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Posts posted by Xamos
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23 minutes ago, Zyna said:
Campaign maps - Expert
name used_percentage BadHarvest 91.7773 That´s actually insane
Majora likes this -
Dear Skylords and Skyladies,
first off, I really like the idea of card-affinitys, as they provide the possibility to use different strategies and adjust your deck to your liking and needs. And I´m really looking forward to a Rework of the 4 Crystals - as they provide great Synergy with affinitys and would improve deck diversity, f.e. when you choose the "weaker" affinity but it gets supported by the crystal-effect. I´d love to have affinitys for each original twilight-edition card as well, but that can wait
That said, there are many cards where one affinity is just better than the other one. And it doesn´t leave you with a choice - you simply want/need to use the better one (if you can afford it bfp-wise).
I´d like to see that changed, and I´ve got plenty ideas as you might have noticed already in the balancing-discord, sorry if I bother too much ;D
Let´s start with one card each (random Order), and maybe expand this Post if wanted. Numbers can be adjusted of course.
1. Forest Elder (purple): His passive seems just so much weaker than his green mate, and doesn´t have unique use-cases. The card price also speaks for itself, one being significantly cheaper than the other one. My suggestions ( current / new ):
a) Pest Plants: Unit is surrounded by pestering weeds that poison enemy units within a 20m radius. They will lose 50 life points every second while being near Forest Elder and deal ~25% less damage.
OR:
b) New Passive: "Lone Keeper of the Forest": Forest Elder deals ~50% more damage, but this bonus will decline for ever friendly unit nearby. Every allied unit reduces this bonus by ~5%.
OR:
c) New Passive: "Father/Keeper/Leader of the Forest": Forest Elder gets stronger for every allied forestkin (and or beast) nearby. Every forestkin (and or beast) unit in an area of 20m around him will grant Forest Elder a damage bonus of 5% each up to ~50%.
d) Same New Passive: "Father/Keeper/Leader of the Forest": [...] AND every allied forestkin (and or beast) nearby will also be inspired to deal ~30% more damage themselfes.PS: at first I overlooked that the balancing community already talked about changing Forest elder, and even buff the green one to ~40% (would make sense to me, the 25% actually doesn't make that much of a difference if you try it out) - also, the idea that actually his trail creates the buff or poison area sounds really cool (but harder to implement?), or that Forest Elder (p) poison works like the Noxious cloud would be very cool.
Next up:
2. Thunder Wagon (p): Dealing damage on death is not very useful, especially on a XL Unit which you don´t want to die. Why not improve his flamethrower, to behave like the ability of pyromanic (r)?
3. Gravity Surge (p): Nobody wants to use this since the target can´t even be attacked by ranged units anymore. If this gets deleted and the spell would hit all targets within a 15m radius, that would be nice.
4. Slow units: Nightguard (p), Stormsinger (r), Gladiatrix (p), ... being slow is a huge disadvantage, and their effects do not compensate that at all, they need something better.
Please tell me what you think
Have a god day!
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The thing is, in normal cPvE it´s not that much of a Problem, but in rPvE the Power refund is insane, since there are constantly enemies dying.
I propose that it should get a cap - a max Power refund during one activation.
Either:
1. let it not return more than ~500 Power
2. or better dynamically: let it not return more that 70% of your void power (from the timestamp when activated e.g. you have 1000 void at the beggining and it can max. return 700)
3. during one activation your Voidpower can´t go below a certain point (f.e. not lower than 200 Voidpower)
4. let it cap at a certain count of died enemies - a.e. after ~5 enemies died, it wont return any more void when another enemie dies
What do you think? Since Shrine of Memories also has a max cap (at +20 pwer-refund as far as i know) it would make sense if other shrines had a cap aswell.
Loriens likes this -
Good point, I think that's something that the SR description team likes to adjust, right?
I found more inconsistencies: Mumbo-jumbo and Frost bite both have a fire and a shadow affinity, tho one does make the unit take more dmg on the fire one and the other one hast the same effect on the shadow one.
I suggest changing Frost Bite - swap their affinitys and also change the one where the unit attacks at a slower pace to frost.
Kapo likes this -
22 hours ago, Kapo said:
2. Make them available once a year like Santa or Easter egg, e.g. on the release date as Skylords Reborn "Birthday" card or something similar.
That would make sense yeah, would vote for this solution. Even tho I do already have it. So I´d propose something additional:
- Give every player 500bfp as a Birthday-present and make Promo Snapjaws available in the shop (like a Booster) for 500bfp - available at the 18th Dez and for a week afterwards. Then everyone who doesn´t already have them can buy them, and the others are happy with bfp.I also like the Achievement Idea, but as already stated it should reward people with something special, and not something that they might already have.
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Nice, thanks for your effort!
Although not that much new infos here for me,
I was just hoping to get some insight already on what the Plans of Balancing and new implementations are. I´d love to see a List of cards and their planned changes.
Yes there is the wiki-page for the actual balancing, but I´d like a small summary with statements like: Shadow Worm will have lifesteal in the future, to become a strong 4xcard!
