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Everything posted by Xamos
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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.
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Oh this is so 3015 i like round numbers
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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.
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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.
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@Majora What do you think about the idea now that I elaborated in more detail?
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@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.
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What card do you get the strongest BattleForge vibe from?
Xamos replied to Majora's topic in General Talk
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. -
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.
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Shuffling booster card positions when opening boosters
Xamos replied to KserSke's topic in Implemented
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 -
right, was just a quick idea that doesn´t really make sense if I think about it 😄
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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?
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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!
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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. Kubik, the real Hero of Skylords 😉 But if he makes it first readable for the human mind, what mind does Kubik then have? ;D
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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!
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Tweeto absolutely smashed it, the artwork is amazing!!
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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.
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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?
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Remove requirement for Administration Rights on Launcher
Xamos replied to Omega1001's topic in Implemented
Oh that sounds good, I have been annoyed by that ever since too. -
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.
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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.
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Thinking about this, I´d actually prefer the suggested "Pause"-Option more
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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).
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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.)
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Oh and what about a Speedrun-Achievement? "Gotta-go-fast": Beat the PvE Campain-Map "insertName" in under X Minutes. (dependent on the average Time spend on that map)
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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).