 40p
    Our previous plan of slightly buffing Tunnel in PvP didn’t work out for various reasons. As a result, we decided to add a bit of power to one of its combo pieces, making slot investments for Tunneling strategies a little bit more worthwhile.
     Creeping Paralysis:
       - Cost reduction: 60p ➜ 50p
       - Paralyze duration increase: 15s ➜ 20s
       - Target limit increase: 7 ➜ 10 total targets
    Adding more crowd control and open field trading options for pure Nature allows the deck to compete with nature splash factions. The listed buffs are supposed to enable its role at defending power wells against melee units by preventing them from focusing down power wells. The spell also excels at disrupting immobile army stacking strategies.
     Deep One:
       - Life points reduction: 1650 ➜ 1450
       - Catch ability cost reduction: 25p ➜ 10p
    Deep One happened to be the most stat efficient T2 L-unit. Combined with Surge of Light, this led to very powerful snowball potential, allowing straight focus onto power wells ignoring any counter units. We reduce the overall health ratio to impact the effectiveness of Surge of Light support. On the other hand, we want to maintain Deep One’s ability during more defensive trades and are reducing its ability cost as a result. Deep One’s performance will be highly impacted by the upcoming Nightguard nerf as well.
     Energy Parasite:
       - Counter type change: S-counter ➜ M-counter
       - Power Drain: added 30s initial cooldown
    Any tool capable of generating maximum energy leads can snowball out of control very quickly. Therefore, preventing Energy Parasites from connecting to power wells at any given state is an absolute must if you want to beat pure Nature consistently. This necessary zoning of Energy Parasites often lead to a tempo loss by default, leading to heavily restricted gameplay options when playing against them. While this power level was necessary to keep pure Nature viable in the past, it did not leave a lot of room to buff the faction. This change is supposed to bring up more counter play options to Energy Parasites while keeping the unit strong and viable. The initial power investment can’t provide fast payoff, as counter unit spawns can be delayed. As nature often struggles with attacks based on M units, we also change the counter type from S to M. This might allow Energy Parasites to be utilized in combat before the initial cooldown goes off.
     Ghostspears:
       - Orb requirements changed: 1 Nature, 1 Neutral ➜ 2 Nature orbs
       - Weapon Change ability cost removed: 10p ➜ 0p
       - Damage increase: 900 dp20 -> 990 dp20
    With the introduction of Amii Paladins, every nature splash has its own melee S-sized M counter nowadays. By moving Ghostspears to pure Nature, we can tweak each of these units to specifically balance them towards each faction's needs. This change opens up room to buff pure Nature’s overall trading capabilities. 
     Parasite:
       - Orb requirements changed: 1 Nature, 1 Neutral ➜ 2 Nature orbs
       - Cost reduction: 100p -> 80p
       - Damage per second increase: 60 / 60 / 60 / 66  dmg/s -> 70 / 70 / 70 / 80 dmg/s
       - Max targets increase: 4 / 5 / 6 / 6 -> 8 / 9 / 10 / 10 total targets
       - Fixed damage interval from 0.9 to 1 sec without increasing total damage
    Pure Nature had little room to interact with air units in the past. Spirit Hunter poison gets countered by strong sustain tools (Ravage, Crystal Fiend healing etc.) and Parasite Swarm is too expensive and too susceptible to cc in order to work consistently. Parasite is supposed to be a strong support tool addressing this issue. Additionally, the card synergizes well with crowd control options to deal with stacked unit setups. We will move orb requirements towards pure nature to avoid interactions with splash factions, creating space for such a strong buff.
     Parasite Swarm:
       - Splash damage removed
       - Total damage increase: 16, up to 24 total damage (800 dp20) ➜ 24 damage (960 dp20)
       - Counter type change: M-counter ➜ XL-counter
       - Mind Control: added 10s initial ability cooldown
    Parasite Swarm is mostly reliant on using its active ability to generate value. This makes using the card rather inconsistent, especially in early T2 stages. The upcoming change increases single target damage by 50% vs L, S and buildings, while increasing damage by 125% against XL units (M remains unchanged). On top of that, its counter type is getting shifted from M to XL in order to provide a new option of dealing with XL units. This should make Rogan Kayle less mandatory in pure Nature. In return, we add a small initial cooldown on the ability to prevent undazed spawn into instant swap plays.
     Rogan Kayle:
       - Damage increase: 990 dp20 ➜ 1075 dp20
