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Logarius

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  1. Logarius liked a post in a topic by Dutchy in Change profilename   
    Please go to our Discord and contact us via #contact-staff.
  2. Logarius liked a post in a topic by Ggoblin in Suggested card changes   
    Comparing some cards' cost and what they offer I've made a list with some cards that need changes and my suggested changes (all cards are coinsidered as being U3). Won't mention some cards that I'm either unsure of or that would be too controversial
    Before that I'd like to talk about 2 mechanics that I feel need some adjustments:
    Firstly destroying monuments under construction return 75 power, which is nice if you got the wrong orb but makes it less punishing to build an orb near a fire enemy that might have scorched earth or any enemy with huge dps. I propose instead of getting power back the destruction allows you to build a new monument in the next 10s for 0~25 cost.
    Secondly, some spells have such low costs that they cd is longer than their recharge time after you run out of charges, which makes charges irrelevant for them, so I propose spells take at least double the cd time to recharge.
    //T1 cards//
    1) Envenom - useless at T1 because of high costs (higher than most T1 units) and the tainted damage is too low.
    Proposed changes: Infused: 50 cost and 30 dmg/s
    Tainted: 50 cost and 20~25 dmg/s, 20s duration
    2) Executor - see below
    3) Frost sorceress - has way too low damage, making her somewhat useable as a damage dealer would encourage putting her in the front line rather than keeping her back just for the shield.
    Proposed changes: 30 damage per hit/ 45 with splash. May need a bit higher shield cost in which case the damage may be even higher
    4) Lifestealer - loses more health than deals damage to small units thanks to knockback.
    Proposed changes: damaged cannot be reduced by abilities, shields and damage is divided amongst all squad members of a hit unit
    5) Mumbo jumbo - too costly for a spell that is mostly supportive, like frost bite. The cooldown is also weird as it's the same as the duration, which would mean that reapplying the debuff or the enemy playing a unit at the moment there's ground presence is a matter of who clicks faster and who has less delay.
    Proposed changes: 25 cost and 25s cooldown
    6) Nasty surprise - offers burst damage to lost souls, which is supposed to be a risky defensive faction.
    Proposed changes: maximum 500 damage vs buildings
    7) Nomad - a nice card but the sky catcher ability is too expensive to be useful.
    Proposed changes: sky catcher should cost 75
    8) Offering(b) - worse than the gifted affinity in every way.
    Proposed changes: cost 30~35
    9) Phase tower - too little risk in pvp as it's a 900/600 unit while vulnerable.
    Proposed changes: 50% damage while vulnerable but vulnerability only lasts 20s
    10) Soul splicer(r) - irrelevant compared to soul splicer(g).
    Proposed changes: 40~50% bonus damage. Only affects units that remain in the area and consumes the same amount of corpses as bonus damage dealt.
    11) Thugs+Strikers - looter is a strange ability that offers late rewards for immediate investment and is hard to balance. I think that immediate return for some late loss would be more interesting for aggressive fire tactics. Also notice that it's useless on pve which is bad considering they're the only non-swift s-counter fire has at T1.
    Proposed changes: looter returns the power bound to thughs/strikers back to the power pool. Returned amount is equivalent to 40% of attacked targets power cost relative to damage dealt to its health. Anything with less than 50 power cost will be considered as having 50 power cost so it's still useful in pve. (the change basically means that you immediatelly return part of the units bound power by attacking with it so that you can keep using spells and units. You do lose some power in the long run however due to the higher power cost of units with lotter. If you can't attack enough it's even worse)
    12) Suppression - too expensive for a single target cc that only works on towers, even more so with every fire pvp decks and many pve ones having sunstriders.
    Proposed changes: cost 20~25
    13) Surge of light - too strong on single targets with high health.
    Proposed changes: 1k max healing per unit (this change can only be done if pure nature gets a better T2. Doesn't change anything for nature T1)
    14) Treespirit - bit too high health for a unit that is technically ranged. (might generate some discussion)
    Proposed chages: 720~780 hp
    15) Werebeasts - bit too low stats/power (including the regen).
    Proposed changes: 660/660
    16) Wintertide - a bit too expensive
    Proposed changes: 50 cost
    17) Witchclaws - ability is too expensive and tainted one has too little impact.
    Proposed changes: 15 ability cost and tainted gets 270 unit damage per target/ 810 total
    //T2 cards//
    18) Bandit sorceress - too little damage. The ability has the tradeoff of not being able to attack so it's no excuse.
    Proposed changes: 60 damage per target/ 90 total
    19) Bandit stalker - not good enough against anything.
    Proposed changes: Gifted: target is slowed so it can counter beasts even better (as they are mostly swift at T2). 800 attack.
    Tainted: can't be useful without countering anything. Change ability to: 50% of all damage dealt to target can't be warded off, lasts 7s after attack. Possibly also the slow on attack. 800 attack.
    20) Commandos - too little stats for the cost even with the toogle.
    Proposed changes: 800~860 attack
    21) Darkelf assassins - active has basically no downside.
    Proposed changes: 15s of weakness
    22) Deathglider - weird and basically useless unit.
    Proposed changes: ???/??? stats plus no death on infection (but 10 cost). Gifted affinity deals extra damage to walls.
    23) Earthkeeper - too little attack.
    Proposed changes: 600 damage
    24) Eliminator - the downside should be the hp loss rather than the cost.
    Proposed changes: 10 ability cost
    25) Frost crystal - a building meant for cc that can't hit archers.
    Proposed changes: archer range on active
    26) Gladiatrix(p) - gives up swift for increased effects on an ability that has a cost. The increment is simply not good enough.
    Proposed changes: 60 ability cost so you might use her instead of the gifted one if you want to focus on the ability.
    27) Gravity surge - a tiny bit too expensive for what it does, even if flying units usually cost 100 at T2.
    Proposed changes: 45~50 cost
    28) Healing well - no starting heal and incredibly slow charge speed.
    Proposed changes: 100 healing charge per 2s
    29) Kobold laboratory: Could probably use a small buff.
    Proposed changes: 40 cost and 50% faster repair speed
    30)Lost converter - should probably cost 50 really.
    31) Lost priest - too low attack
    Proposed changes: ???/???
    32) Mountain rowdy - too low range on ability and unecessary 2 frost orbs.
    Proposed changes: archer range on the ability/ 30~35s cooldown
    33) Razorshard - the knockback is too strong.
    Proposed changes: 5~7 radius
    34) Skydefender - Do I even need to say anything?
    Proposed changes: cost 60 and higher damage
    35) Slaver - too low stats
    Proposed changes: 1120 attack
    36) Spirit hunters(p) - too low damage
    Proposed changes: 23 poison damage
    37) Stormsinger(g) - has swift and a good cheap ability. I think it should cost more than the infused one even with the extra damage.
    Proposed changes: 40 cost
    38)Twilight brute - the ability affecting own units makes it very weird. Specially considering it needs you to kill the enemy and the unit itself is meelee.
    Proposed changes: Ability only affects enemies and the daage is adjusted accordingly
    39) Twilight curse - too expensive to be used effectively on enemy or own units.
    Proposed changes: maximum unit cost is decreased to 150. Power cost is decreased to 60~65 so that it can be used effectively on both its functions
    40) Wallbreaker - could probably be a bit cheaper
    Proposed changes: 20 cost
    41) Warlock - too expensive for a mono fire unit that does what it does.
    Proposed changes: 50~55 cost
    //T3 cards//
    42) Corsair - too little damage and no counter.
    Proposed changes: ~76 damage per cannon
    43) Drones - worse than silverwinds in every way even though they're basically the same unit for different factions.
    Proposed changes: stat/power similar to silverwinds
    44) Dying breed - too expensive to be useful.
    Proposed changes: Tainted: 40 cost
    Gifted: 40 cost and no damage
    45) Frontier keep - too expensive for little return.
    Proposed changes: 150~170 cost
    46) Gunner(p) - has little to offer compared to other affinity.
    Proposed changes: attacked units can't be healed for 10s
    47) Infernal machine - similar poroblem to frontier keep.
    Proposed changes: 200 cost
    48) Lord cyrian - way too expensive for what it offers.
    Proposed changes: 330~350 cost
    49) Mutating maniac - low stats for the cost
    Proposed changes: 2660/2450
    50) Shrine of martyrs - 125 is still a bit too expensive for the amount of defense it offers and the restrictions of the card.
    Proposed changes: 100 cost
    51) Stone launcher - ability costs way too much for such a specific card, not to mention that it can't attack the unit that it brought down.
    Proposed changes: ability cost 0.
    52) Sylvan gate - could be a bit more useful considering the investment you have to make.
    Proposed changes: links the root network to each other sylvan gate
    53) Treefiend - way too weak statted.
    Proposed changes: 1900/2100 (the attack is actually meant to refer to it's damage in rooted form)
    54) Twilight hag - low stats and weird ability.
    Proposed changes: 1200/900 and ability is not gender restricted
    55) Twilight warfare - too little impact to be useful.
    Proposed changes: 100 cost/ 40% for each affinity and the infused one increases damage dealt to anything/ units transformed in the area will have full health
    56) Virtuoso - low stats per cost
    Proposed changes: 1900 health
    57) Waystation - useless and doesn't represent bandits very well.
    Proposed changes: quick build (50%) faster. No duration outside of range for the infused one.
    //T4 cards//
    58) Amok - a lot worse than frenetic assault even though it has so many restrictions. Tainted one is so slow it's useless.
    Proposed changes: Infused: up to 7 units affected
    Tainted: spreads to 2 new units every 5s
    59) Bloodthrist - doesn't stack the more damage you deal like it used to, even though there are so many restrictions on it.
    Proposed changes: fix it to how it used to be
    60) Colossus - the ability is practically useless even though it's a three nature orb cards. Could probably have better stats considering the high cost.
    Proposed changes: ability lasts 30s and has 25m range, also it's free (you lose dps by using it afterall)
    61) Earthen gift(p) - a weird card with effects that don't really match each other.
    Proposed changes: friendly structures take 50% damage instead of enemy ones dealing less
    62) Fire sphere - a triple fire spell that is delayed and has awful range. Basically useless.
    Proposed changes: at least give it a 25m effect radius since you do need 3F for this card
    63) Infernal chain - too expensive.
    Proposed changes: 100~110 cost
    64) Lifestream - not as useful as similar buildings, takes too much damage.
    Proposed changes: 50% of the damage is transferred
    65) Lost spirit ship - has average damage; if it had 4 cannons instead of 8.
    Proposed changes: just nerf the damage really, it's undeserved
    66) Magma fiend - too little health for a unit htat is practically meelee.
    Proposed changes: 4K health
    67) Nightshade plant - requires one to be full twilight and has awful abilities and stats.
    Proposed changes: make it also affect units that hit it or that it's hitting. 5s duration for tainted and 15 for gifted (same duration on death)
    68) Plague - very risky ability with just average damage.
    Proposed changes: 200 damage/s
    69) Ravenhearth - too expensive
    Proposed changes: 300 cost
    70) Tortugun - the storage capacity is too little.
    Proposed changes: up to 7.5K stored lifepoints
     