Also, as you are the community manager - it would have been nice if you catch up on some liked ideas (for card-changes) from the Forums and Discord and state them in your update, so that the majority of the community who are f.e. not that active but read your Post would know about the things the community is thinking about. And could add there opinion about these ideas here then.But maybe this would be too much for this status-upate i suppose. Only I was expecting something like it, but it makes more sense to wrap up the things that you wrote here. I do understand that.
For me the game is nostalgic and awesome, but I would love it even more if we get new stuff - even in the form of new balanced cards like Battleship. So I´m mostly interested in stuff like that. Really looking forward to Ravenheart-Changes f.e.
Don´t get me wrong, I don´t only want/expect buffs to cards - I like to see nerfs aswell.PvP balancing is fine, I just think myself that this doesn't have that much impact in the game as some nice card-function changes would to open up new ways to play or new strategies, like the Battleship-change did. And yes I play PvP every now and then, I´m just not that much of a pro that these tweaks affect my game I think.
Moreover I´m actually hoping and waiting for the happy-hours update mostly cuz I rather spend time in PvE matches than endlessly waiting for PvP opponents.Nevertheless, I´m very glad that things are happening and thankful for all the work that is put into this!
Majora likes this -
2 hours ago, Dallarian said:
Small units without trample protection could be glass-cannon style - they are knockbacked in normal combat anyway.
I'd love to see T3 fire archers with high damage arrows exploding in aoe damage.That´s indeed a sick idea. I want this now
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New T3 Archers. I like that Idea. If new cards are being implemented, I´d like to see some Amii-Cards (Nature/Shadow) first.
So to build up on your Idea, I´d suggest making T3 "Amii-Rangers", that are f.e. a recoloured Version of White Rangers as you suggested.
They could be like Amii-Phantom and slow their targets.
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There are some op cards around yes, and the Skylords-Reborn-Team is aware of that.
As far as I know the main focus right now for them is to buff underwhelming cards so that more options become viable. And I´m very much looking forward to that :]
Since it is expected that quite a lot people would be unhappy if Batariel, Infect, Frenetic Assault, Regrowth, Equilibrium, Lost Spiritship or Shadow Phoenix+Embalmers get nerfed (tho I´d appreciate that) - these PvE related nerfs are not a priority right now i think.
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15 hours ago, judaspriester said:
The big difference between my wildcard idea and the already mentioned "x for one random" idea is the lack of RNG. I know some of you really like gambling, because it's exiting/fun. but on the other hand there are also some players (like me) which prefere a more predictable result.
Understandable, but your proposal would not necessarily lower the overall ever-growing bfp and card amount in the game - it would just be like exchanging cards for their total value together. I mean you can kinda do this right now - if you have 50 rare cards you got from boosters and dont need - just sell them in the AH and buy the one expensive card you want. No need for such a exchange system then. In games like MTG Arena there are wildcards because you cannot trade cards. In Battleforge you can.
Also, your proposal seems way harder to implement than just gamble 5 for 1 random.So i personally would prefer and like to see such a gamble option ingame, since it shredds cards and you get the chance to get something good.
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That would be a nice small quality of life change!
If it gets implemented, would be a nice to have for your own collection aswell.
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On 1/23/2021 at 12:10 AM, Tweeto said:
How about making some kind of re-roll system where you place like 5 cards of the same rarity and you can re-roll into another random one of that rarity.
can be also done for factions, like 5 of the same faction into 1 random of the same faction.
I like this Idea!
On 1/11/2021 at 10:47 PM, Metagross31 said:I just got a funny idea - spend a horrendous amount of gold (like 9.999.999) to get the gold version of a card. Basically the same unit, but all colors are switched to a single shade of gold, making it look kinda rediculous.
That would be super cool and add a long-term usage to gold. However, sounds like a LOT work, even if the reskin is just single-coloured, since it would have to be done for every card and every card-unit model.
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On 2/6/2021 at 6:07 AM, chickennoodler said:
If anything, we should be INCREASING orb restriction
The entire purpose of the game is to think around this.
Yes, i agree.
On 4/3/2021 at 3:16 AM, Cocofang said:What happens when something is the best (in power and/or ease of use)? Everyone flocks towards it and uses it, ignoring everything that is weaker. This is a big part of what makes a meta. They develop in most games and they do so for a reason. Being that people generally want to play the best. Anecdotes to the contrary don't matter here, even the existence of this topic is proof of that.
If you ease orb restrictions on these cards, people will have more freedom to pick for their decks, that is very true. What happens when people have more freedom of choice there? They pick the best. So what you will end up with are decks that will be more homogeneous. Splashing will become even more powerful, even though it is are already very strong thanks to so many flexible cards. Pure decks will fall even further behind. Even duo-mixed decks will show noticeable wear.
Take the most stacked splash color of them all, nature. It offers Breeding Grounds, Curse of Oink, Revenge, Equilibrium, Thunderstorm, Grimvine, Giant Wyrm, Regrowth. Immediate, rock solid T4, sustain for all decks that can splash and powerful support. This is way too much bundled into a single orb. This shouldn't be accessible to pretty much any deck.