       - It’s the Shoes range increase: 15m ➜ 20m
    While not a pure Nature card in the first place, Rogan Kayle often gets used in combination with crowd control spells to produce permanent cc-chains. Outside of that, the card is rarely used and has large drawbacks due to rather underwhelming stat cost ratios. We increase its power a bit to open up more situations where the Lyrish leader can actually lead to victory.
     Shrine of Memory:
    Shrine of Memory will be shifted away from a meta pure Nature card and redesigned as a T3 tool. The card used to be a catch-up mechanic to compensate for nature’s weak early T2 complementing its spell spam heavy snowball tools. With the upcoming buffs, a back loaded hyperscaling mechanic is no longer necessary. Considering gameplay with SoM point and click hard counters like Suppression or Matter Mastery would naturally get more popular if Nature would increase in popularity, we decided to rework the card entirely. For more information, head towards the PvE section, where SoMs new powerful role will be further discussed.
     Spikeroot:
       - Unit cost reduction: 120p ➜ 110p
    Root Network decks were kept in a rather weak state in PvP considering static siege setups are rarely fun to play against. That said, we think it’s safe to increase Spikeroots power level a bit considering the card can complement Nature decks in various ways and is not reliant on root network support to be functional in the first place. It can be used as another tool to address nature’s M-counter issues. 
    [ Shadow L-counter Adjustments ]
    Nightguard has been dominant across Shadow splashes by shutting down a lot of L-unit centric strategies entirely across multiple matchups. The advantages of getting unbound units through mind control effects are more substantial than just removing units from the map. When kept alive, even a single unbound L-unit would lead to a huge long term advantage. Her omnipresence is preventing options to diversify faction identities, but also leads to numerous unhealthy interactions like shutting down L-unit centric factions entirely. We haven’t been able to touch Nightguard so far as a few L-units were at risk of getting out of hand without her (i.e. old Mountaineer). But since these outliers have received nerfs, we want to attempt to redesign the L-Counter role in Shadow splashes to enable more proactive skirmishing.
     Nightguard:
       - Unit cost increase: 65p ➜ 90p
       - Swap ability cost reduction: 75p ➜ 50p
    As the central change here, Nightguard unit cost will be increased by 25 energy, rewarding energy investments to prevent the swap from going through in the first place. On the other hand, her ability cost will go down by the same amount, so total swap costs remain unchanged. This will weaken Nightguard’s preemptive zoning power before the swap goes through and also strengthen any re-swap scenarios. Therefore, taking down the Nightguard after a swap goes through needs to be prioritized even more than before. As the total cost per swap remains unchanged PvE impact is minimized considering it is way more likely to be able to keep her safe compared to PvP.
     Executor:
       - Counter type change: M-counter ➜ L-counter
       - New passive ability, "Piercing Death" - Unit deals 60% piercing damage
    Executor has been redundant so far given that Shadow already has exceptional M counter options. To bring up a combat based alternative to Nightguard his counter type will be changed from M to L. In addition he will receive piercing damage to be able to help against buffed L units. This should help against early T2 or in 2vs2 matches.
     Knight of Chaos:
       - Chaos ability cost reduction: 50p ➜ 40p
    Pure Shadow was quite reliant on Nightguard to sufficiently counter L units. This buff should help compensate for the loss of power, and will also open up more opportunities for the less reliable purple affinity to finally cause real chaos.
    [ Miscellaneous Changes ]
     Dreadcharger:
       - Charge increase: 12 ➜ 16
    Small change as a response to recent design changes in the Shadow vs Frost matchup. This should enable more extended T1’s given that Frost also receives Ice Guardian buffs in this patch.
     Eliminator:
       - Taming ability radius increase: 20m ➜ 30m
          - Added radius preview
          - Buff increase, fire(r) affinity only: 30% ➜ 50%
       - Fixed affinities not working together without allowing it to stack infinitely 
    Helping Eliminator to reward very specific strategies in decks that are built around him.
     Ice Guardian:
       - Increased range from structures before Ice Shield decays: 25m ➜ 30m
       - Added a visual indicator when the Ice Shield is not decaying.
