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Posts posted by Xamos

  1. On 2/2/2023 at 4:40 PM, Wogibogi said:

    i was here waiting this project to progress since 2015 around September

    Oh well you accidentally waited 8 years instead of like 3 , because it was playable by everyone from 2018 onwards if I remember correctly, then 2 years ago the reset happened and it got officially released.

  2. 13 hours ago, Sacriefice said:

    with spells like Mine or Wildfire already working like an indirect cc.

    Good point, but what would you suggest then? The closer other enemies are to the affected unit, the more damage they take or something like that?

  3. 8 hours ago, Kubik said:

    @Xamos these are not related to the original question.

    First crash is when trying to render some donut, so if it started only recently I would suspect some corrupted file.

    Oh well, thanks for the reply nontheless! (I thought these are related because it sporadically closed for me aswell)

    Corrupted file means that I should reinstall the game or smth?

  4. image.png.ebebec65427721027994827d8d84b801.png

    And my second Entry to the Card Design Contest: Allyria (tho I changed the abilitys a little) -  An T2 Archer Hero, the beloved wife of Rogan Kayle (they would´ve just recently married, as it didn´t come up in the story yet ^^)

    Name: [Allyria] 
    Tier & Orbs: [T2, Neutral]
    Type: [Unit] - based on the Model of a single White Ranger, but recolored to be gold and white to maybe look like a girl princess
    Power: [80]
    Hit points and Size: [790] [ S ] ( single S unit, able to mount Wall Segments) 
    Attack value and Type: [960] [ranged and XL] 


    Passive Abilities:

    • [Inspiring Archery]: Allyrias presence inspires other Archers in an area of 25m around her to deal 10% increased damage and gain an additional +10m range! 
    • [Long shot]: Allyria herself has a long range of 30m

    Active Abilities:

    • [Coat of Swiftness]: Allyria and other S units next to her gain 40% incresed speed for 15 seconds and can't be knocked back during the duration]


    Reasoning: I love archers and love the idea of having a princess for Rogan in the game. Also I think Small Units are lacking support in the game and get left behind. This card would enable fun and maybe even viable S-Unit strategies (at least in T2). And with that XL-Counter she would maybe have some nice niche usecases.


    Note: She should have a longer range than normal Archers, but not too long to still be in range for her passive. Her passive should be strong to justify her use because she is a legendary card that can only be in play once, but restricted to Archers (S-units) to not be op.

    PS: Numbers might have to be changed to fit the game properly. Maybe her active ability could also make s-units ignore unit-collision. Or if the steadfast would turn out to strong, instead of the steadfast a damage-reduction could be added.


    Story: Allyria was not a princess by birth, but a daughter of simple rangers. Her parents named her after the 'Lyr of Old' to remember all it's glory. She learned to use the bow already in her childhood from her uncle and she was a natural talent. However, as she was a girl, she wasn't really noticed by anyone to be of good use in a real battle and even her parents held her back (because they wanted to protect her). That's why she wasn't noticed at first after the humans of lyr came back to the surface after the Twilight infestation. She moved with the people who followed Rogan Kayle. One day the got attack by Twilight Insects. Sadly her dad was killed in the ambush, but he left her a magic bow with which she was able to shoot far away and still hit. With said bow she saved Rogan Kayle's life during the ambush. He thanked her and one thing led to the other and they fell in love.

    Hrdina_Imperia likes this
  5. image.png.09df10e5e4108ef2b1e981f5df153061.png

    Here is one of my Entries: Fierce Builders!

    Name: [Fierce Builders]
    Tier & Orbs: [T2 Fire, one Red one neutral Orb] 
    Type: [Unit] - Model of Northguards
    Power: [65]
    Hit points and Size: [700] plus [S]
    Attack value and Type: [900] plus [melee and counter-type S]

    Active Ability:

    • [Forceful Construction - Activate to create a Zone with a range of 20m around the unit. Every building that is placed within that zone will be constructed 30% faster but will take 70% increased damage after fully constructed for the next 30 seconds]

    The idea behind this unit is to enable a new strategy in fire-frost decks with which you can go for buildings. It would work similar to the mechanic of Phase-Tower, which can with the teleporting-Ability be used for attacking, but takes addition damage after being constructed (for comparison, Phase-Towers do take 100% increased dmg for 40sec which is worse than the suggested stats for my idea, but this would have to be tested and balanced accordingly).

    Hrdina_Imperia likes this
  6. On 1/30/2023 at 9:05 AM, Hrdina_Imperia said:

    This has to be a thing in the next patch 😄

    Only if the next Patch goes live on April 1st i guess xD
    But it´s kinda weird that every member of the squad ends up on the exact same position, would be cool if possible that they stampede side by side^^

    On 1/16/2023 at 8:50 AM, Hrdina_Imperia said:

    Since it seems people still want to share their ideas, instead of making up new thread every time, I decided that it might be worth while to make a megathread, where new card suggestions can be posted. 

    I like this thread already 😉
    If you have the motivation, I think it would also be cool if you yourself could properly share the entries of Contest that you liked the most here as an additional reply - giving credit to the original Person who came up with the card idea of course.

