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Posts posted by Xamos

  1. 16 hours ago, wibryz said:

    to a point where Lava Field sometimes deals more overall damage than Fire Sphere. How does that make sense?

    And I think we can all agree that this should not be the case right? How can a T2 spell deal more damage than a T4 spell? 


    But yes, this could get out of hands quickly, where certain cards that are now okish would be completele busted. That bugfix would allow some cards to deal massive splash dmg, obliterating grouped enemies. Maybe because of that the sweet spot of distributing 75% of the leftover dmg to the next targets might be justified.


    A different approach would be, now that we know exactly how the dmg distribution works, is to upper the max total damage from certain cards and spells that are now underperforming.
    So Fire Sphere would need like double its current total dmg. Even then it would not kill the 8 Sunderers in the example however. 

    And maybe state it in the card descriptions that only 50% of the leftover dmg can be dealt to the next target?

  2. Hello Skylords!

    While I´ve heard that there is a defensive rPvE in the making (looking very much forward to that!), I think the more gamemodes there are, the better! So I´d also like to suggest a new different random PvE mode that could be a lot fun.

    My Idea is that the monuments in the map are more randomly spread - unlike the current rPvE where you have to clear only one camp until reaching the next orb.

    So in the map there could be 3 camps until you reach T2, then 4 or 5 camps between T2 and T3, and then 2 bigger camps between T3 and T4. Or even almost all camps before you reach T4 - it should be random, because it´s random PvE! This would encourage more creative deckbuilding a lot i think.
    There should be a minimum amount of like 3 camps between the orb-clusters, so that every orb-stage has a meaning in your deck.

    Now what I´d also like is if each Orb+Well cluster would also have a Wall, directed to another path where no enemie camps are, but where occasionally enemies spawn to attack your orbs. So it would be a mixture between attacking and defending!

    Also it would be nice if all teammates start at the same spot. There could still be multiple paths, but all leading to the same orb-cluster at some point.
    (What could be cool if there are multiple paths is, if there could be some cliffs in between - where enemie archers stand on. You could then choose to take the lower path and try to shoot the archers with your ranged units, or take the upper path and get the archers with your meele units, being then also able to shoot some units from the lower path with your archers)

    Another thing that could be cool is, if the enemy camps could be mostly grouped by same-sized units, different size per camp. This might encourage deckbuilding even further and encourage the player to build a deck with all unit-counter types.


    Now I don´t know if any of this would be technical possible, but I think this could be a lot of fun to play. And I think the game needs some more gamemodes to keep the players engaged, as I see many players only playing for a short period of time until leaving again.


    Please tell me what you think. Have a nice day!

    Kapo, Emmaerzeh and Metagross31 like this
  3. 11 hours ago, wibryz said:

    I was for a long time under the impression, that large AOE damage sources are somehow underperforming, without really understanding why

    Ah yes, I can very much relate - I felt the same!

    Also, great work! And thanks for the detailed Post here!

    Looking forward for that Update, tho the Impact might be huge. Strong cards like Shadow Phoenix do even get stronger? Those cards might need some number adjustment accompanied by that bugfix.


    11 hours ago, wibryz said:

    Kubik, for his unending patience and making the unreadable mess of code actually parsable for the human mind.

    Kubik, the real Hero of Skylords 😉

    But if he makes it first readable for the human mind, what mind does Kubik then have? ;D

  4. On 1/10/2022 at 9:47 AM, LEBOVIN said:

    So u now have a list, ready to put onto the wiki? 

    Of female characters in the game you mean? I just found out that Maze managed to filter by gender on his new https://smj.cards/



    First off - THANK YOU GUYS amazing Skylords Rebord Staff ❤️

    It is soo cool to finally see and play with new cards after all this time.

    The new sounds are stunning, couldn´t have done it better ;D Gotta say I´m impressed!

    And the card Arts are just awesome too, shoutout to Tweeto on that regard!



    And just my little opinion on the Girl-Power/Twilight Hag topic - for me it´s fine that you changed the icon, and are planning to change the girl-power too, tho I don´t think it´s necessary. It sure is nice that you care about the community, and if someone is bothered by that and asked you kindly to change it that's reasonable. 

    I thought the image of the hag´s ability is how all the males around (that got bewitched) see/perceive her - and thus are stunned, but ok. And while there are girls not wearing much in this game - there are more males not wearing much either xD

    I just hope that the mechanic to use one specific card (buff) on a specific unit type (females) gets not lost then. I love to use niche tactics - for example to play around with the Crystals and only put units with a certain affinity in my deck - or to almost only use female-characters in my deck to make perfect use of girl power. If you have to change it (or want to because someone asked for a change which is fine by me), it would be cool if that mechanic could stay however. Maybe change the card to something like "Pecular enhancement" - where one affinity (preferably the current blue one) can be used on female characters and the other one on males!

  5. On 9/21/2021 at 5:10 PM, Majora said:

    Adding an extra affinity to it is already tricky. I guess you could say a purple affinity with 200 damage that ignores debuffs or something. But the current Affinity System also requires you to change the basic Eruption. Changing it to a Fire affinity to deal 200 + 100 damage is just lazy design IMO. 

    Is this really neccessary tho? Cant just the current effect be marked as "red affinity version" without any change (other than giving the card the affinity?) 

    I do like consistency and the current Affinity-System isn´t consistent throughout all cards. What bothers me is that some cards like Lost Spirit Ship can be used twice in a deck, even tho these two affinitys only differ in the active spell (which is very minor because it´s almost never used).  