    After acquiring more data from the Master Archer change, the previous spam scenarios are less effective in PvP as predicted. That said, Frost often ends up being confined to its own structures. We are giving Ice Guardian a bit more room to chase units and add a little bit more power into close well combat, where Frost is supposed to excel. This is needed to avoid map cutoffs early into the game. We also added a visual indicator when the ice shield is not decaying. This should lead to more comfortable unit micro options.
     Mountain Rowdy:
       - Ice Block ability cooldown increase: 30 / 25 / 20 / 20s ➜ 40 / 35 / 30 / 30s
    While we are satisfied with the overall position Mountain Rowdy took in pure Frost, he currently has the potential to keep his ability active constantly. With the increased range, this is a very potent zoning tool and sometimes slows down the game a bit too much. Therefore, we want to provide a proper window for players to attack after the ability runs out. 
     Phalanx:
       - Damage increase: 570 / 600 / 660 / 750 dp20 ➜ 600 / 630 / 690 / 780 dp20
    Phalanx recently saw a bit more play in PvP. We think they still are on the weak side, therefore a small buff, which doesn’t impact their combo potential with Nasty Surprise should help them take a more consistent L counter role in Frost splashes.
     Slaver:
       - Cost reduction: 80p ➜ 75p
    Small buff to bring stat efficiency more into the line of other T2 L counters. Shouldn’t affect the unit performance too much.
     Stoneshards:
       - Life points reduction: 840 ➜ 810
    Small tweak for Stoneshards considering Stonekin is slightly overperforming and will benefit a lot from upcoming Nightguard changes.
     Strikers:
       - Movement speed increase: 6.4 m/s ➜ 8 m/s
    While Strikers are underperforming as a unit, we do want to keep them in a niche role rather than buffing them back into a meta position. Increased movement speed should help to seperate the great Striker players from the good ones without inflating their power level. This should make it easier for them to isolate and pick off units more often.
     Twilight Brute:
       - Damage increase: 940 dp20 ➜ 970 dp20
    Even though Twilight Brute is a strong tool in a few matchups, deck slot limitations are quite restrictive in Fire Nature decks, so the card doesn’t see too much play all in all. Increasing the attack should provide a small extra reward for selecting them.
     Twilight Minions
       - Damage increase: 900 dp20 ➜ 930 dp20
       - Life points increase: 780 ➜ 840
    Considering Fire Nature loses Ghostspears as small sized M counter, Twilight Minions need to step in and take their role. Despite their superior stat efficiency, they were rarely played due to ranged disadvantages compared to Ghostspears and a less flexible ability. As a result, we will increase stat efficiency a little further to compensate for this patch and also look to add a lot more value for Twilight oriented deck builds in Fire Nature in the near future.
     Virtuoso:
       - Damage increase: 1790 / 1890 / 2075 / 2265 dp20 ➜ 2025 / 2125 / 2310 / 2500 dp20
    Even after the recent ability buffs, Virtuoso remained underplayed due to his inferior stat efficiency compared to most other L sized melee units. As a result, we decided to increase his damage output to help him at countering L units and sieging.
     Warden Sigil (Frost):
       - Blessed(b)Sigil ability: Can no longer be attached to structures that are still under construction.
    We are working on Wardens Sigil buffs to add more defensive tools in Frost T1. Unfortunately, the testing process isn't finished entirely, therefore only some technical preparations will be included this patch. We will follow up on this one soon.
     Warlock:
       - Cost increase: 45p ➜ 50p
       - Damage increase: 430 dp20 ➜ 600 dp20
          - Blaze Bolt: 60, up to 90 total damage (430 dp20) ➜ 72, up to 108 total damage (600 dp20)
          - Attack speed: 3,5s ➜ 3s
       - Witchcraft ability now allows self-targeting
    After testing the Warlock sufficiently, we do think it’s safe to enable a little more combat power rather than keeping the unit just as a cheap supportive tool. Warlock still should remain as a part of growing armies, but once he can deal a bit of meaningful damage himself, the required amount of set-up to make him work is reduced. This should help Warlock become more valuable in earlier T2 stages.
     White Rangers:
       - Increased ability damage against non-Amii buildings from 50% ➜ 100% (orbs and power wells still do not receive any damage)
    White Rangers already perform well in PvP, but given there is a distinction between normal and Amii structures (orbs and power wells), we can remove their reduced damage output against buildings to open up more use cases in PvE without inflating their PvP power level.

