Jump to content

Xamos

Member
  • Posts

    131
  • Joined

  • Last visited

Everything posted by Xamos

  1. Thx, now only @WindHunter would have to notice it and say yes so it may get implemented at some point 😄
  2. 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.
  3. 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?
  4. 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.
  5. 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? 😱
  6. Well I do agree to that: 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. 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.
  7. 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?
  8. Oh well that´s pretty cool then! Thanks for clearification. 😄
  9. So from this and your OP description, it is now still not clear to me whether Sylvan Gate can also provide support to your frontline that is 100m away from the gate, which was pulled from other battery-units 100m away. I am quite certain that it will only be able to provide support to units in a 25m radius around the gate, right? At least that was what I read on discord a while ago - pls correct me if I´m wrong now. Meaning you have to place it next to your front line, but the battery can be 100m away or even another 100m if there is a second Sylvan gate in between. So it should definetely be more clear in the final description of the card: "Is able to repeat the root network and bridge the distance between entities connected to it. The gate can pull support between other root entities from an extremely long range of 100m, to then provide that pulled support to root entities in a radius of 25m around the gate."
  10. Wow all of this news are so epic. Thanks for all the hard work and passion that is flowing into the Forge! Would nominate this for all Steam awards 😄
  11. The thing is, that going pure nature or even 3 nature currently isn´t rewarded enought by more/better card options. So by buffing the card but increasing the orb-requirements you do exactly that: reward players that want to go 3 Nature with a more powerful option. The only bad thing is that this also means that this also influences other current decks, that don´t have any other good 2-Nature option, like Metagross mentioned 2 N 2 Shadow. But that can and should in my opinion be counterbalanced by adding a new Amii T4 ranged unit that fills that role. (Stonekin- and Twilight-decks don´t actually need primeval watcher, as these decks have Gemeye and Skycatcher and so on)
  12. I´d vote for the "spawn treespirits while attacking" option. But spawning them on every attack would be insane. Could it be random? Like every spore has a 0.25 chance to spawn a treespirit?
  13. Very nice! I hope to find some time to do this one 😉 (the time frame seems to be quite small here, is there a possibility to extend it to the weekend maybe if more people agree? ^^) Was a bit surprised that a CCC can be that big and contain Promos as rewards *_*
  14. Hm so reading this I understand that if I do insanity and Master I get only one booster anyway. or master and iron = no chance for booster on iron. But then you wrote that So only possible for the 2 expert ones and not additional (booster) rewards for lower ones I guess?
  15. Thank you very much for these updates! And the new artwork from SpiritAlpha does look amazing. For me it's perfectly fine if you guys share upcoming stuff early - in the case of the tower rework I like that you are involving the community and opinions on discord 😉
  16. I don't play much PvP lately (hardly any actually), but as a main fire player I can very much relate. Would have loved some changes to the obviously weak fire cards that could in theory counter pure Frost - like global warming and gladiatrix. I tried to suggest things on the discord but nothing got accepted. I also find it very hard to fight against Frost: War eagles + Stormsinger + Area ice shield beats everything fire t2 has. Only global warming can theoretically help here but isnt very practical. Global warming got reduced in power cost and aoe size. But as you mentioned it´s not at all slot-efficient and even the free PvP deck doesn't contain it. I would like to see some stats if this card is actually even used by anyone after that change. I suggested to change it different - all affected enemies take increase dmg taken and maybe get slowed aswell. Gladiatrix got it´s ability cost reduced, but imo the purple affinity is still not worth it. I would have loved an affinity swap from purple to blue and give it a new passive to take reduced dmg from ranged attacks (like Moloch´s ability but only at ~20% reduced dmg). Maybe then both affinitys could get the enemy-buff-removal the current purple one has. This way the new blue affinity could help in such exact situations vs other slow ranged units. And then there was Warlord as a pure fire card - would have loved to see this as a pure fire t2 that can cast a meteor. Would have been great vs slow units like war eagle but bound to such a weak unit it would have been easy to balace that properly I think. But as we know warlock got changed into a different direction ^^ The only matches I every won were against unexpirienced players - in late t3 were a lot of power was already in the game and thus a lot juggers. So maybe it has to be that way? Too bad I often don't make it to T3 because the frost-player just attacks with the mentioned 3 cards in use and I cant defend and just lose my wells and orbs.
  17. Oh this is so 3015 i like round numbers
  18. Hi, I think it would be nice to see how many players that are in the pvp-channel are actually searching for a game. A small Icon next to the player-name on the top-right would be nice.
  19. You are right, that would not be much fun. So my approach would have to include a handful of 'real' core cards, that never rotate out. So not the entire twilight-edition, but rather specific cards like the mentioned eruption for PvP and T1 archers for every faction. Same approach could work for PvE. But including this, I actually think it could work. Well this one would kinda be what I want 😄 yes it would result in less options - and thus in less strategies. And of course there would some colors turn out to be superior and some strategies prove to be the best/fastest - but it would take a little time until the players figure it out. And thats the fun part imo. Everyone starts from ground zero and tries stuff until he finds the perfect strategy that suits him to beat a certain map the fastest. Until the next rotation appears and something different turns out to be the best. Currently it´s somewhat similar - some strategies / cards are just superior, and thus 'force' players into picking those options for speedruns. With a rotation that would at least change every now and then. But I´m actually not that much into speedrun actually, just looking for options to motivate players for the long term. A rotation-System could serve that purpose, introducing something 'new' (=different meta strategies) all the time. Too bad that this would be so hard to implement tho.