    So in my opinion there should either be 2 affinitys for all relevant cards (especially T3 and T4 units) or it should not be possible to use the same card twice in a deck.
    I´d prefer adding new affinitys for certain cards (which are not problematic for PvP) because that would also enable more possible strategies - more so if the crystals ever get a meaningful rework.

  6. Though I do not understand the title at all, I would also like some rewards for reaching PvP ranks! 

    Maybe there could simply be monthly (or every 3 months) rewards based on your highest rank that season, or one-time rewards for reaching a higher rank for the first time. (or both kinds of rewards would also be nice). 

    Also PvP Matches should reward card upgrades aswell - just like PvE matches do. Or just more gold. 

    But I heard this before somewhere else here on the forum - is this maybe something that is been worked on already actually @Majora?

  7. On 7/6/2021 at 11:54 AM, undead4ever said:

    For a comparision , ward of the north U3 , damage cap(incoming damage) is 9900.

    Is the cap on Ward of the North justified tho? Or even needed? It's restricted by a time limit anyways. 


    And is Lifestream of any use currently? Haven't seen the card used by another player yet and I don't know myself, gotta test it. I just remembered being disappointed by the usefulness.

    I think to make it more playable the cap could be increased by quite a bit. 

  8. On 7/8/2021 at 6:35 PM, Sykole said:

    You would "pause" in terms of rewards/achievements, but still have the game running with well powers and everything, that's what you are referring to? 

    Na I mean I'd prefer to literally pause the game. (Like, as example, as we see it in official LoL Tournaments from time to time when a bug occurs and the game gets paused and later resumed for everyone) 

    In the other post it sounds like that's possible, only the reward system is the current problem. 

  9. I´d really appreciate such features!

    A "Save and Exit current match" would not interfere with the reward-System, but probably much harder to implement? 

    Being able to Pause would be great tho and be more in line with the multiplayer-aspect (the game could pause for everyone I guess if all agree to pause).

  10. Thanks for creating this. A bit more allowed afk-time would come in really handy. 

    I understand that being akf and still getting rewards should be prevented - but maybe it can be in done in a different way? Maybe change it, so that you would only not get any rewards for the playtime After the 5-min afk waring comes through (and not how it is now - no rewards for the entire match, even if you played 90 min, then went afk for 6min, played another 10 min and won the game.) 

    nofearek9 likes this
  11. On 1/5/2021 at 2:07 AM, Chibiterasu said:

    A change I see fitting for Tortugun is to pause their hunger bar for a few seconds after they eat something. That would not only encourage people to play them the way it's intended, but it will also make up for the long eating animation.

    This does indeed sound like a very fitting change.

    Alongside that I´d also appreciate another QoL - that Tortugun starts with a full hunger bar instead of only 3/4 filled. And maybe let it also loose hunger less quickly (it gets less annoying to use on U3 due to that, but an increase in the "loose less hunger" would be nice).

  12. On 5/18/2021 at 12:28 PM, DrunkenGummyBear said:

    would be fun with some balancing.

    Yes i think so too! I´ve just come up with another idea that would work better with a Fog-of-War-PvP-mode:

    - unit-cap could actually be based on buildings build (I´d go for a simple approach and either add new "House" cards, or a more difficult approach and give some/all existing buildings a unit-capacity)

    - if there were to be a lot different supportive buildings, you could actually build up a base- trying to protect you support buildings as good as possible, and scout your enemy to see for which support-buildings he went

  13. On 5/21/2021 at 6:01 PM, Chronopie said:

    As for Amii... What the lore gives us is vague, elemental spirits that reshaped themselves from the ashes of the elemental wars in the shape of the mortals (freeform shapeshifting?) and fought the giantkin (and lost to the giants), bartered with the Assemblers (a race of interdimensional machines) for the forge itself, and built the walls, wells and monuments before vanishing. Part of the lore outright states they are the Orbs that cap each summoned monument. (The Lorebook > World > Lands and Regions, page 25.)

    That´s still quite interesting. Elemental spirits that reshape themselves ... tho that sounds a lot like the transformation-ability of the twilight units? In my opinion it doesn´t fit Twilight anyways and I wanted something different for Twilight ever since, but according to this lore it would actually fit Amii.

    -> Maybe this current transform-ability could be switched up to fit Amii and changed a little to become viable, while Twilight could get a different faction-ability based around infection.

  14. On 5/27/2021 at 12:22 AM, AmUnRA said:

    quicksell for 1 bfp - problem solved.

    That would be the easy way (as in easy to use), but sounds good to me! If it's also easy to implement, why not^^


    However, I'd prefer a reroll system based of raritys - as example: put in 10 common cards, get one random card that has a 50% chance to be uncommen and 1% chance to be rare. And so on for other raritys. 


    2 hours ago, Minashigo Hiko said:

    If I am gonna be honest with you, it is very very unlikely that someone will have the same time and points 

    That's not what I said ^^

    I think it's probably going to happen that f. e. 2 people end up with the same points - and for clarification it should be stated in the official description that then the time will count as well. Just for those who don't read through all the comments. :)

    And on this map it's possible that more than one ends up with the same exact fastest time - as we have seen on the ranking for this map - will everyone of them get the 800 points? 


    I'm enjoying this challenge so far, but for now I'm struggling with keeping those annoying units at the camps alive so I need more practice. :D



    On 5/21/2021 at 3:35 PM, Minashigo Hiko said:

    Run 2 rounds around the 2 small western camps with 3 different kind of units

    And could you clarify this one a little more specific please? Do we have to circle both together (run around in a big circle twice) or each of them (run 2 small circles around both of the camps there individually)? :)

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