  14. Majora liked a post in a topic by Toggy in The Skylords Open #15 19.06.22   
    Hello fellow Skyladies and Skylords!
    Patchday is near, new units and spells will be added to the roster while the battle in the pvp league is raging. So why not celebrate the hard work of the devs with a tournament to show off some new cards!

    When?
    On Sunday 19.06.22 starting on 2pm CEST (Berlin time), the stream will start about 30 minutes in advance.


    Format?
    The tournament will be played as a 1on1 best of 3 double elimination tournament, grand finals will be best of 5 with the player coming form the upper bracket starting with a 1-0 advantage.


    Prize Pool! (subject to change)
    1st place  - 4 Booster packs
    2nd place - 3 Booster packs
    3rd place - 2 Booster packs
    4th-6th place - 1 Booster pack
    Bounty: Beat RadicalX in a set to gain 3 extra boosters. (if he participates)
    The more people get into the tournament the bigger the prize pool will get.
    Big thanks to the devs who sponsor the prizes!


    Organisation and sign-up
    The tournament brackets will be on challonge, so register and joint he tournament there using the button below. 

    Please use your in game account name to make communication and finding your enemy easier.
    In case of problems contact me or one of my mods via Discord, Battleforge or on twitch.
    Twitch mods: LynnTaki


    Stream
    A live stream covering the tournament will take place on the channel DasToggy on twitch.tv. Streaming will start around 13:30 CEST (Berlin time). Be sure to join the stream to be notified of last minute updates. Everyone is welcome to hang out and watch the action as well!


    Rules! (read this)
    • Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    • The Map Pool is: 1st round: Haladur, 2nd round: Simai, 3rd: Elyon, 4th: Lajesh, 5th: Uro and 6th: Yrmia (same pool as in ranked duel).
    The first match of the round will be played on the fixed map, then it is losers choice. The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • The brackets for the tournament will be shuffled before the tournament starts!
    • Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.


    Questions
    Reply in this thread if you have questions, I will check it out later.
    Best regards,
    Toggy
  15. Toggy liked a post in a topic by Majora in Community Update #24 - June 4th, 2022   
    Greetings Skylords!

    We are very excited to tell you about our newest patch. Welcome to this special Community Update! 

    • Patch Release

    We are currently hard at work finalizing the upcoming patch, which is planned for release later this weekend. We do not have a specific time yet, but we expect the patch to hit the live servers this Sunday. We have also created a special video for this patch, be sure to check it out! 
    In this community update, we will show some of the changes that will be included in this patch. For a full list of changes, please check out the patch notes, as there are many changes not mentioned here. 
    If you start the game after the patch has released, you will be greeted by a new loading screen. This is a combination of the wallpapers drawn by our former artist Nano, and additions and alterations by Tweeto. We hope you notice all the attention to detail and love they poured into it!

    • New Cards

    We are excited that you will finally get your hands on the cards we have been working on for the past months. With this patch, three new cards will be added to the game:

    Wasteland Terror
    Wasteland Terror is finally here! This awesome Bandit-take on the dragon model fires streams of sand that will lay waste to your enemies.
    This card has been long in the making, check out the original announcement for an overview of its abilities. 


    Transcendence
    Transcendence is our first Amii spell, and provides a powerful buff or debuff as long as you keep its target alive, rewarding careful management of the fight. Check out the original announcement for more information.


    Burning Spears
    Burning Spears joins the Fire faction to battle an age-old weakness of its pure deck: L and XL units in the early game. 
    Check out the original announcement, for more information and an artwork spotlight.



    • New Promo Card: Mana Wing

    Alongside our new cards, we have also added a new promo card to the game. Every player will be able to get a promo Mana Wing by completing the new achievement "A Force of Nature". The promo will not be available in boosters, but it will be trade-able. 


    • New Achievements

    This patch will add 18 new achievements into the game. Those are aimed at improving the new player experience, while also giving our more veteran players something to work towards. Please note that if you have beaten specific maps previously, they do not count towards these new achievements.  
     
    [ Infinitely Scaling Achievement ]

    Reborn in Fire  [1 Mini-booster]
    Reforge Cards (Unlocks every 20 reforges, scales infinitely)

    [ Beginner Achievements ]

    Just a Story  [1 Twilight booster]
    Complete Viridya and Brannoc's story on standard difficulty or higher (Encounters, Siege of Hope, Defending Hope, Soultree, Crusade, Sunbridge, King of the Giants, Titans, Ascension)
    The Most Dangerous Game [1 Bandits booster]
    Complete Mo's story on standard difficulty or higher {Mo, Ocean, Oracle, Slave Master, Convoy, Blight, Raven's End, Empire)
    A Debt Unpaid  [20,000 gold]
    Complete the story related to the Treasure Fleet on advanced difficulty or higher. (Bad Harvest, Treasure Fleet, Mo, Blight, Slave Master, Convoy) 
    A Mile in His Shoes  [2 Stonekin boosters]
    Complete Rogan's story on advanced difficulty or higher (Encounters, Siege of Hope, Defending Hope, Crusade, King of the Giants, Titans, Dwarven Riddle, Guns of Lyr, Empire)
    A Wrinkle in Time  [250 bfp]
    Win the 4-player map Empire spawning at least 5 different Lost Souls cards from a deck containing only frost, shadow, and Lost Souls cards.
    Godslayer  [250 bfp]
    Win the 2-player maps Sunbridge and Insane God on any difficulty. 
    Apprentice  [1 booster]
    Win 20 randomly generated PvE matches of difficulty 5 or higher. 
     