  20. @Majora What do you think about the idea now that I elaborated in more detail?
  21. @Majora thanks for the reply. I should have detailed my idea further I guess, doesn't make that much sense just as it is, because of the things you mentioned - which I am actually aware of 😄 Now the reason behind my idea was that I would have loved to relieve the process of new Editions being released for the game. It was soo epic in original Battleforge when the first new edition, renegade, got into the game. Suddenly being able to use new different stuff and expand your deck. And combine 2 colors, wow that was incredible. Got that feeling again when Lost Souls were released. Not so much with Amii because only one actual Amii card was added. I thought with a rotation like that I might be able to relieve that feeling at a small extent - when your obvious choice isn't available you have to get creative to create a new deck for the matches ahead. But yes, rotating by faction wouldn't make much sense now that everyone is used to have these color combinations already. For example that would exclude 'Lost-Souls-main' players if the LS Edition was cut for that mode. I'll update my original post.
  22. Aaah yes, I feel the same! Also there are a bunch of other cards I get a very nostalgic feeling. One of them is Ice Guardian: I got into the game by watching my older brother play it (I myself did not own a pc back then, only got one in 2011 I think.) He bought the game quite fast after it came out - combining mechanics of other games we loved (AoE2 & Mtg) it was an obvious choice. unfortunately he wasn't able to pre order the game, which was the ONLY way to ever receive All the original Promo at once - except Firedancer which was handed out for every beta player. He was one of them so he got that single one. So within the first days of the game he bought some boosters and got ice guardian from the first one I think. He loved the card. But then someone was offering him a promo harvester for the ice guardian, and he did the trade - one guardian for one promo Harvy. I will never forget that one 😄 I mean yeah within the first days of the game around 50% of the players (haven't been many tho) had all promos but still.. A few days later he traded the Harvy for promo Razorleaf I think as he liked nature more back then. And he pulled a Deepcoil Worm out of another booster with was very strong. All the mentioned cards are very nostalgic to me. And all cards used in the tutorial of Course - as this have been the first cards I ever played myself months after watching my brother play every day. Good times.
  23. Hi fellow Skylords, I've got another idea that I would like to share. Has anyone ever thought about card rotation in BF? Would be a nice ongoing Event, similar to seasons. Just an idea, but it could work like that: before starting a match (PvE or PvP) you could click a checkbox to switch modes. Then you would only be able to use a deck that contains cards of the current editions that are 'active' (e. g. if lost souls is currently out of the rotation, if your deck would contain one card from the Lost Souls Edition, you wouldn't be able to start the game). This should then come alongside a secondary leaderboard (both PvP rank and PvE times ) and reward people for what they achieve during such an Season-Event because that is what would be the encouraging factor to play that mode and restrict yourself. And this would not be a free-cardpool that everyone can pick cards from (thus not as the free PvP decks). Rather a different mode to play the game, where you and your teammates/opponents have to use cards from a smaller total cardpool than normal, while still using your already owned cards only. For the rotation itself: I first thought that it would be fun to let the twilight-edition active all the time, but only accompanied by one other edition. Now that would mean that some double-colored cards would not be available while playing this mode. And you would still have access to the majority of meta cards. Probably not the best idea, but could still be fun to try out. Now what would be quite awesome in my opinion is, if the cards that are selected to be in the rotation could be selected randomly, only based on orbs. What I mean by that is that each color and each tier would be 'thrown' in a seperate cardpool, and out of that cardpool around 40% are used for the current rotation. Thus only these 40% out of all cards could be used to play matches in the new mode. Example: Fire T1 does have 21 cards - 40% = 8,4 so either 9 cards of that pool would be picked for the rotation if rounded up (or without accounting for affinities - 7 our of 17 different cards are picked) Same for all the other colors/tiers. e.g. Stonekin T3 has 12 cards including affinities => 5 cards are picked OR 6 distinct cards => 3 cards are picked Rotation could be on for 2/3 or 4 months This would need the following things to be implemented: The rotation-system itself. The code to randomly select a bunch of cards. Card-Filter for the current rotation. Maybe separate new free PvP-decks specifically for that rotation. A new button, similar to the "ready" button. When the button is clicked, it would have to check the cards in your deck, if they are allowed in the current rotation. (or make this check when you click the ready button / the match start button) When the requirements are not met, a System-Information message would have to pop up (and maybe even tell you which cards are wrong, similar to when you copy a deck with some cards in it that you don't own). Or: when deckbuilding, the possibility to create a specific deck for the current rotation. Your collection would only show cards that are possible to pick for the deck. Possibly also a second leaderboard and a way to switch between both (with another button). Thus a second elo-rating for PvP and a second save for the fastest times on PvE maps. A way to reward players at the end of such a rotation for their leaderboard standings. The rewards and second leaderboard could also be replaced by simple ingame-missions: "Play X map with a deck from the current rotation on expert. Reward: 500bfp" -> this could be an additional weekly mission, so total number of active missions would be 7 then.
  24. Uh that´s nice, I think I´ll use that option! For the exitement 😄 Maybe that´s a topic where a poll could be made to ask the whole community on what should be default - random or fixed
  25. right, was just a quick idea that doesn´t really make sense if I think about it 😄
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use