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Xamos

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  1. Xamos liked a post in a topic by UltDragon in Friends Tab - Default Online   
    Will be going on next patch.
  2. Xamos liked a post in a topic by Cocofang in Pure Nature 2.0 - Main Thread   
    It is ridiculous hyperbole to call Primeval Watcher a "trash tier" card which really cannot be taken seriously. Its chaining attack with Siege has huge damage potential and Stasis Field is more versatile than ever. It got stronger in every way, except the orb requirement changes. That alone makes it bad?
    I would be in favor of moving it to since it left this orb combination without a payoff unit from natures side given that Spore Launcher is dedicated to its own deck archetype. Since that Siege doesn't really fit Primeval Watcher thematically anyway, like are the fairies it spits out carrying away the bricks or something, I'd just give that up in order to make it more flexible once again.
    Bloodhorn is so powerful that realistically it should be a pure Bandit card or at least have hybrid orbs instead of flex. The fact that it still retains its requirements despite its power is already a concession.
    Enlightened Bata was ludicrously OP and everybody knew it. Claiming that the new Bata, despite it being a very powerful carry deck, is in any way weak just underlines how the existence of complete outliers warp and twist the perception of power. Imagine if Bata never had an uncapped damage aura that is affected by buffs. Just a steady 100 DPS. People would be blown away by its 300 DPS aura right now.
    Decomposer straight up broke the game by throwing any conventions about economy out the window. BH farming was just a symptom of that, although it did heavy damage to progression. In any case the mechanic is planned to make a comeback through a dedicated mode. Addressing the issue was a priority though.
    All of that was talked to death though, so focusing back on the topic at hand I think the weakspot of pure Nature is still T2. Fire can just continue to roll with its incredibly T1s, Shadow has Phoenix and Frost also gets a sturdy arsenal. Nature T2 feels wonky in comparison.
    T1 was always good although somewhat monotonous but at least there is a semi-viable Werebeasts + Amazon + Fountain of Rebirth combo now. Still heavily suffers from being melee though. T3 is also good and even got a really fun toy with Abyssal Warder + Promise of Life. T4 is buttery smooth with Forest Elder being amazing, Primeval Watcher shredding and Mind Control being both good and fun. I am still unconvinced by Sanctuary but changes to Willzapper might help there.
  3. Xamos liked a post in a topic by SunWu in Pure Nature 2.0 - Main Thread   
    There was a lot of discussion! Mostly because bad harvest turned into this at some point:

  4. Kapo liked a post in a topic by Xamos in CCC #10 - Ashbone Pyro vs. Magma Hurler - UNTIL 12.03.2023   
    Oh wow these times again, well played guys ! Was great fun, thanks for hosting Kapo 🙂

    And I wasn´t that bad apparently, top 10 out of the 68 MagmaHurler-runs and Top15 in total. I tried both once because at first my little Ashbones were sad that I didn´t take them in the first place, tho I can´t help and like Magma Hurlers better 😄 That´s why I send my Hurler entry even tho I kinda knew after I tried both once that Ashbones are faster and if I would have done a second run with Ashbones I might have had an even better time than 9.40, because my first Ashbone run was already 10.17 and there I didn´t tryhard ^^ while my first casual run with hurlers was like 10.52. But I wanted Hurlers to win so I did a second and third try there.
  5. Xamos liked a post in a topic by Sacriefice in Dying Breed   
    There are a couple of cards that I feel like discussing, but I don't like collection topics and somehow this card bothers me the most recently. 
    I have to mention that I currently don't play pvp, though this card is clearly a pvp card. I used to play some pvp back in the day though.
    The old Battleforge wiki even mentions that it is useless in PvE as is
    With this out of the way, does anyone use that card?
    I honestly can't imagine anyone does.
    The Card

    The cards basic function is to block enemy players from spawning more of the same unit
    -> shadow affinity makes it permanent (which is nice for a change considering permanents are pretty rare), well until the unit dies
    -> nature affinity is limited to 30s but does 50dmg per second