    [ Veteran PvE Achievements ]

    The Road Not Taken  [3 boosters]
    Win 20 randomly generated PvE matches of difficulty 9 or higher.
    Turn Back All Ye Who Enter Here  [6 boosters]
    Win 20 randomly generated PvE matches of difficulty 10.
    Nevermore  [2 Bandit boosters]
    Complete Blight's story on expert difficulty (Blight, Raven's End, Slave Master, Ocean, and Oracle)
    Make it Double  [2 Amii boosters]
    Complete all 2-player maps on expert difficulty. (Crusade, Sunbridge, Nightmare Shard, Nightmare's End, The Insane God, Slave Master and Convoy)
    Never Thought of Him  [100,000 gold]
    Complete the story of Mo becoming the new king of the fire tribes on expert difficulty with all players in the map using decks containing only Fire cards.  (Mo, Ocean, Oracle, Slave Master, Convoy, and Raven's End)
    The Long Journey Home  [2 Frost boosters]
    Complete the story re-establishing the Kingdom of Lyr on expert difficulty using decks containing only frost cards. (Encounters with Twilight, Siege of Hope, Defending Hope, Bad Harvest, Dwarven Riddle, and Guns of Lyr)
    Not Even My Final Form  [Rogan Kayle Card]
    Win the 1-player map Encounters with Twilight on expert difficulty without using T3 or T4 cards.
    Forest for the Tree  [Viridya Card]
    Complete the 1-player map The Soultree on expert difficulty using only Nature cards from T1 and T2.
    A City Strongly Compact  [Stronghold Card]
    Win the 1-player map Defending Hope on expert difficulty with a deck containing only spell and building cards.
    A Force of Nature   [Promo Mana Wing]
    Complete all 1-player and 2-player scenarios on expert difficulty with all players in your team using decks containing only Nature cards.

    • Map Changes

    Campaign Maps
    We have made adjustments to a couple of campaign maps. These changes include standardizing gold chests (adding or removing them on maps that break the standard) and adding extra power wells or additional capacity of current wells to improve the early game of maps like Nightmare Shard and The Dwarven Riddle. For a full list of changes, please reference the patch notes.


    Rebalanced 2vs2 Maps
    The rebalanced 2vs2 maps can now be played on the live server. Changes include removal (or adjustments) of walls, wells, slight changes to the layout, and making certain areas immovable for flying units. This should result in a better play experience and more balanced maps. These maps also have observer versions, and we have updated the minimaps to be accurate. 


    • PvP changes

    We have implemented multiple changes that should make playing PvP easier and more rewarding. If you need any help to get started, remember that you have access to free and fully upgraded PvP decks, and we have a great guide available, written by top players. The following changes have been made:
    New Player Protection
    To protect new players from facing top players when they are just getting started in ranked play, it is no longer possible to get matched with players with a base ELO above 135.000, if your own base ELO is below 102.000.

    Made Player Names Anonymous
    To prevent players from dodging bad match-ups, player names have been anonymized in the ranked lobby. This does not affect the sparring lobbies. 

    Losses Are Now Hidden
    It has been proven in other competitive games that showing losses on the ranked ladder results in demotivation and higher entry barriers. We have therefore removed losses from the ladder. The information is still accessible on your profile if you so desire. 

    Updates To The Free PvP Decks
    We have made some changes to the cards contained in the free PvP decks to compete with the new meta. If we made updates to the free PvP decks you have currently selected, you will now have the option to either swap to the new cards, or keep your current set up. Changes have been made to Pure Nature (Parasite over Shrine of Memory), Twilight (Twilight Minions over Ghost Spears), Pure Shadow (Executor over Nightguard) and Pure Fire (Burning Spears over Scorched Earth). 

    Improved Rewards
    We have removed the gold penalty that was currently active for playing sparring games. Quests that require you to play 2vs2 games, now also count 3vs3 games for completion. 

    We have also allowed you to drain the reserve while looking for a match. If you queue for at least 5 minutes, even if you don't find an opponent, you will earn BFP as if you were ingame, meaning you get BFP not just for playing, but also while searching for matches. 

    Happy Hours
    Happy Hours are specific time periods where players will receive additional gold and BFP for playing PvP. During Happy Hours, there will be an in-game announcement and the icon on the world map will indicate Happy Hours are active. 

    Happy Hours will take place during the following times:
    - 1vs1 happy hours: 7pm-9pm CET
    - 2vs2 happy hours: 9pm-10pm CET
    - 1vs1 happy hours: 4am-5am CET
    By clustering players together during certain time frames, players will have an easier time finding matches more frequently. 

    • rPvE Fire Balance Changes

    We have rolled out some balance adjustments to the fire faction for rPvE. The Fire faction in rPvE can be extremely strong, but due to its high attack and low defense, it is extra vulnerable to Crowd Control spells. We tried to counter this weakness with a brand-new building that removes Crowd Control effects from nearby units.
    Some major enemy damage dealers have been rebalanced, which should result in an improved experience for all skill levels. For more information on exactly what was changed, please reference the patch notes. 
    We have also expanded the wiki to contain information regarding the various bosses you might encounter.