     
     
     
  3. Logarius liked a post in a topic by MrXLink in Current Proposal: Tokens & Gold   
    Greetings, Skylords!
    Welcome to a brand new update on future game proposals! Many of you have already vaguely heard of this concept, since it has been leaked during the Skylords Reborn Livestream #1 (http://forum.skylords.eu/index.php?/topic/1196-past-broadcast-05092015/), but here will be some details on the matter to clarify what exactly has been going on regarding tokens, gold, and card upgrades. Mind that these are proposals, nothing is definite yet, and changes may still take place. This thread is meant to give you a rough idea of the direction future development will be heading in. Also note that no token or gold values have been set yet.
    Something quite important is proposed to be changed in Skylords Reborn. As many of you know, BattleForge had a grand total of 5 currencies: BFP, Gold, Battle Tokens, Victory Tokens, and Honour Tokens. BFP was used to buy cards and boosters, gold to place auctions, send mails, and apply upgrades to cards, and all tokens were used to purchase card upgrades. Tokens have always been extremely confusing; there has never really been a clear explanation of when they are obtained exactly, and they proved to only be a bother as shortages of one specific token type prevented the upgrading of cards. This would force people to play (and win!) unnecessary amounts of matches in order to actually get what they want. Tokens were also monetised in countries such as Germany and the Czech Republic, in order to get more revenue out of the game.
    In Skylords Reborn, this will no longer be an issue. Tokens will no longer be used in the game. That's right, we are attempting to get rid of the card upgrade currency. Since we will not be monetising any part of the game, and since BFP will now be obtainable in special ways through the daily quest system (like vanilla tokens), tokens are now considered to be excess baggage and more of a curse than a blessing. This is why it's been decided to no longer be used to upgrade your cards. Mind you: the level requirement for upgrading cards will still be a thing, as it is a good way to both prevent multi-accounting and increase the lifetime of the average user. 
    You may be wondering, that if players don't use tokens, what will be used to pay for card upgrades? The answer to this is simple: Gold. This will be the answer to another major problem BattleForge had: the massive excess of gold everywhere. Now, it will still be a challenge to siphon out some gold from the collective pool, but it will at least give gold a purpose. In conjunction with our proposed Reward System (http://forum.skylords.eu/index.php?/topic/1163-current-proposal-rewards/), we will be blowing new life into this currency. The plan is to make gold an untradeable, easily grindable currency, and BFP a limited, hardly grindable currency that can be obtained daily. This has to do with player lifetime and the enjoyability curve of the game. Gold will no longer be tradeable, and it will no longer be possible to add gold as a mail attachment, which will prevent hyperfarming as well as in-game mail gold scams. It will make the currency more valuable and appreciated, too. Just like Direct Trade, in-game mails will only support sending cards and BFP.
    Both buying and applying upgrades will be done through gold, so you will still have to pay gold to apply that upgrade you got in your PvE campaign map. Also, the plan is to make changing your in-game avatar (if we get that system to work) cost gold rather than BFP. Gold will still be used as a price to place auctions and send in-game mails, which is a good way to reduce spambots.
    It is important to know that we are currently unable to make UI modifications. We might in the future, but we will require to make it clear that upgrades will cost gold rather than tokens now. During the beta stage of BFReborn, there will most likely be a system in place that is either the final version of buying upgrades for gold (hopefully with UI changes, but as of now that seems like a dark area), or there will be a system in place to exchange gold for tokens using system commands. This will help you get used to the fact that upgrading will be completely gold-based.
    To summarise, BFP will be obtained through the Daily Quest and Playtime Reward systems and is used for:
    Buying boosters Buying cards in the auction hall Direct Trade transactions In-game Mail attachments (along with cards) Changing your in-game avatar Gold will be obtained through playing matches and opening chests and is used for:
    Buying card upgrades Placing auctions in the auction hall Sending an in-game mail (standard 1G fee) Applying card upgrades Tokens will be unobtainable and gold will have to be used for its previous functions.
    _____________________
    Such is the current proposal for tokens and gold. It is also important to know that this system is very solid and the decision has been made after serious thought and consideration; it is unlikely that this system will get a complete overhaul or gets changed dramatically. Feel free to discuss these changes below and ask questions, but remember none of this is absolutely definite, but merely our current proposal. 
  4. Logarius liked a post in a topic by MrXLink in Proposal: Rewards   
    WARNING: THIS THREAD MIGHT CONTAIN OUTDATED INFORMATION
    Greeting, Skylords!
    It's been long since a solid update, and it has come to my attention that there are tonnes of threads that still imply confusion about how BFP is earned and for what people will be rewarded. After some internal discussion, I would like to introduce you to the current proposal for our reward systems. Mind that these are proposals, none of it is definite; changes may still take place. Also note that there are no set BFP values for anything yet.
    In Skylords Reborn, on a daily basis, you will be able to earn BFP in 2 ways:
    Daily Quest System (3x per day) Playtime Rewards (BFP/30m, halves every 1.5h) The currently proposed (not definite) BFP rates between those systems are that 60% of the maximum amount of BFP per day can be earned through quests, and 40% through playtime, resulting in an average BFP reward per player of 75% after completing all quests, or at least something in the liking of that.
    You may have noticed that there is a hard cap on one of the systems. As I have already discussed in the past, this is to prevent overfarming and to make sure people stay within the game for a longer average time. Within BF Reborn, there are 2 main currencies; BFP and Gold. We don't want to make BFP a grindable currency such as gold, as it should be a valuable and unique, limited currency you can buy cards with. So we have decided that BFP will be our limited, easily trade-able currency used to buy cards/elements/etc, and gold to be our grindable currency used for upgrades, mails, etc. Do know that we are working on making gold a useful currency, of which you shall hear more in the future.
    With thanks to your valuable suggestions, I've decided to throw in a soft-cap for playtime instead. This way playing for longer will make you earn less and less BFP, but won't leave you empty-handed after 3h. Hopefully this will result in people finding more use for extended playtime, while not getting excessively ahead of someone who plays for a regular 3h. 
    With regards to multi-accounting, we have come to the conclusion that yes, hard caps on reward systems may result in this, but it is more important to maintain player activity and a greater enjoyability curve, as well as lasting potential of the game by requesting players to come back another day and monitoring the rich/poor gap quite a bit, than to combat multi-accounting players who feel the need to spend yet another 3 hours and quests on the game. We can't and won't combat multi-accounting 100%, as it would result in sacrificing way too much of the game's features, enjoyability, and reward optimisation.
    Daily Quests
    In-depth, daily quests are, as the name implies, daily tasks a player may complete in exchange for BFP. To reach and encourage every player with this system, there will be 3 different quest types, of which the player will receive 1 each per day; a generic quest, a PvP quest and a PvE quest. Aside from tome-related quests, there will NOT be any deck-based quests, so that every player has a chance to complete the quests the way they like it.
    Generic quests are quests that can be completed within any game mode, such as winning matches, playing matches, playing with friends, using tome decks, etc. PvP quests can only be completed within the PvP section, such as playing on certain maps, playing 1v1/2v2, playing x amount of PvP matches, etc. Note that winning ranked PvP matches will not be a quest, as it will be too demanding to fulfil. PvE quests can only be completed within the PvE section, such as playing on certain maps, completing certain levels of rPvE, playing maps with a set amount of players, playing at a certain difficulty, etc. An example of a daily quest set would be:
    PvP: Play 2 2v2 PvP matches PvE: Play a 12-player campaign map Generic: Win a match using a tome deck Up to 9 quests will be allowed to stack up, so you could leave the game for 3 days and not miss out on any Daily Quest rewards. If there are any quests stacking up that you are not interested in as a player or can't seem to complete, you can remove this quest from the board, gaining no BFP whatsoever, and make more room for new quests.
    In order to give a little freedom in case a player doesn't like a quest, one quest can be re-rolled per day. This re-roll will result in the non-preferred quest to be exchanged for a random other quest from the Generic type, but will only net the player 75% of the BFP reward they would have been able to obtain by completing the original quest.
    Refer-a-Friend
    We are intending on making the friend referral system a thing. However, we will make sure all rewards obtained from this system will be mostly account-bound and will most likely not include cards anymore. Think of rewards such as elements, gold, and maybe some BFP rewards for spending time with referred friends. We are thinking of implementing a system that not only rewards players for referring friends, but also for playing with said referred player. Rewards will be mutual and mostly untradeable. There's not much more to say about this.
    Social Media
    Additionally, our current idea is to also implement rewards for liking/following/subscribing/etc. On social media. Such actions may result in un-tradeable rewards or small amounts of BFP. The rewards themselves are uncertain, but we'd really like to encourage spreading the word and this would be a perfect solution. This would be a web-based process (accounts are likely going to be bound to a web database).
    ________________________
    So those are the currently proposed ways of earning rewards within the game. Feel free to discuss these systems below and ask questions, just do remember this is not definite, but merely our current system proposal.
  5. Logarius liked a post in a topic by MrXLink in What kind of DAILY quests would you prefer as main BFP source?   
    DETAILED DESCRIPTION ON WHAT THIS POLL IS ABOUT, ITS IMPORTANCE AND ITS REASON:

    Just to elaborate on this discussion in general, we are currently NOT looking at how you're going to earn BFP specifically, that's something that's already in the making for the future and will involve the opportunity for every player to at least earn some BFP when it comes to their preferred game mode. We will always strive for creating a progression system in which we both promote varied gameplay and show all of the game's options and potential, while not forcing players to do so by nullifying their BFP gain otherwise. We'll make sure that regardless of your quests, you will always have the option to gain a substantial amount of the max daily BFP you can get in the way you prefer to. 
    This discussion is meant to get a general overview of what you, the community, think should be the main sources of BFP income in as general a way as possible. This is of huge influence to the game as it not only dictates the overall progression, but it also essentially controls the market and defines which players become dominant when it comes to personal wealth. It is important to know the following when considering your vote:
    Be reminded that we currently have two currencies in Skylords Reborn
    Gold, a non-tradable, farmable currency that is fully player-controlled and gained based on skill, victory and to an extent playtime BFP, a tradable, highly influential currency that is regulated and defines the overall progression and rate of access to game content across the entire community Regulation of BFP is important as it will prevent players with e.g. more time on their hands to get too far ahead of others, or could establish hardcore dominance over casual players when it comes to the Auction House or even general card trade. Since we have no set prices for cards and want to establish a free market (it's an enjoyable feature of the game!), BFP gain is an extremely sensitive subject. If you establish a system in which victories and hard game mode completion reward more BFP, you essentially divide the community rapidly between veterans/high-skill players/exploiters and casual/busy/infrequent players. Not only does this happen sooner than you may anticipate, but it can also lead to a sense of unfairness, inequality and a lack of control caused by real-life factors players have no say in (such as schedules, work, personal capabilities, and so on). 
    Of course it's not fair to assume that everyone's entire game should progress at the same rate; if you're skilled you can expect increased progression over others, and this is currently already done through gold and potentially through prestige/NG+ possibilities in the future (a topic for another day), and the big issue in this debate is whether to carry that power on through BFP. Just be reminded that BFP is the single most influential factor within the entire game and can tip the game environment over with even the slightest of changes.
    The originally proposed and still greatly considered way to earn BFP was by introducing a combination of quests and playtime rewards, with a soft-cap system implemented. This would mean that players could gain BFP just for playing matches and get even more BFP for completing quests, and would not leave those with more time and/or effort in their games feel left out (also preventing some farming abuse). A soft-cap would mean that for a relatively low amount of playtime per day, players could gain a relatively big amount of BFP, and once this time threshold had been met these rewards would decrease, but not diminish. This gives low-time players a good BFP income without having to worry they miss out on too much extra BFP for not having time, yet those with more time would not be left in the dark and still gain some amount of BFP. This way, BFP would be well-regulated and the system would not be too sensitive to potential manipulation, control and market dominance.
    The system would not benefit from victories (gold would anyway), so that especially in the PvP sector of the game it would not be demotivating to lose games and you will not be punished for playing badly when it comes to the primary way of acquiring game content. A small victory bonus could be provided (though not the original plan), but was not meant to be significant enough to establish a winner-controlled economy. Be wary that this system is still a highly viable option and is still under serious consideration! This poll, however, goes in a different direction to hypothetically establish what would be the player's views on a different scenario.
    <<<General Info ends here, opinion ahead>>>
    My personal opinion on all this has been complex and established throughout months if not years of thought about the game's core economy and progression systems and my general game design knowledge, so I can't honestly write my full thoughts down here, but in really summarised terms, I believe that BFP should be the factor that defines the rate and intensity of the dispersion of power between player types. To put it simply; BFP defines how much power to control the game players have and how big the gaps between newcomers, casuals, hardcores, low-time and high-time players are when it comes to this. I'm of mind that every player should have as fair and as equal an opportunity to be a part of this and to keep the game going on enjoyably as possible. A casual player that works from 9 to 5 and can only play for a short amount of time each day/week should still be able to gain a good amount of BFP, keep up with the general speed of other players, and partake in a free and fluid trading environment. Similarly, I wholeheartedly believe that nobody should feel like they're being hindered when it comes to BFP gain by losses or simply not managing to complete a map or fighting a stronger opponent, and so I think that BFP gain should not be influenced by this. 
    I do believe that completing harder maps and winning games should be rewarded, and what is mostly overlooked is that this is already happening in the form of gold and upgrades, which even allows skilled players to quickly get ahead of their game and progress faster on their own accord, without massively impacting other players due to the non-trade nature of gold and upgrades, unlike BFP, which would have a bigger, more direct impact on everyone else. 
    Therefore I'm advocating for the original system that has been proposed and thought through years ago (see above), in which as little players as possible should feel left behind, casuals have a good chance to catch up or stay within their game, hardcores/high-time players still can get some sort of an edge if they would want to, and the currency flow can be more easily regulated must the situation get out of hand. Though I would find a small victory bonus acceptable middle-ground terms, I do generally not recommend it. This doesn't mean I don't want to reward skilled players, I just sincerely believe they already are rewarded and it is not necessary to pose a risk for the already sensitive BFP system.
    Similarly, leaderboard rewards could also widen this gap, and while I'm not as sceptical about this due to the fixed time in which leaderboard rewards would be handed out (e.g. every month), leaderboard accuracy is currently at risk if we want to implement frequent (balancing) patches in the future, and I don't think it's a good idea to hand out rewards to leaderboard entries that might be based on exploits or serious balancing concerns. This is a different, more complex situation I do not currently feel safe about involving in a process as influential as BFP gain.
    I strive for quests that are achievable by everyone if they want to and promote variety in-game, and I do by no means want playtime and quests to be the same thing; playtime should be a separate BFP track and quests should too. Having quests renew/stack daily would in my opinion be beneficial to maintain a healthy, more active playerbase with more games open and a generally better experience with less risk of the game dying out after weeklies have been fulfilled, and it will not be detrimental to frequent but low-time players.
    I hope you can take this information and these thoughts in mind when you vote, and be reminded that this poll is by no means binding and will just give us some insights on the other side of the BFP-coin for now. Thank you so much for taking the effort to read this and we look forward to seeing what you think.
  6. Logarius liked a post in a topic by Kubik in What kind of DAILY quests would you prefer as main BFP source?   
    Before you ask, yes I read that thread, but these are more of an chievements than daily quests.
    Giving out BFP only based on play time, and only in limited amount on weekly bases is the most fair option of these, because everyone get the same amount of BFP and will have no gap between skilled players and new players in regards to BFP gain.
    On the other hand rewarding only victories and based on difficulty will give big advantage to veteran players that know the game and can start expert maps quickly.
     