Reducing orb restrictions also severely hampers the concept of "faction identity". You immediately remove the notion that a card is supposed to be the apex of a faction.
No, what makes more sense to happen is:
- Make weak cards that have harsh orb restrictions deliver more value
- Make strong cards that are flexible deliver less value
- Make strong cards that are flexible but should retain their power more restrictive
There have to be fitting opportunity costs for picking flexible or restrictive cards. Right now that is not the case and that is why especially nature splash or LSS are too powerful while the restrictive cards are not very popular.
Fully support that. All 3 points sound very good. (f.e. we could start by making Regrowth require 2 Nature instead of 1)
On 4/3/2021 at 3:05 PM, Cocofang said:The goal should be to give a good reason to go for restrictive cards. Make them worth it. Make them the true pinnacle of their faction. While at the same time reevaluating just how powerful flexibility actually is and how much of a cards power budget a neutral orb requirement is really worth.
Indeed.
The biggest task here is to think of or even try out all still possible combinations of a certain card after the orb resctriction gets higher.
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I have mixed feelings about the free PvP decks aswell. On the one hand, it´s a great addition for new players so that they don´t have to grind to not be in a disadvantage straight away. On the other hand, my mate who is completely new to bf since I just introduced it to him, didn´t even want to play the free decks, because he got some cool cards from Boosters and wanted to use them. Makes sense since he just learned how to use his new own cards and didn´t want to read throught all cards in the free PvP decks, but rather jump into play. Only to see he gets crushed by enemies with stronger decks. We tried 2v2 PvP a few times later also with the free decks but since he had no idea what the free deck was about we got crushed every time and afterwards he basically moved on to play only PvE.
For me it seems that the main or only Problem is, that there are not enought PvP players to compete against - if there would be many new players who are like my mate, they could clash with their own cards and learn by actually playing. Right now there aren´t even players in the sparrings, and we would wait forever there.Also since it is a collecting card game, I would not want to remove the collecting card aspect from the PvP game only to make it a little more appealing. A.e. if we look at Hearthstone, if you want to get good you need good cards too - I´d like to see that in Battleforge aswell. Everybody likes to show off his awesome cards in Battles vs other Players after all, right?
My personal suggestion would be, to remove the free decks but virtually upgrade your decks to u3 while in a pvp match, but considering your own card charges. That way new players could still play their own cards they recently got and know how they work, but would not be in a big disadvantage due to missing upgrades. Would make sence since you basically only get gold and upgrades by playing PvE, but also get bfp to buy the cards you need for PvP by playing PvP. So a PvP-only player should not have to care for Upgrading all his cards to u3 if he doesn´t want to.
Don´t know if that would be technically possible tho.
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Are there any updates to this topic yet?
I´d love to see PvP happy-hours!
Also liking the reward idea - maybe the bfp reserve would restore faster during "searching for an opponent" and empty faster during a match in these happy hours.
And different happy-hours for 1v1 and 2v2 sound very good too - would compromise the players even more.
Jaymy likes this -
Does anyone know if the Booster-packs are set Final already? I got to see the Deck from another player, who had Promo Juggernaut alongside many strong Ultrarare and Rare cards. He told me he got all that in some Boosters.
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7 minutes ago, Stoxx92 said:
Well for me it worked to play random pve and one mission yesterday but today missions seem to crash often. But it feels that it is getting better and better every day. Very very nice work keep it going guys??
Lucky one you got to play ;o
I tried like 100 times at all different day times but always instant disconnect after successful login
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Underwhelming Affinitys
in Suggestions
Posted · Edited by Xamos
Well thanks a lot for your detailed reply @Majora :]
It´s great news that ideas from the community (and my ideas) are being heard!
I am aware of the fact that this Project is only fan based and worked on in free/spare time, and I really appreciate all of the staffs work!
For me, i just want to provide as much as I can to improve the project or rather the game for everyone - and that´s just ideas for now, beacuse not available actual free time is a reason (besides probably missing qualifications too) why I don´t apply to become a member in the first place.
Considering Suggestions - I´m aware that not everything is even possible to implement, so I try to stay in range of what is technically possible and what does at least not sound too hard to implement (obviously I don´t know precicely, but at least I try to).
Also, I know that only some of these ideas would actually make it into the game itself (if even), but nevertheless I think its worth sharing them. In the first place I want to get feedback to these ideas, so that if there are a lot people liking or disagreeing on something maybe the devs notice it and maaaybe consider implementing something. I´m happy to get any opinion on suggestions.
I know and expect that many don´t even want to change specific cards, but personally I think a lot changes are worth considering to create a more balanced and fun game.
But thanks for the heads-up, I wont expect any of my ideas implemented any time soon xd
On the topic: yes Crystals are niche - but right now mostly due to their weak/not needed abilitys right now i think, and also due to the fact that there are not enought affinity units that profit from them yes. It´s fine if these changes get delayed.
And what do you think on my suggestion for the Forest Elder?
Would you prefer the first or the second ability suggestion? Or none at all?