     
    • Balance Changes

    This patch also contains rebalancing of over 40 cards, with a large focus on Nature cards. These changes follow the mindset written out in our Nature Deep Dive. While already a great step forward, our work on (Pure) Nature is not yet finished, with some of the more complicated changes (f.e. Abyssal Warder and Grove Spirit) still being worked on. Regardless, these changes should have a positive impact on the faction. 
    Players will enjoy seeing a Forest Elder on the battlefield, since the card now has a mobile Breeding Grounds effect, reducing the cost of friendly units spawned by its side. Promise of Life has gone down a tier, now requiring only 3 Nature orbs, while Shrine of Memory has gone up a tier, now costing 2 Nature + 1 Neutral orb but increasing its effect greatly.
    These are just a couple of examples from the many changes that will be included. You will be able to check out all the details in the patch notes soon. 

    • Tournaments / Events

    • NEW - Official PvE Contest #6: The Soultree Faction Battle - Until 19.06.2022
    In this event, you can show off how much you like your favorite faction. Beat the single player map 'The Soultree' on advanced difficulty using only mixed-colored units and buildings! The event will start after the new patch is live. More information.

    • NEW - Skylords Battleship Kahoot Quiz - June 12th 2022 16:00 CEST
    Dallarian and Volin are hosting a Skylords Reborn knowledge quiz! The quiz will be streamed on Twitch and use Kahoot, which is easy to access by phone or PC. There are a ton of prizes up for grabs, so the majority of players should win something. More information.
     
    • NEW - The Skylords Open #15 - June 19th 2022 - 14:00 CEST
    The new balance changes and addition of Burning Spears should shake up the PvP meta, so what better time to host another Skylords Open? This 1vs1 tournament is open for all players, and will be streamed live on Twitch. If possible, please sign-up in advance. More Information.
     
    • FINISHED - CCC #5 - Prophecy, Prophecy, PROPHECYYY!
    Kapo hosted another successful Crappy Community Contest© on an altered Oracle map. Players had access to 16 orbs and 10.000 power to beat the map as fast as possible. As with all CCC, the more players attend, the better the prizes are, resulting in a free booster for the whole community. View the event and the code.

    • FINISHED - Skylords Bounty: Spring Forge
    A Skylords Bounty is an open-source task for the community to create something needed in one of the departments of Skylords Reborn. For this Bounty, we asked the community to help us create a spring-themed Forge. We got multiple submissions, and will now work together with the most promising candidate. Every serious attempt will also be rewarded with a Nature booster. If you participated, you will hear from us in the coming week. 

    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 

    • Team Changes

    Hirooo has joined our team as Faction Designer / Balance Developer. He has already been helping us a lot with testing and balancing PvP, so we are happy to welcome him to our team!

    Sadly, MarcoMaar (UI Developer) and RookieN (Map Designer) will leave the team due to long inactivity. We do want to thank them for their contribution to the project!
     
    • Contribute To Skylords Reborn

    We are currently looking for more people to help us create new content. Many upcoming features are on hold or take a long time due to a lack of volunteers, so we encourage you to take a look at our open positions. 
    For example, we are looking for a Map Artist to help us with Defense rPvE, and a Map Designer to work on creating new Campaign Maps. And we could always use more developers to improve the game in general. 
    If you want to help with creating new cards, we encourage you to consider our Artist and Balance Developer roles. We can always use more people in those departments to speed up progress. Adding voice lines to our new cards is currently on hold due to us missing an Audio Editor. 
    We would also like to improve our marketing; you can help out as a Marketeer, but also a Video Editor, creating short card reveal videos and exciting trailers would be greatly appreciated. 

    If you don't want to join the staff, you can still help with proofreading, testing our maps or creating a community event. 

    • In Conclusion

    We really hope you will enjoy our latest patch "Force of Nature"! 

    To celebrate the release, and to help you out with your Nature decks, we have a special scratch code for you. 
    This code will reward you with two Nature boosters! SOIL-ROOT-TREE-LEAF
    Feel free to share this code, but please do so by pointing players towards the Community Update instead of sharing the code itself. 
    The code is valid until July 1st, when we will bring you our next Community Update.
    Going forward, we will bring you these Community Updates monthly, on the first day of every month.

    What changes are you most excited for? What decks will you build around the new cards? We would love to hear in the comments!  

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
    • Overview Community Updates
    • Community Update #23
  16. Toggy liked a post in a topic by Dutchy in Community Update #24 - June 4th, 2022   
    I am really hyped for that video! 
     
  17. Dutchy liked a post in a topic by Toggy in The Skylords Open #15 19.06.22   
    Hello fellow Skyladies and Skylords!
    Patchday is near, new units and spells will be added to the roster while the battle in the pvp league is raging. So why not celebrate the hard work of the devs with a tournament to show off some new cards!