    We are not going to use result of this poll unless we want to, we are interested in opinions, we take them to consideration, but we do not need to follow the majority!
     
    There seem to be missunderstanding with "or play that map for at least Y minutes to get significantly reduced reward (50%)" it mean that if you play at least Y minutes and lose not win you can take 50% of reward
  7. Logarius liked a post in a topic by Kubik in Balance changes to game   
    As far as I know the only reason to not do any balance changes before release(wipe) is that it was promised a very long time ago.
    There is few things I want to point out:
    every change to cards invalidate all leader-boards every change to cards make it difficult to run replays, EA make it so you can not open them at all From my point of view doing changes now will limit these problems after release.
    Some changes like changing HP, or cost of something are for me just 1 number, and I may even be able to keep replays compatibility with some background work for these changes, so my suggestion is to start with these changes now. (more complicated thing will not be included for now)
    Before someone start asking why to do balance changes, if there are crashes, lost cards, etc. I try to explain it this way all these things are impossible to reproduce for me, so only source of information are players that experience them, and based on "https://docs.google.com/forms/d/e/1FAIpQLScpTeA_Lv1b1M0imSel-B8UgYsP9evdmj-DiRQ-x1vAFwLZAw/viewform?usp=pp_url" most of players do not even say us when it happen so they are really hard to track without your help. Balance changes on the other hand mean for us "just" validate community decision and change 1 value.
     
    https://discord.gg/GZKKMqH I do not think the results will change significantly without any progress, so here is the link to discord server that will be related to balancing the game. I decided for discord (as first try) because of the advanteges mentioned, mainly rules enforcing.
  8. Logarius liked a post in a topic by MephistoRoss in Skylords Reborn course set out by Devs   
    At several threads, podcasts and shoutbox conversations the Devs mentioned things that will be changed and things that will stay the same in Skylords Reborn. This thread is meant as a summary of these decisions/proposals so people can easily see the course that is set out by the Devs for our beloved game. Of course keep in mind that the Devs can always change their mind and not everything mentioned here is a final decision (I will update this post if anything changes).

    Confirmed to stay the Same:
    1. First of all the Devs made it very clear that they want to release the game as close as possible to the old Battleforge (last version). So all 'core' parts of the game will be included. (Podcast #1 with Dexirian)
    2. It will still be possible to earn upgrades for your cards (U1, U2, U3). (Podcast #1 with Dexirian)
    3. Cards (balancing) wont get changed in the first release, Devs will make some changes after the server is fully working. (Podcast #1 with Dexirian)
    4. BFP currency will not be removed and players won't start with all cards (InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/772-please-remove-bfp-give-us-all-cards-instant/&page=2)
    6. Setting the in-game avatar to card pictures will still be a bfp-paid feature , altering this price of this is still up for discussion in the future (MrXLink @ http://forum.bfreborn.com/index.php?/topic/801-ingame-avatars/)
    7. It will only be possible to make one character for each account (at least at the initial release because this is a client limitation) (Blank @ http://forum.bfreborn.com/index.php?/topic/1025-multiple-characters/#comment-24368 / InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/1196-past-broadcast-05092015)
    8. "if we do our jobs the cards will ~ be valued the same" (Blank @ chat 24-08-2015)

    Changes:
    1. The way to acquire BFP will change, it will not be possible to pay for BFP or anything else (except donations for the server). (Podcast #1 with Dexirian)
    2. To earn BFP, a daily quest system will be implemented, also BFP earnings based on time played will be added (with a soft or hard cap). BFP can also be earned by tournaments and events like map making. (Podcast #1 with Dexirian / MrXLink @ http://forum.bfreborn.com/index.php?/topic/1163-current-proposal-rewards/)
    3. Proposed booster ratio (not final): 1th card: 19.5% chance ultra rare, 80% chance rare and 0,5% chance of getting a promo, 2th card: 20% chance rare, 80% chance uncommon, 3th card: 25% chance uncommon, 75% chance common, 4th card is uncommon, 5th,6th,7th and 8th card are commons (MrXLink @ Twitch chat during broadcast 5-9-2015)
    5. 1bfp boosters will disappear. (InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/736-1bfp-boosters-news/)
    6. There will only be more than one type of boosters 
    7. Daily Rewards such as "login and earn bfp" aren't going to exist. (InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/1107-questionbfp-s/#comment-25859)
    8. The token currency will be removed from the game (InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/1196-past-broadcast-05092015 / MrXLink @ http://forum.bfreborn.com/index.php?/topic/1116-bfps-at-the-start/#comment-26155 / MrXLink @ http://forum.bfreborn.com/index.php?/topic/1275-current-proposal-tokens-gold)
    9. Gold will be used to buy card upgrades (token replacement) (InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/1196-past-broadcast-05092015 / MrXLink @ http://forum.bfreborn.com/index.php?/topic/1227-the-point-of-two-currencies/#comment-28110 / MrXLink @ http://forum.bfreborn.com/index.php?/topic/1275-current-proposal-tokens-gold)
    10. Gold cannot be sent through in-game mails (and still also not be traded) (MrXLink @ http://forum.bfreborn.com/index.php?/topic/1227-the-point-of-two-currencies/#comment-28110 / http://forum.bfreborn.com/index.php?/topic/1227-the-point-of-two-currencies/#comment-28166 / MrXLink @ http://forum.bfreborn.com/index.php?/topic/1275-current-proposal-tokens-gold)
    11) Multi-accounting is strictly forbidden
    12) The starting F2P deck from the original Battleforge will not still be the starting deck. It will however be a deck only consisting of commons (MrXLink)
    13) New Loot list implemented.
    14) Faction boosters are in development.

    Other info:
    1. The technical Alpha will start at 30 September 2015(DragonOfTime @ chat 20-08-2015 / fiki574 @ http://forum.bfreborn.com/index.php?/topic/572-bfreborn-faq/)
    2. The technical Alpha will only consists of the forge + social features, so no real missions/pvp. (Podcast #1 with Dexirian)
    3. Access to the Technical Alpha will be given to 20 selected members who contribute value to the community on the forum, so it is not based on the amount of posts. Later the amount of people will be increased. (Podcast #1 with Dexirian / InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/1196-past-broadcast-05092015 / InsaneHawk @ Teamspeak 6-9-2015)
    4. There is no expected release date set (yet). (Podcast #1 with Dexirian)
    5. Donators will not get any in-game reward (InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/687-donator-badge-reward-boost-for-donators/ & DragonOfTime @ http://forum.bfreborn.com/index.php?/topic/935-about-bfp-and-promo-cards/#comment-24128 )
    6. No different language forums will be implemented as the Devs want the community together in one place (MrXLink @ http://forum.bfreborn.com/index.php?/topic/907-need-create-russian-forum/&page=2/#comment-22786)
    7. People for the closed beta will be more randomly selected members than for the closed technical alpha (InsaneHawk @ http://forum.bfreborn.com/index.php?/topic/1196-past-broadcast-05092015)

    I will try to keep this post updated as much as possible, but in case I missed something or misinterpreted something, please let me know (preferable with a reference or quote from the Devs).

    Usefull links:
    Summary of all discussions: http://forum.bfreborn.com/index.php?/topic/952-updated-topics-suggestions-recap/
    Progress thread of server development
    http://forum.bfreborn.com/index.php?/topic/835-development-statements-from-shout-box/
    Fan made content and promotionals: http://forum.bfreborn.com/index.php?/topic/1148-fan-made-content-and-promotionals/ 
    FAQ: http://forum.bfreborn.com/index.php?/topic/572-bfreborn-faq/
    Global forum rules: http://forum.bfreborn.com/index.php?/topic/460-global-forum-rules/
  9. Logarius liked a post in a topic by MrXLink in Skylords Reborn - All you need to know!   
    Greetings Skylords, Skyladies and Skyfolks,

    After five years of development Skylords Reborn has finally hit full release, we want to thank every single one of you for joining and supporting us on our journey. This topic will provide you with all the information, details, and answers you need.
    How can I play this game?
    You can find instructions for downloading and installing the game here.

    How do I log in to the game?
    First, you need to create an account on this forum, here. Afterwards you can simply login with the same account in the game. A game account will automatically be created and linked to your forum account. Do not make multiple accounts for yourself. You are allowed to play with your family/friends in the same house.