    Hrdina_Imperia likes this
  7. On 10/10/2022 at 4:06 AM, Sacriefice said:

    The thing is, I really appreciate the general idea of that card, I think Skylords could use some meta (no the other meta) strategies.
    Like aforementioned I don't play pvp yet and I suspect it can be applied in PvE, so the following are just some unfunded ideas (not necessarily meant to be used in conjunction)

    • reduce orb requirement to T1 or T2
    • reduce energy cost to ~60
    • (Shadow affinity) permanent, affected unit can't be sacrificed, but the spell can only be applied to one type of unit at a time
    • (Shadow affinity) unit can't be healed
    • (Nature affinity) 30seconds, affected unit permanently looses 2% of their health (max 20) every 2.5 seconds

    This card bothered me basically since it existed, because I literally have not seen it being used. And why does a card exist if its not even played by anyone.

    I like the fact that you already came up with solutions, which actually sound reasonable. Having access to this card at T2 could actually help Fire in PvP to prevent f.e. a lot of war eagles spawning, or a lot of burrowers. But you still can´t really ignore an enemie unit in PvP, can you? It will just destroy your wells. And if you still have to kill the unit, the effect is gone. 

    Your ideas would have following upsides, that one Affinity would be better in PvP (purple) and prevent mass attacks of problematic units, while the other would be useable in PvE (green) and would be stroing vs big targets like harvester. But would that be enough to justify an incusion in your PvP deck? idk


    I also have some ideas for the card: the way the effect looks, it suggests that if would affect not just one unit but all units in the area around the target. What if this card would introduce light CC for fire? Possible effects could be:

    • the target and all units around it get slowed a lot (weighted down by the burden of being the 'dying breed')
    • the target and all units around it can´t attack for 5 seconds (their attacks get 'locked' as the image suggests - e.g. like the effect of Cyrian)
    • all units around the target flee from the affected unit and have to move out of the circle - freeing the way to focus the target and adding a light CC because all other units run away instead of attacking your units (idea also came from the image, as it looks like there are no allies around the target anymore) - I like this option the most but it sounds the hardest to implement into the game


    Maybe one of these effects could be added alongside the standard-effect of the card that no units of the same card can be played for 30sec. And paired with the effect that the target takes a %dmg of his max health every 2 sec. 


    Sacriefice likes this
  8. I agree that the ability should at least cost a little less. if i costs 30p you still wouldnt use it mindlessly right, but that would make it much easier to use when you have many of them. 

  9. Also, why was "Tainted Death" completele removed from Thunder Wagon instead of simply added to both affinitys? While this wouldn´t have that big of an impact, it´s not op by any means and if the ability is there why not make use of it?

  10. On 1/7/2023 at 6:04 PM, Metagross31 said:

    There are already balancing discussions for Moloch going on in the balancing discord:

    I did miss quite a lot there as its hard to keep up reading, but do you know what happened to the idea someone had to give Moloch an active ability to spread lava all around him? Even Moloch´s Card-Art suggests that he can spit fire from his back 😮 

  11. On 1/25/2023 at 12:16 AM, WindHunter said:

    Do you like the changes to cards and factions (PvE and PvP)? Why or why not? Where did we hit the mark, and implement something exciting you'd like to see more of? Where did you miss the mark and what should we avoid in the future?

    Balance changess yesss. 

    Some cards I tested because they were already in decks I recently played: 

    I like Strikers change to be able to gang up with orks, would be cool if there are more other orks than thugs tho. Maybe some ork-archers (crossbow).

    Earthkeeper´s change is what I was waiting for! Thanks 😄 finally 🙂 BUT it seems to be buggy - his damage taken should be spread out to stonekin-units nearby, but some don´t work. At first I thought certain units don´t receive any of the spread damage, but Now it looks to me like the raduis is just bugged.

    - > stonekin units SIDEWAYS to earthkeeper can stand 25m away and still receive parts of the damage, while units BEHIND Earhkeeper cant go farther away than 10m to still receive dmg. How can this not be a circle?
    Also the text on the card is wrong (german) because it states that stonekins within 40m take damage, thats certainly not the case.

    And 40m is the max range the tether works, but for activation the Earthkeeper has to move withing a range of like 25m. Then the connected unit can walk a bit further away, thats a bit cluncy to use.

    AbyssalWarder´s ability finally doesn´t feel completele useless in PvE and you can see it deals real damage. Not too strong tho. What´s sad is that the XL unit dies sooo fast and being left with the smaller ones that can´t use the active is not that good in some situations. 

    Artillery has something weird going on - I think I can´t tell the building to focus enemies that are further away than it´s original range, but it does attack enemies 60m away by itself (just not the ones I want it to hit). 

    Firebomb is funny now, as it can be set up whilst in fights (PvE) 😄 the new "allow to hit air" change sounds nice, but the range of the explosion is actually quite small so some enemies dodge this by default

    Infected Tower´s damage increase certainly feels good, this tower can now properly defence by itself and not only function as a creep spawner. 

    Viridia´s splash-dmg change is nice.