    When?
    On Sunday 19.06.22 starting on 2pm CEST (Berlin time), the stream will start about 30 minutes in advance.


    Format?
    The tournament will be played as a 1on1 best of 3 double elimination tournament, grand finals will be best of 5 with the player coming form the upper bracket starting with a 1-0 advantage.


    Prize Pool! (subject to change)
    1st place  - 4 Booster packs
    2nd place - 3 Booster packs
    3rd place - 2 Booster packs
    4th-6th place - 1 Booster pack
    Bounty: Beat RadicalX in a set to gain 3 extra boosters. (if he participates)
    The more people get into the tournament the bigger the prize pool will get.
    Big thanks to the devs who sponsor the prizes!


    Organisation and sign-up
    The tournament brackets will be on challonge, so register and joint he tournament there using the button below. 

    Please use your in game account name to make communication and finding your enemy easier.
    In case of problems contact me or one of my mods via Discord, Battleforge or on twitch.
    Twitch mods: LynnTaki


    Stream
    A live stream covering the tournament will take place on the channel DasToggy on twitch.tv. Streaming will start around 13:30 CEST (Berlin time). Be sure to join the stream to be notified of last minute updates. Everyone is welcome to hang out and watch the action as well!


    Rules! (read this)
    • Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    • The Map Pool is: 1st round: Haladur, 2nd round: Simai, 3rd: Elyon, 4th: Lajesh, 5th: Uro and 6th: Yrmia (same pool as in ranked duel).
    The first match of the round will be played on the fixed map, then it is losers choice. The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • The brackets for the tournament will be shuffled before the tournament starts!
    • Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.


    Questions
    Reply in this thread if you have questions, I will check it out later.
    Best regards,
    Toggy
  18. Toggy liked a post in a topic by Dallarian in Skylords Battleship Kahoot Quiz - 12 June 2022 16:00 CEST   
    Welcome Skylords and Cute Beings!
     

    *80 boosters is a sum of all rewards, a single player can win maximum of 6 boosters. Quiz may last for around 20 minutes, however, it may take longer to deal with technical and organizational issues.
     
    Summer is coming, and so is Skylords Battleship Kahoot Quiz!
    Join us for 25 minutes on 12th June 2022 at 16:00, have fun, win boosters and face other Skylords in a knowledge quiz!
     
    What to expect?
    No registration, just type your name 15-20 ABCD questions with one correct answer Topics include Campaign Maps, Cards familiarity, Lore knowledge There are both easy and difficult questions Can be completed with phone on a train, no audio required Quiz will be streamed by me and @Volin on his Twitch account.  
    How to join?
     
    How Kahoot quiz works like?
     
    Rewards
    2 Amii Boosters for each player in top 25 1 Frost Booster for each player in top 15 as well as all previous rewards 1 Bandits, Fire and Nature Booster for each player in top 5 as well as all previous rewards  
    A few Battleships will be randomly distributed among players who have not received another reward  
    Question categories
    Campaign Maps PvE Cards Lore  
    Rules
    Your quiz name must match your in-game name or you will be disqualified from receiving rewards. Only 50 slots available - you can enter lobby on first comes first served basis. You cannot change once selected answer. You have 20 seconds to select your answer. Only one answer is correct. You can participate only once. We reserve right to delete people from lobby with almost identical nicknames to make space for actual unique players. We reserve right to delete people from lobby who's nickname does not match Skylords in-game name. Vulgar names will be deleted from lobby and banned. If some question or answers are incorrectly formed, they will not be changed and the results will remain the same. No appeals will be accepted.  
    Clarifications
    First question doesn't give any points and is used as an example. Answer for it does not matter. If a question asks about a card, always fully upgraded card U3 is concerned. If a question asks about effect, assume only one target was affected. May be updated before the quiz if there are any extra questions.  
    Schedule
    15:55 lobby opens 16:00 rules overview 16:05 start of quiz ~16:25 end of questions 16:30 end of stream  
    Sponsors
    25 boosters and 8 Battleships have been sponsored by Skylords Reborn Event Managers
    Remaining rewards have been sponsored by:    The Old God of Battleships  and  Cult of Battleships GmbH
     
    Thank you
    To: Metagross31, Hiko and Majora, for helping me with organization of the event and sponsoring.
    To: Everyone who supported me with the questions.
     