    What is Skylords Reborn?
    Skylords Reborn is a project which started off as a 2-man team working on allowing the community to play BattleForge again. BattleForge was a Real-Time Strategy Collectible Card PC game (not a MOBA) made by EA Phenomic in 2009 that got closed down on October 31 2013, disappointing many players. The ever-growing Skylords Reborn team has been working hard to make BattleForge playable and accessible for its still large community and new players once more! You can read more about our project on our wiki.

    Can I upload content of Skylords Reborn?
    Yes. You are allowed to make Youtube and Twitch videos and streams of Skylords Reborn.

    Will I be able to use my old account?
    No. As we are not EA we do not have access to your old accounts and never will, so you will have to create a new one and start from scratch. We know this is annoying but there is no way for us to retrieve account information. At least you can play the game again!

    What is the difference between Skylords Reborn and old BattleForge?
    Everything from the original game works but there has been a number of changes. (see list below)
    Cards
    Balance changes and new cards Economy
    Free to Play (no payments for game progression) Daily time based BFP rewards Daily PvP and PvE quests (Resets daily at 10:00 UTC) Seasonal & Lifetime Achievements Faction Boosters Removal of Tokens. Gold is now used instead and is untradable. Removal of Elements of Conversion/Creation. PvP
    Free PvP deck rotations Official Tournaments (BFP rewards) Spectator versions for all 1vs1 maps PvE
    All campaign maps available again (including 12 player maps) New high-quality community maps And many other quality of life improvements.
    Can I buy/sell BFP for real money?
    Absolutely not! People who are noted to sell or attempt to buy BFP or any in-game content with real money may be banned from playing the game at all, or have their accounts reset. We take no responsibility whatsoever in any lost money or in-game content. We don't sell BFP for a very good reason as this project is allowed to exist due to the fact that we are making zero profit or income from the game, which would be using someone else's ideas and content for claiming money. If you buy or sell in-game content, you are essentially doing the same thing and this could put both you as well as the entire project at risk of being shut down.

    How can I earn Gold and Upgrades?
    Since tokens have been removed from the game entirely, you will earn gold instead through playing Randomly Generated PvE, Sparring PvP, and disenchanting upgrades found in Campaign PvE maps. The upgrade drops have been changed, and you can find the new loot list in this topic.

    How can I obtain promos?
    You can get promos as an extremely rare reward in boosters, or during special events that we will host.

    I found a bug! What now? How do I report a bug?
    Please refer to the "Report A Bug" forum, and particularly this topic.

    I have seen someone cheat, flame, or severely break the rules. Where do I report this?
    You can right-click on a player to report them in-game. You can also report this behaviour directly to the Moderation Team (Global Moderators) on the forums or discord. Please refer to the Ticket Tool thread here when reporting on discord.

    Is the game only available in English?
    The game can be played in all languages that were previously available. This includes English, German, French and Russian. However, we are mostly focusing our project and any announcements around the English language.

    Have you asked EA for help with the project? Do you work for EA?
    No, we do not work for EA and we sincerely doubt EA is interested in the funding of the project nor rebooting the game. We do not expect any help from EA. We have, however, been given permission to alter the existing client and make this project a reality until further notice is provided. Former BF staff are likely under NDA as well, disallowing them to help us in the first place.

    If this project is completely non-profit, how will you keep the servers up?
    We have created a patreon page here. Any donated money will be spent on server upkeep, development and a lot will be saved up for future server upkeep. No money whatsoever will go into our own pockets. You can make a one time payment and then unsubscribe from us or you can pick to pay every month. Please note all Patrons will not gain any benefits in game.

    Where is the server located?
    The server is located in Germany.

    Will you distribute the server files for private hosting?
    No. The project is closed source, which means that the files (code) are not public.

    I have another question!
    Alright, that's cool! Before you continue, however, please use the forum's search function to find any threads that may have your question in it. If your question really isn't answered yet, feel free to create a thread.
    That's all! We hope you enjoy your time in the world of Nyn and help the game and its community grow together! As always, We're hugely grateful for all your support, and we wouldn't be here without you all. Keep up the good spirits, you're all fantastic beings. See you in the forge, and may the forge be with you!
  10. Logarius liked a post in a topic by ImaginaryNumb3r in The Bandit's guide to pve   
    You have a weakness for pillaging, raiding and superior firepower? You like a risk-reward playstyle and disregard healing spells as a cheap method for the weak?  You think your units are throw-away assets that should just do their job and do it well? You always wanted to create explosions of the size of tactical nukes to eradicate enemies from existence? You want all of this in in your Battleforge deck?
    If the answer to these questions is yes, then look no further! This thread serves as introduction to playing pve as a Bandit player and shows how to reap the best fruits from fire and shadow alike. Playing Bandits is a very rewarding and unique experience as it is a finesse oriented deck that requires the right use of spells and abilities at the right time. You cannot simply throw units at the enemy and add some heals if things go bad. To master this deck, you need to think ahead and play with concentration and micro. However, once mastered, Bandits have several of the strongest card combinations in the game and are among the strongest late game factions.
    This guide does not provide any map-specific details but instead, helps beginners with a range of tactics and unit overviews for each by tiers. It focuses on each card individually and how it synergizes best with other cards. The goal is to provide you with enough information that you can pick the right cards for the right job. This guide is structured into tiers and each tier has a smaller summary attached to it that provide an overview of the most important things there are to know. Some cards are considered "core cards", which are greatly beneficial and need to be in a deck most the time (that is, unless they are really not needed for a specific map).
    Tier 1
    Tie 1 does not have any Bandit specific aspects to cover, but instead I'll cover the most basic fire cards. Most of my exerience is from starting with fire, so I will neglect shadow T1. However, this does not mean that a shadow T1 is not effective, but the general consensus is that fire T1 requires less cards to pay successfully.
    Sunstrider (core card)
    Sunstriders are an utmost necessity as they are your only ranged T1 unit and only source of reliable anti-air. Among all T1 archers, they have the highest damage/cost but need protection from frontline units such as Nomads or Thugs. Furthermore, their ability to suppress towers minimize losses from fortifications early on.
    Nomad (or Thugs)
    On bigger maps, Nomads are a must have to swiftly traverse the map early on. I recommend the green affinity to let Nomads heal up fully between fights. With them, you can withdraw from bad engagements and let them heal up. While the red version is effectively 50% stronger, you will waste time by standing near buildings to heal them between fights. Due to their speed, Nomads greatly excel with Mine (see below). Nomads get an anti-air attack once you upgrade them, but since it costs power and has a cooldown it is not a realiable source of anti air. Nontheless, if you know a map only has a handful of T1 flying enemies, you can consider removing the Sunstriders from your deck.
    Thugs (or Nomads)
    Thugs are often overseen but when used correctly can achieve remarkable results. While they cost more than Wraithblades or Northguards, they will generate power from killing units and buildings. When used as the primary T1 force they can easily produce about 45 units of power within a minute or two and provide a headstart into T2. They are also your only S counter and can be used in a heavy foot-slogging army of Thugs and Sunstriders. Often, you will face other S creatures that are backed with a healer and in this case your Sunstriders can snipe the healers, while Thugs will crush the frontlines. If you don't need the speed of the Nomads, I recommend taking Thugs instead.
    Mine
    For a T1 card, this is a weapon of mass destruction. Place the mine preemptively and lure enemies into it to remove a squad of 3-5 enemy units. Not only will the Mine deal devastating damage, but it will also knock back small units, making them susceptible to other units. When attacking a small output, you can use Mine to kill the forces and suppress the towers of the base with Sunstriders.
    Other T1 cards worth mentioning
    Firesworn are your best answer to early aggression from L-creature (and best used with Thugs that serve as meatshields at the front), their knockback also provides a lot of utility but most the time you will achieve similar results with Nomads and Mine. Similarly, Sunderers can rip through walls easily but they cost a lot and are easily killed. If you need strong anti-structure firepower, consider red Nomads with Sunstriders suppressing the towers. Furthermore, if you face a lot of air units, you should consider getting the Blaster Cannon. With its red affinity, it becomes a formidable anti-air card that gets stronger the longer it attacks and keeps being useful up until T2.
    T1 Summary (TL;DR)
    The savest selection of cards is: Sunstriders, Nomad, Mine. Mine will kill most early enemy waves and Nomads can reach other points on the map very fast. You can replace Nomads with Thugs if speed is not important and you prefer having a bit more power available throughout the time. You will also find it easier to kill S-heavy enemy waves with Thugs in your deck.
    Lastly, Sunstriders are necessary as they are anti-air, anti-tower and can be put on walls. However, if you don't need those 3 roles you can omit them and make a "Nomad, Mine only" list.
     