     
    What's wrong with it?
    The utmost problem here is that it is a T3 Fire spell with 120 energy cost.
    Being T3 already limits its use in pvp, especially as spell, especially for what it does. Now the price is what kills it.
    Just to put this into perspective, imagine you play against someone who you know really loves Ashbones, maybe it's even his only t3 unit. So you spent 120 energy to block his Ashbone from procreating. What an act of genius, he is devastated, humiliated even, until, he sacrifices his Ashbone to call another Ashbone...
    Net loss to you 120energy
    Net loss to him 100energy
    Even if he couldn't sacrifice his unit, even if he could never call another Ashbone ever again, that would barely justify the price. Skylords is not a game were amassing a single unit is usually a great strategy. Ironically the more expensive a card is, the less likely your enemy can play out multiple anyway (essentially anything above t3 120 energy are XL units).
    As a T3 spell you might as just make it free and it would still be pretty reasonable.
    Now I focused on affinity to Shadow. The Nature affinity card is an interesting one, it is quite different by doing 1500 damage to a unit which overshadows its main effect. That's quite a lot for single target damage, but it is still far from great, as it's really slow and there are many cheap option to counter it (passive building heal reduces that ~650 damage (1000HP unit, above 1500HP it will out-heal the damage)
    Solution?
    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 I think those suggestions match the idea pretty well the name 'dying breed' very well. One makes sure the creature can't 'reproduce' while the other marks it inevitable death.
    The last one sounds maybe a bit overpowered at first, even viable for pve, but it would take 2minutes to kill a creature, even longer for anything above 2000 health and obviously wouldn't work on bosses. Another idea with a different standard ability
    T2 as long as the affected creature is alive, every other unit of the same kind (same card) played do not recover from summoning sickness (Shadow affinity) permanent, affected unit looses 10 health every second if there is not another of the same kind 50m around it (max unit cost 100 energy) (Nature affinity) after 5 seconds, for 30 seconds, all other units of the same kind 50m around the affected will loose 40 health every two seconds The concept here is that one punishes the player indirectly from summoning more of it. Shadow affinity card should be a minor poison like sapping spell, that is less useful if the enemy has already summoned more than one or might encourage him to summon a second ) the energy cost should prevent it to be used on creatures that rarely get played more than once. Nature affinity card does the opposite by punishing the player from having already played more than one. The damage can be avoided though by separating the affected unit temporarily. but both shadow affinity and nature affinity can be used in combination to create a bit of an predicament.
    Damage and price is debatable, price should be somewhere around the same as the units its used against, so immediate sacrificing them is about even or slightly favorable to the spellcaster.
    This might give the card some value as a counter to wind weaver spam for example
  6. Xamos liked a post in a topic by Metagross31 in Fun Decks   
    Talked with @Volin a bit about it a bit in Discord.
    Resource Booster is probably not even needed. Also, if you have both editions of WBG, you can probably even ditch Rifle Cultists+Offering.
    This offers slots for Frenetic Assault 🙂
  7. Xamos liked a post in a topic by Majora in Community Update - March 2023   
    Feedback is always welcome! I didnt consider your comment negative at all, and as long as feedback is brought in a constructive way, we are always happy to hear it. Its impossible to make all players happy with our descision (my poor 50p shadowmage 😪), but we take feedback to heart. 
  8. Majora liked a post in a topic by Xamos in Community Update - March 2023   
    Yeah I like it, because I like to express my opinions on such things as well 😄 But I´m not sure if you guys like to read all opinions on such things, bec they can be quite ngative like mine 😄 I literally have plenty ideas I´d like to see implemented ingame but its always a bit of a letdown if others don´t like these ideas at all, although I can totally understand that everyone has different opinions and mine wont be liked by everyone for sure, thats just life ^^ 
  9. Xamos liked a post in a topic by WindHunter in Community Update - March 2023   
    The issue here is that the whole reason we designed the card was to put it on walls. With our defensive rPvE finally moving towards an endpoint in the foreseeable future, we are trying to add units which can be used in the game mode. The other issue is that design-wise we were intending to have it leave a pool of magma on the ground which burned enemies, but with 4 to 6 small worms this cluttered the screen. So, many small issues with the card, which is not that uncommon, but the community usually does not see the "failures."
    Yes, I agree. Also as a hint towards some coming changes to the upgrade system, we have redistributed all upgrades in the game across the maps evenly by rarity. So every map now has more-or-less the same number of Common, Uncommon, Rare, and Ultra Rare cards.  
  10. Draconnor liked a post in a topic by Xamos in New card ideas and suggestions - Megathread   
    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.
  11. You will win with me liked a post in a topic by Xamos in Moloch needs buff   
    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 😮 
  12. Xamos liked a post in a topic by Kapo in Fun Decks   
  13. Xamos liked a post in a topic by dougfir in Fun Decks   
    I suppose it's probably just for the fun/synergy but been playing a similar deck (still quite different, but half of the cards are the same and most of the others I don't have).
    Curious whether ethereal storm really manages to scale up to a point where it is worth taking here over something like soulshatter (less orb requirements same power cost)
    Especially given the lack of void return, and on that note it seems like you could get into a pickle with necroblaster without cultist master so I might favor lost launcher there.
  14. despell liked a post in a topic by Xamos in Fun Decks   
    Hi, here are some fun decks based around a certain card-synergy:
    Bandits Indestructable irrepressible: (PvE allrounder, with an properly adjusted name)
    (hoping this one doesn´t gets copyright-striked by Kapo lol)
    Synergys:
    - Commandos+RiotersRetreat. Super-fun T2. +Bandit-Lancer on T3
    - Waystation+Oracle-Mask. Quickly deploy stations to make your Units indestructable when activating the Mask´s ability.
    - T4 Buffing Up your Banzai-Lords with unity OR Bloodhealing (as I read somewhere they don´t work properly together) and use birds to be indestructable.
    MEUaFCNGahUhKlUUZFZgYcYmUqUkYMUHaPaGNxU2S