    Have fun and and may the be with you,
    Dallarian
     
    Future events
    If you are interested in helping with these (or better) kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out! Contact our beloved Event Managers Minashigo Hiko and Metagross31 on the forums or discord. They are happy to assist you with upcoming events and with sponsoring your prize pool!
  19. Toggy liked a post in a topic by Dallarian in The PvP League - Phase III (Starting on 16.05.22)   
    I am after my first two rounds and I must say, it works out amazingly for me. It is awesome not to get completely crushed in PvP, and I even got some epic draw matches! Awesome way of bringing more breath into PvP scene.
  20. Toggy liked a post in a topic by Dutchy in Toggys Tome Tournament #4 17.05.22 -TESTSERVER-   
    In case of questions, or a big panic, you can always reach out to me
  21. Dutchy liked a post in a topic by Toggy in Toggys Tome Tournament #4 17.05.22 -TESTSERVER-   
    Hey Skylords,
    unfortunately I have to go on an important appointment at 4pm. Should I NOT be back home in time, do not panic, we will play this tournament. If we have to start a little later, bo3 rules might be changed to bo1 before the semi finals in each bracket but I will communicate this again. If you can, take your cardpools now to save time later.
     
    See you this evening.
    Toggy
  22. Toggy liked a post in a topic by Majora in Toggys Tome Tournament #4 17.05.22 -TESTSERVER-   
    Since we are playing on the test server, you have every card available to you there. Meaning how this works is:
    - Toggy opens 8* boosters                    *number might change
    - He sends you a screenshot of the content of those 8 boosters 
    - You then build a deck yourself by including only cards that can be found in the selection send to you. 

    We play at 18:30, and you get your cardpool at 17:30 (on discord). This means that from 17:30 till 18:30 you should both select the cards you want to play (build your deck) and actually ''build'' it on the test server. You can do the first part in theory-crafting (I for example copy the images into word, sort them by colors, and then come up with the list I want to play) which  results in me needing about 5 minutes of actual ingame time to then build the deck. 
    So in your case, you will have your selection in discord around 17:30, you wont get physical packs on the test server. So yea, its totaly possible to start building at 18:00.

    Just keep in mind that:
    - You need to reach out to toggy so he has your discord so he can send you your card pool
    - Tome tournaments can be tricky, and you might need all the deckbuilding time you can get. 

    Lastly, you are allowed to build multiple decks (if you can), and are always allowed to change cards or decks midtournament. 

     
  23. Ultralord liked a post in a topic by Toggy in Toggys Tome Tournament #4 17.05.22 -TESTSERVER-   
    Hello Skyladies and Skylords,
    It is time for chaos, it is time for a new tome tournament!

    When
    On Tuesday 17.05.22 starting on 18:30 CEST (Berlin time), the stream will start about 30 minutes in advance,
    Cardpool is dished out one hour before the tournament starts. Contact me for your cardpool!


    Format
    The format will be Tome, meaning you will build your decks for this tournament out of a booster pool I provide to you. We will play on the Testserver.

    The tournament will be played as a 1on1 best of 3 double elimination tournament, grand finals will be best of 5, no reset. The grand finalist coming from the winnerbracket will start with a win (1-0) already.


    How can I join the test server?
    To join the test server you simply need to launch LauncherTest.exe located in your BattleForge installation folder. It is important you run the updater first, so you download the latest test server files.


    Prize Pool! (subject to change)
    1st place  - 4 Booster packs
    2nd place - 3 Booster packs
    3rd place - 2 Booster pack
    4th- 7th place - 1 Booster
     
    The more people get into the tournament the bigger the prize pool will get.
    Big thanks to the devs who sponsor the prizes!


    Organisation and sign-up
    The tournament brackets will be on challonge, so register and join the tournament using the button below. 
    I will send you a list of your cardpool ~1h before the tournament starts, so be available in Discord. I will not send you 8 actual boosters.
    We will play on the Testserver.

    Please use your in game account name to make communication and finding your enemy easier. In case of problems contact me or one of my mods via Discord, Battleforge or on twitch. Twitch mods: LynnTaki


    Stream
    A live stream covering the tournament will take place on the channel DasToggy on twitch.tv. Streaming will start around 18:30 CEST (Berlin time). Be sure to join the stream to be notified of last minute updates. Everyone is welcome to hang out and watch the action as well!


    Rules! (read this)
    • Be online in Discord or the forum ~1h before the tournament starts to receive your cardpool. If I cannot find you you cannot participate. Should there be Testaffinities on the testserver, use the version of the card that is closest to the original.

    • Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    • The Map Pool is: 1st round: Haladur, 2nd round: Simai, 3rd: Elyon, 4th: Lajesh, 5th: Uro and 6th: Yrmia (same pool as in ranked duel).
    The first match of the round will be played on the fixed map, then it is losers choice. The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • The brackets for the tournament will be shuffled before the tournament starts!
    • Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.


    Questions
    Reply in this thread if you have questions, I will check it out later.
    Best regards,
    Toggy
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