    Tier 2
    Once you are in T2, you can finally call yourself a "Bandit player". T2 provides you with various buffs and as a Bandit player you have one of the best defensive capabilities of all T2 decks. However, T2 is also the weak spot of a Bandit army as fire and shadow cards don't synergize that well at this point yet.
    Lavafield (core card)
    It is an amazing splash damage spell that decimates masses of medium and small sized units. A core card for every fire-splash deck.
    Offering (core card)
    This is your "go free out of jail" card. With this card (green affinity), you sacrifice an own unit to restore the cooldown of all cards with the same tier. For example, after playing Lavafield you have to wait some time before you can use it again. However, if you use Offering on a Darkelf Assassin, you can use Lavafield again immediately and play it twice in a row. This is a massive game changer and allows you to play your most powerful spells twice in a row.
    Moreover, this card also has a second role as it also restores charges. Especially for beginners who have only 1 type of each card, this is a massive advantage as you can summon twice as many units as you could normally do. In general, this card is best used on units that are cheap or have little health left. Why bother with an almost dead unit when you can summon a new one?
    Unholy Power (or Life Weaving)
    This buff remains useful until the end of the game as the given unit will receive 50% less damage (meaning it will live twice as long) and do significantly more damage. You can use the card offensively (preferably Spearmen, Windhunter or Skyfire Drake) and defensively (Commandos, Shadow Phoenix). Especially when combined with healing (or life stealing) affected units become extremely difficult to kill on top of dealing more damage. And with upgrades the cost of the card goes down to 80.
    Especially in T2 you might struggle against (flying) L creatures, but if you use Unholy Power with Windhunter you will make work of such enemies. A clear must have.
    Lifeweaving (or Unholy Power)
    An alternative buff to Unholy Power is Lifeweaving, it is similar in role but has two significant differences. First, it costs less power and second, it does not increase the damage of the buffed unit. Like Unholy Power the buffed unit receives 50% less damage, however  the other 50% will be evenly distributed among all enemy units around. Both of these buffs remain useful until T4 because of this 50% damage reduction, but Lifeweaving will outperform Unholy Power later on because of the extra damage from reflected attacks. Therefore, it comes down to the decision whether you want to have a stronger buff in T2 or reinforce your T4 slightly with this.
    Rioter's Retreat (green affinity)
    This card is what makes Bandits arguably the best T2 defenders apart from Frost. The green affinity will heal 70 HP of each Bandit model. So, while a Bandit Sorceress will heal by 70 HP a second, Commandos will heal 420 HP (!) per second. This is because Commandos is a squad that consists of 6 models (to put it into perspective, Commandos have 660 HP on U3). It is almost absurd how strong this is.
    It's also a very powerful tower on it's own as it attacks 3 different targets on U3, but compared to its unmatched healing abilities this is just a side note. Nonetheless, if you have a defensive mission it is worth considering going Bandits just because of this card.
    Commandos (or Darkelf Assassins)
    Commandos are expensive and best used along with Rioter's Retreat but they are strong even on their own. When fortified, they have 50% life stealing which makes them an ideal target for buffs like Lifeweaving or Unholy Power and make great garrison troops on walls. They are an amazing M-counter because not only will they deal high damage, but also heal themselves by a huge margin in return as well. And if you face a lot of human units (like in the Renegade campaign) they will hard-counter everything as they deal twice as much damage to humans (and strong damage means strong healing).
    Darkelf Assassins (or Commandos)
    While Commandos are a strong and versatile choice, Assassins excel in their cheapness and synergy with Offering and most of all are your only good S-counter. Along with melee tanks, like leftover Thugs from T1 or Spearmen they make a formidable force (Assassins counter S, while Spearmen counter M). Furthermore, due to a bug their DPS increases substantially when using their ability despite being paralyzed for a few seconds. They are an excellent unit if you know what you are doing, but Commandos are always the safe choice.
    Windhunter (or Gladiatrix)
    This is your T2 superweapon. Usually, your T1 units are enough to progress to T3. However, if you face some powerful resistance such as Stone Warriors or Lost Vigils, Windhunters are the weapon of choice to eradicate them. When buffed (preferably Unholy Hero), Windhunters absolutely murder L sized creatures and because it is a flying unit, it is often unaffected by incoming fire. Windhunter is one of the best tools you can have to break a powerful Lost Soul base in rpve or just for a powerful air raid in campaign missions.
    Personally, I find Windhunter + Shadow Phoenix to serve as perfect addition to a strong T1 army. The Phoenixes serve as shock troops to kill bases and finish off enemy waves, while the Windunter deals with stronger opposition. You should also consider taking Rioter's Retreat, as it allows you to fully heal your Windhunters in mere seconds.
    Gladiatrix (or Windhunter)
    The Windhunter has a big weakness (apart from anti-air): It cannot capture points. If you chose Thugs in T1 and need mobility in T2, it is worth considering to take a Gladiatrix. Since, apart from Nomads and Lancers, Gladiatrix is your only fast ground creature. It is cheap and stat wise, it is similarly strong to Windhunters on a per-cost level. However, because the unit is weaker individually it means that buffs do not excel as they do on Windhunters.
    Bandit Spearmen
    While not a good card for rPvE, the Spearmen are certainly worth taking for PvE. The appealing fact of this unit is its potential ATK of 2000 (!), which results from a base ATK of 900, a 50% bonus damage against M creatures and a 50% bonus against melee creatures. However, with 70 energy, they are a bit pricey. Nonetheless, once Spearmen made it into combat they will hold on for a long time due to life stealing (especially with buffs). They are well suited for defensive and offensive missions alike and like to have range support from Commandos or Darkelf Assassins. They are perfectly suited as frontline shock units and will deal with close combat melee creatures exceptionally well. Consider also taking Rioter's Retreat to quickly heal your Spearmen.
    Bandit Sorceress
    The Sorceress is worth mentioning because of her amazing ability. She can enter a tower to basically double its range. This includes Blaster Cannons, Rioter's Retreat, Necroblaster or Artillery. Her red affinity synergizes especially well with Rioter's Retreat (30% more damage for surrounding units).
    I would not classify her as a T2 unit, but see her as an investment for all tiers that excels for defensive missions. It is not worth using her as an S-counter because her attack is bugged and Phenomic never bothered to fix her. Her attack splash is so small that it will only ever hit a single enemy model and only do a fraction of the damage she is supposed to do. Sadly, the same applies to other Bandit cards as well.
    Other T2 cards worth mentioning
    Because T2 should be kept concise there are a lot of good cards that I did not talk about that can have their use on particular maps. For example, the Skyfire Drake has bettter stats than a Windhunter, however, Bandits have a range of other good M-counters already. Also, for most shadow decks the Furnace of Flesh is the central building for gaining void energy back but is inferior to the T3 Shrine of War.
    In rpve, the Shadow Phoenix is arguable your best T2 unit because it can kill buildings and units very fast. But in normal pve it is better to build a steady army and sniping buildings is less important. Ravage is another great T2 buff that allows your units to stay in the fight substantially longer, but unlike other buffs Ravage does not scale well with T3 and T4 and in most cases Unholy Power will work equally well.
    Also, Time Vortex is a very powerful T2 tower but simply doesn't come close to the power of Commandos + Rioter's Retreat. Stone of Torment has its uses on some maps as well and with the Bandit Sorceress, it can teleport enemy units to itself from very far away. It's a strong combo, but not needed on most maps. Motivate is also a good buff if you have a deck to support it, but that excels mostly when starting with a Shadow T1.
    T2 Summary (TL;DR)
    Commandos and Windhunters are always save choices. For defensive missions, Commandos + Rioter's Retreat can even defend waves of T3 creatures whereas Windhunters can go on the hunt in offensive missions and kill crucial units/buildings with ease when buffed. Either way, Lavafield, Offering and Unholy Power can have a huge impact when used correctly.
    For additional fortification, Bandit Sorceress will improve your defensive capabilities considerably. When time is of essence, a Nomad or Gladiatrix with Mine + Lavafield will be able to kill most T2 camps. But if you opt for a more sturdy gounr presence, Spearmen will be the unit of choice.
    It is important to understand that playing Bandits means that your troops are expandable.
    is primarily about using your spells and abilities correctly, whereas your units come last. You are the warlord who decides on who dies and who remains useful. Do not hesitate to use Offering on weakened units, as dead units will return 90% of their energy over the course of the game. Killing units and getting their energy back due to Void Manipulation is a crucial aspect in T3 and T4 when you start getting the big toys.
    T2 is easily the weakest part of a Bandit army, but that only becomes apparent when playing expert maps or in pvp or iin rpve 10. When played right, Bandits are among the fastest decks and can deal crippling damage in a short amount of time due to buffs, strong abilities and powerful direct-damage spells.
     