    (didnt test this card but) Nox Carrier feels weird now, because the unit is so slow and can´t defend itself or anything. Do the Rippers spawn whenever the carrier dies or only when the ability goes off? If only when ability this is still very weak and completely useless in PvE.

    QueekQueek it´s nice to see that this one gets some attention, but a teleport-friendly-units-ability would still be nice (and fitting for the teleporting-pig as is in cpve)

    Vulcan can still not hit air units and thus can´t really be used in PvE sadly, I don´t get it why Rageflame does get the change but Vulcan doesnt. The ability can imo still only hit ground but his normal attack should dmg flyers aswell. 
    I would still love to see a change being made to Gravity Sourge tho - to affect all flying units (up to 5 f.e.) in an area instead of just one, so this 2 cards could be used together very well.


    WindHunter likes this
  12. Hi, I think that I understand your point - Lyrish Knight at first glance looks like a 'flagship'-unit of Frost and feels kinda weak to play - especially in PvE. I myself would also like to see a small buff for this card, but probaly the pointed out 'obvious' buff to simply increase Lyrish Knight´s Damage might be the wrong way (tho a very small Number adjustment wouldn´t hurt either). 

    IMO the Problem is, that it currently can´t be viably used as anything else than an XL-Counter (or also the nasty-boom combo). 

    What I´d like to see would be a different approach: give the unit a much stronger trample vs small units. 
    How epic would that be, charge into battle with your cavalry and literally trample over smaller enemies? 
    And it´d make the unit probably also useful in PvE, in areas where you have to fight a lot small units. Obviously you would still have to rely on frostbarrier there. 

    If that trample-dmg change would turn out to be too strong on one unit alone, it could be made to only get stronger the more lyrish Knights are around. This way it would look more realistic - if a lot horses charge into battle, the enemie lines get broken. Because right know this trample-effect is barly useful at all if even and could really use a buff.

    I don´t know if that is technically feasable/doable tho (adjusting the dmg-number of the trample but nothing else) but it sounds possible, because e.g. Thunderwagon also has a unique trample-damage.


    What do you think?

  13. Wow, Community Update 30 already. And I read each and every one of them with so much excitement and pleasant anticipation! Very much appreciated that you put the time in and write it. 

    2nd Anniversary already? Time really flys by as we get older (not old but older^^ ) 

    I still very much enjoy the game and am so grateful that you guys brought it back and keep making it better! Thanks so much. (Also I'd also love to see new gamemodes like defensive rPvE one day, but I'm patient^^) I don't have the time to play as much as back in the days but every now and then I start to play again and enjoy it on every free evening of a month. Still my favorite RTS out there, and that does mean something with the likes of AoE4 around. 

    Majora and Metagross31 like this
  14. I very much appreciate your efforts and I love the new update and announcements. I mean The Raven Walker, how cool is that!? Another Community Map, amazing! Great to hear that you Majora get assistance with the moderator role - but does that mean this was your last community update? 😱

    Majora likes this
  15. Well I do agree to that: 

    On 5/20/2022 at 1:35 AM, Cocofang said:

    If anything being able to attack and freeze air would justify a damage nerf.

    being able to hit air would imo be something necessary if Rageflame wants to be able to compete for the deckslot with simpler freeze-cards like coldsnap. 

    On that regard, its fire counterpart unit - Vulcan - should then also be able to hin air. Would be a nice QoL (and since it has a different attack multiplier than Magma Hurler it should be fine)


    For the supportive units there are still 2 groups, either being spammable or not.

    On 5/20/2022 at 1:35 AM, Cocofang said:

    There are plenty of supportive units that feel good to use. Snapjaws, Aggressor, Grim Bahir, Winter Witch, Dryad, Shaman, Lost Dragon, Razorshard, Crystal Fiend, Gemeye.

    Agressor, Grim Bahin, Winter Witch, Shaman, LostDragon, Gemeye are all spammable. The others you mentioned are debateable. 

    It would be fine if it doesnt get the freeze-mechanic of Maelstorm, because then multiple Rageflames would insta-freeze their enemies. But maybe it would be able to split the 2 affinities into 2 routes - like Gemeye: one mainly supportive, the other one being able do deal more damage. 

    So I´d either give the red affinity additionally to its effects Siege or Rage - both fitting for red increasing its damage in specific instances, but not simply increasing it´s damage.

    Rageflame is Ultrarare after all and can certaily feel like a keycard in advanced Stonekin decks.


  16. On 4/19/2022 at 8:48 PM, Cocofang said:

    I'm against any damage buffs to Rageflame. The card has a very supportive design.

    I am not sure if that is the right way to go here. 

    Tho applying a freeze that does not have the dmg reduction sounds nice on paper, it still takes very long time to actually freeze the enemy unit, can be interrupted and is unable to affect air units. So why would I include a pure supportive unit-card in my deck, that takes up a precious deckslot while I only play the card ~ twice a game? And while being mostly inferior to other freeze options like Volin pointed out. 

    If it would be spammable - either by changing the way its freeze applys to enemies to benefit from more of its kind, or by increasing Ragesflames dmg - it would be much more justified to spare a deckslot for the card.


    Btw., what about giving Rageflame rage? 

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