    Tier 3
    This is where things are really getting interesting. On their own, Shadow and Fire already have some of the (arguably) strongest T3 cards and now you are going to harness their full power and put some excellent Bandit cards on top of it. The problem in T2 is the lack of a powerful frontline unit, but now you can get them in spades and make them even stronger with buffs and support from several Shadow cards. Once you reached T3, you will find yourself in a very comfortable position and the deck starts to take on an own dynamic thanks to Voidmanipulation and an amazing range of spells.
    Soulshatter (core card)
    This is an absolutely crucial card that remains useful up until T4 and is best utilized against a big horde of weakened enemies. Soulshatter is a direct-damage spell that does extra damage for every unit it killed, which can result in phenomenal chain reactions. With the initial blast, you might only kill 1 or 2 units, but the extra damage from those killed units might be enough to kill other units and trigger further explosions. It is hard to overstate the work this card can do, even more so when you have access to fire spells. Because if the initial blast did not kill any units, you can try to finish off weaker units with a Lavafield and force-trigger secondary explosions. 
    In general, this spell is best used to finish off weakened groups of enemies or in combination with other powerful direct damage spells such as Inferno, Cluster Explosion or Fire Sphere.
    Soulhunter (core card)
    While there are other strong and fun to use creatures in T3, Soulhunter is hands down the most powerful of all. It is your only XL creature in T3, has amazing stats, conveniently counters L-sized units, has a powerful active ability and life steal. Let that sink in for a second.
    It is a primary target for buffs such as Lifeweaving or Unholy Power. Soulhunter is the perfect frontline unit not only because of those buffs, but because life stealing will make a noticable difference on a hut that has 4500 ATK. Further, its mine-field ability can kill hordes of M-sized creatures with easy and can be coupled with Soulshatter for maximum efficiency. In general, it is advised to take only 1 unit in T3, but why would you want any other units in T3 when you have this guy?
    Shrine of War (core card)
    While this card might not be suited for beginners deck, it certainly is a must have for everybody who wants to master this deck. This is clearly the best card at Voidmanipulation as it returns 12% of your Void Energy immediately. And with all the powerful spells and units you have at this point, killing enemies is not the problem. In fact, it encourages a fast and aggressive playstyle as killed enemies will provide you with energy when this building is activated.
    You might be wondering what void energy is, if so let me explain: Every time one of your unit dies or when you use a spell, 90% of the card's energy cost is added to a seperate energy pool. Similar to power wells, energy is slowly coming back from this pool. Energy coming back from this pool is called "Void Energy". Therefore, Shrine of War allows you to play cards in a very quick succession. You can sacrifice weakened units and use voidmanipulation to gain back a huge amount of their energy in a short time, allowing you to summon new units instead. Same applies to spells, as they return 90% of their energy into the void pool.
    The disadvantage is that you need to start the effect of the building manually and it is only 20 seconds long (+10 seconds from the first upgrade). So you will want to build 2 Shrines of War and always have at least one available when you need it. This means a cost 300 power, but it really is worth the investment. My tip is to use access the ability via shortcuts. When you first start with Battleforge, I would not recommend this card as it requires some insight in how the power system works. However, this card is so hugely beneficial that it should be a goal to learn how to use this card at some point.
    Inferno
    Some say this card is not worth the 300 power price tag and I agree. However, when we use Shrine of War we don't really pay 300 power, as Inferno is powerful enough to give us most if its energy back right after casting it. It summons several meteors to deal massive damage in a medium sized area. If all meteors hit, they deal 2400 damage to a single target which is enough to kill everything that is not of size XL. It can even be used in T3 to deal a nice bit of extra damage if you have the spare power. And if you use this card correctly along with Shrine of War, you get most of your spent energy back in no time anyway.
    Bandit Lancer
    Even-though Soulhunter really is your best T3 card, Lancers are still worth mentioning. What speaks for them is their fast movement, a strong ability and that they are dirt cheap. Their stats aren't the greatest thing but they are supposed to be a support unit and actually make a decent L-counter. In my opinion its strongest aspect comes from its 60 power cost, which means that you can use Offering on it to recharge Soulshatter, Infect or Inferno. What makes this unit a good supporter is its "mark" ability, which allows almost all ranged units to hit "marked" units from further away. I am saying "almost" because some units like the Bandit Gunner have a bugged attack and do not benefit from this attack. It's worth noting that this ability also works with the Shadow Phoenix charge.
    Infect
    What is better than having spells of mass destruction at your disposal? I tell you: Spells of mass destruction that turn killed enemies into Nightcrawlers! That's Infect in a nutshell.
    Sadly, the orb requirements make you choose whether you want to pick Inferno or Infect in your deck. Therefore, it is a matter of taste which spell you take. Nonetheless, with Soulshatter, Lavafield or Minefield you clearly have enough firepower to make Infect work. On U3, 3 NCs will spawn per killed unit and the effect has a very long duration of 30 seconds. The card is good to have, especially if you have Motivate in your deck. You can even use it in T4 to feed your Tortugun.
    Frenetic Assault
    This card provides you with the thing you lacked up until this point: Crowd Control. This card has two effects: You select an enemy unit, which will subsequently be attacked by all surrounding enemy units. Further, all units affected by the spell go amok and attack your and enemy units alike. It's greatest strength is in dealing with enemy paralyzers from afar. Just sit back and watch the show!
    Undoubtedly, this card is a great asset that remains useful up until T4. However, the real question is whether you should take this or wait until you get Amok in T4.
    Necroblaster
    Among all T3 towers, Necroblaster arguably does the most damage to a single target and with 100 power, it is cheap enough to guard several passages. But the disadvantage is that it needs to absorb souls before it can be fired. But sacrificing units is not a big deal in this deck anyway and once you fed it enough souls it will probably never run out of souls again, since it is powerful enough to deal with units swifly.
    Other T3 cards worth mentioning
    Especially for beginners Backlash can be a very powerful direct damage spell that deals more damage the more void power you have at the moment. Assuming you have 1000 void power, it will deal 3300 total damage and cost you a measly 120 power. But the more you master voidmanipulation, the more useless this card becomes.
    On another note, Corsair is a great card... visually. In practice it is too slow, cannot capture points, does not counter aynthing and has several attack bugs. It's actual damage is around 2200 ATK (opposed to the 3000 ATK stated on the card) and sometimes the main cannon will not fire because of an animation bug. And while it can summon Bandits/Commandos, they cannot capture points either. It does slightly buff human units around it, but that is not enough to make it viable. Competitively speaking, this card it is utter garbage.
    Sandstorm used to be an alright card with a fun purple ability, as it combined a damage spell with Aura of Corruption (and even worked against buildings). And then they nerfed it. So, don't bother with it, as it is an expensive card that does too little damage and the size of its passive ability is so small that you will never trigger the effect.
    Unity is a nice spell that allows your units to share incoming damage and makes them receive less damage. Sadly, life stealing/healing isn't shared by units and in general, it does too little, affects only a few units at once and is somewhat expensive.
    I have no experience with Church of Negation, but saw it used with great effect along with building support spells. Sadly, we don't have building support spells and without them the Church will kill itself faster than its targets.
    Gunner used to be my primary T3 unit... until Soulhunter was released. It's a fun card with fun voice acting, but simply cannot match the power and buffing potential of a Soulhunter. Sadly, their attack is also bugged and they deal less damage than is stated on the card. Finally, their attack range is fixed and they do not benefit from the Lancer's active ability. In numbers, they can be very good because they will constantly knock back M-sized creatures before they can reach your Gunners. But at this point you could probably afford 2-3 Soulhunters.
    If you want a somewhat unique deck, you can try to work out a spam-list that resolves around Bloodhealing and Motivate. In theory, it should work out with units such as Bandit Lancers or Giant Slayers. So, if you feel like it, give it a try. Bloodhealing can also be used to kill Tortuguns in T4, so that is a plus as well.
    T3 Summary (TL;DR)
    Despite having Soulhunter, the two most important dynamics in T3 is void manipulation and damage spells. With spells like Lavefield/Inferno + Soulshatter you can decimate whole groups of enemies in a short amount of time. Those spells come at a hefty price, but because their impact is so powerful you will get back the majority of your energy back in an instant due to Shrine of War. "Mastering" shrine of war is crucial for mastering a bandit deck.
    The rest is actually rather straight forward. Use Soulhunter (or other unit of preference) as your main frontline unit and beef it up to 11 with buffs. Try to combine different damage spells with Soulshatter to maximize the damage and capitalize with Infect if you wish. For a fun list you can try out different T3 units and see what works best for you, but powerful spells and Shrine of War are a must have.
    You won't have enough firepower to kill a big T4 base, but then again... who has it?
    T4
    Bloodhorn (core card)
    Like Soulhunter, this card is among the best of its tier. With 5800/5000 on U3, 15% life steal and stampede it is not difficult to see why this card is a must have. The real question is which affinity to use, as people still debate over which one is stronger. Purple affinity sacrifices health to deal twice as much damage and along with Lifeweaving/Unholy Power and Unholy Hero this allows you to kill bosses with a single Bloodhorn. Normally, attack buffs do not stack but Unholy Power and the Bloodhorn ability are exceptions to this rule. However, people also like the red affinity which sacrifices a Bloodhorn's health to make it immune to debuffs for 15 seconds. This is extremely useful when facing mass-CC towers in rpve, where a Bloodhorn can kill a building easily with its stampede.
    It is also importent to note how useful stampede can be in the right hands. My experience is that stampede is (positively) bugged and it will always kill two buildings when they are hit simultaneously, even if that exceeds the limit of 9000 damage. Furthermore, for some reason life steal is far stronger when used with stampede and you can fully heal-up a Bloodhorn when it kills 2-3 buildings with its ability. Even if the Bloodhorn is nearly dead.
    However, as a pure Bandit player you won't have spells to heal your Bloodhorns when they are critically injured. The best use of a nearly dead Bloodhorns is to use Offering and summon a completely new one instead! This has the nice side effect of restoring the charges and cooldown of all other T4 cards as well. With Shrine of War, you dont need to worry about killing your units, as you will get back the majority of their energy cost in an instant.
    Unholy Hero (core card)
    This card is massive. On U3, this card gives a unit 300% (!) more attack damage and costs merely 80 energy. However, if the affected unit gets hit, all allied units will get damaged as well (125% of the original damage). But that is not a big problem if your Tortugun is 50m away from the frontline, right?
    Rifle Cultist (core card)
    Rifle Cultists are good units on their own and they can deal massive damage with their secondary ability. You can build decks around this card, but for Bandits this is the most efficient way to restore T4 charges. Out of Bloodhorn charges? Summon some Rifle Cultists and use Offering on them. Want to cast Earth Shatter twice in a row? Or Amok or Unholy Hero? Just use offering on Rifle Cultists.
    Tortugun (red affinity)
    Not only has this card the highest attack power in the game, it can also be a target for the best offensive buff in the game. With Unholy Hero you can boost the ATK to 24000 (!), which translates to 2000 damage every 2 seconds. The red affinity is clearly superior as it gives the Tortugun 50m attack range.
    No doubt, this is one of the most powerful units in the game, but it also comes with a big drawback as well. Tortuguns have a "hunger bar" that slowly depletes and once it hits 0, the Tortugun goes amok. Once it goes amok, it cannot be controlled anymore (also not sacrificed) and will kill your nearby units to increase its hunger bar. Therefore, Tortugun needs to be managed and the most effective way to dispose Tortugun is to sacrifice it with a spell. For this, Offering, Bloodhealing or Motivate. At this point you should be aware how important sacrificing units is.
    Summoning units for food (like Boom Brothers) is simply not effective, however you can use summoned units like Nightcrawlers from Infect or the Insects from Grim Bahir to restore the hunger bar. What I also recommend is summoning 2 Tortuguns and once one goes amok, one will just cannibalize the other to restore a lot of the hunger bar. To put things into perspective, a Tortugun has 4000 HP on U3. Furthermore, a Tortugun has a max hunger pool of 5000 HP and depletes 50 HP persecond. Therefore, killing another Tortugun almost fully fills up the and you have one less Tortugun to worry about. FYI, Tortuguns start with 2500 HP in the hunger pool.
    Especially in the beginning it can be hard to manage Tortugun, which is why I don't consider it a core card. However, apart from Batariel decks this is the most damaging card in the game. Once you learn how to play with this card it becomes an incredible asset and is a reason why Bandit decks are so powerful in T4.
    Amok (red affinity)
    Most people consider Frenetic Assault to be better, but I bed to differ. This card has 25m radius (opposed to 20m) and can be used every 30 seconds (opposed to 50 seconds). And unlike Frenetic Assault, this card does not need a target and you can cast the spell directly in the middle of an enemy base to cover as many units as possible. However, this card also affects your own units as well. Amok also has an edge, as you will use Offering regularly and Amok will capitalize from this as well. When casting Amok twice, you affect huge amounts of enemy monsters that will be fighting each other.
    Cluster Explosion (red affinity)
    Ever wanted to see a whole base getting annihilated within 5 seconds? This card has an infectious kind of attack which comes in 3 waves. On U3, the first wave deals 435 damage spread among 3 targets, those 3 targets further damage 9 other targets (same damage) and final wave can affect up to 27 targets. What might not sound devastating can severely cripple an enemy base and I haven't mentioned the best part: Soulshatter.
    When Soulshatter is applied just before the final wave has hit, every killed unit will deal another 400 damage on top. This is massive and when used on a tightly packed map you can kill everything in a base with exception of a few XL units still standing (which are heavily damaged). And with Shrine of War, you will often get back ALL of your void energy in an instant.
    It is almost unfair how strong this when used with Soulshatter.
    Artillery
    Like with T2, Bandits have an excellent tower that is awesome for normal pve. It costs only 190 power, deals 5600 damage and has a long range of 50m. Furthermore, if 4 or more units are approaching, this card will throw an additional mine. Once the mine is triggered, the red affinity creates a flame field with 25m diameter is created, dealing 70 damage to all enemies within (no damage cap applies). Mines from the purple affinity will simply deal 1000 damage, up to 3000 damage.
    Earthshaker
    In rpve, this card is a must have as you can kill spawn buildings or mass-CC buildings safely from afar. If you read this and don't consider this card to be strong, just wait until you encounter huge bases with multiple paralyzer units, spawners and mass-CC buildings. It can also be usedful for more difficult pve missions, but when you are doing easier maps this card is not a must have.
    Grim Bahir
    While nothing special by itself, this card has good synergy with Tortugun that is worth trying out. Attacked units get infected, which turn into stronger Nightcrawlers when killed. Grim Bahir is a bit lacking in stats, but since it flies it can avoid incoming damage rather well and you have other cards that serves as main damage output. This card is worth checking out especially if you are short on Bloodhorn/Tortugun charges to bring more XL monsters to the table.
    Other T4 cards worth mentioning
    Surprisingly, there are no other T4 cards that are really interesting. Many excellent T4 cards like Death Ray require 3 orbs of one colour, while other cards like Plague are simply overshadowed by other cards. There are other XL creatures like Overlord or Fire Worm, but most of these are either weak or get overshadowed by Bloodhorn. Yes, Bandit T4 is really this good.
    T4 Summary (TL;DR)
    Once you reach T4, you will find that the game shifts greatly into your favour. Not only do you have access to some of the strongest cards in the game, but you can capitalize further by their great synergy. For normal pve, Bloodhorn and Tortugun can deal with almost everything a campaign can throw at you. And with Artillery you even got a nice T4 tower.
    For rpve, Bandits is among the fastest (if not the fastest) pure deck as you can put out significant damage with Cluster Explosion + Soulshatter. It also cannot be overstated how powerful a Tortugun can be when buffed. And yes, Tortugun can be a pain to manage but there are enough ways to make it work. And at this point, you will kill units so fast that you will find your void energy coming back almost instantly after spending it due to Shrine of War.
    T4 is where everything comes together, as each card has its function. Bloodhorn is a frontline tank/boss killer, Tortugun is a hard counter to L creatures and when these units are buffed there is little they cannot do. With Offering + Rifle Cultists you will never run out of charges or you can mass-CC enemy bases by casting amok twice in a row. Earthshaker will kill enemy buildings surgically and it is hard to overstate the milage you get from casting Cluster Explosion + Soulshatter.
  11. Logarius liked a post in a topic by InsaneHawk in [Important] Open Beta Delayed   
    Hello Skylords,
    So now, let's talk about what we're going to do after all you will have to wait a bit longer, and please forgive us for this delay.

    We have decided on a few things:
    Everyone will receive 2 boosters once the game will be in open beta (you'll still get them even after a potential reset) From the 1st of February and until the Open beta, we'll invite some players everyday to the closed beta, to increase the amount of players, progressively (Giveaways will happen anytime during the day, morning, afternoon, evening ..) You'll be able from now to pre-download the client, and we finally after a lot of discussion decided to give the client here on the forum ourselves. Want to pre-download it ? You can use Mediafire or MEGA to download it! (You cannot start the game right now, you'll have to wait for open beta, and the release of our launcher to make it work.)  
     
    INFORMATION : Giveaways for the Closed Beta will resume! These giveaways will mainly be held on Discord, but it may also happen on the forum, so keep following these two closely!
    Discord : https://discord.gg/0y3WGMGXhd5q2lXA

    With kind regards and apologies for any inconvenience caused,

    Sincerely,
    The Skylords Reborn Team
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