    Orcs Going Ham: (PvE allrounder)
    - play all Orc cards and let them group up.
    - use Twilight-Minions to buff up your small units b 65% more atk - use on slayers at T3
    - at T4 you use Wintertide to make you TwilightSlayers immune to knockback and give dmg reduction.
    - Play Construct because this card goes ham by itself
    M4F-DaFiFFTUWkWRXTZSaJTOTMUYUhEKTGNyYJQrL
     
    RockSolid: (PvE, for Dwarfen Riddle f.e. but consider using GiantWyrm on T4 if you want this deck for that map xd)
    - def deck to try out Earthkeeper
    - build T2 Army for fun and use Earthkeepers ability on the go (on Rogan f.e. so he stays save)
    - use Razorleaf as defender and activate Earthkeepers ability on him while he stays in the back besides healing Well, Razorshards and Crystal Fiend so they stay alive
    MiIFYWKZFvYnF8TpSiYmYvUtIsPGQHQ5VjGsSzMBN

    WeWillStillStand:
    - different Version of aboves deck
    MZFsPzMiIFYWKuLrIvYUMcVmYiYnFpSGQHQ5V8EEL
    RootingPower: (rPvE root-deck, slow and fun)
    - use a lot of treespirits, keep them, use Razorleaf on T3 and use them to clear the map while moving the connection forward with Sylvan Gates
    - play incredible Mo´s third ability to insta-root dazed units
    MZFULzMSPsXuLcM-KDXFYgGvVYTGQoR_W5VvMqYWa

    FireRoot_rPvE: (rPvE fire-root deck, bit on the weak side but fun nevertheless)
    - use treefiends because they disable enemies
    - use fire spells to get rid off anything annoying (earthquaker for buildings, cluster for minions)
    MFYvVZFuLXUYTcM-KPSGQoYRXSPDX5VZYsXGNzMWL

    This Eliminates: (PvE allrounder)
    - using Eliminatoooor. Buffs (almost) everything. also damages stuff, so use viridya to keep units alive
    - using Fire Crystal because it is somewhat viable and bec its fun to enrage (almost) all your units ^^
    McZSUvERSTP7YFW7TIXKKyIWYjLrYXX7HRVhXzIqO

    ShatterTheRainbow: (PvE allrounder)
    - (try to) use Warlock (blue) in PvE, keep the until T3 because Red-Aff Rageflame doesn´t reduce dmg take on frozen units (Blue would be redundant with Warlock)
    - (try to) use Girl-Power as long as the card still exists and doesn´t get gendered, make Sure you use it on moon once a game for fun and on Bloodhorn. Also Gladiatrix is in the deck to have more targets for the spell
    - On T4 use Tempest, because nobody else does (and bec he shatters ice) but be careful, his freeze on spawn has a very small radius
    MEUaFCN6M8XiR8W_KRZEYYF6TqSUUKZYURUsSRIzM

    ShadesOfFlame:
    - double Eliminator, because he buffs Shades. GG
    MgEvFsFvYiSYFdZcZ7TDW8MrYLZYGHYGWXXxIhXBa

     
    KoboldsFireTricks:
    - Fire Frost fun. Use Skyelf-Sage on Infernal Machine & build Northstar next to it to let buildings burn hard.
    - not the best orb solution yet (Fire-Frost-Frost-Fire) -> Infernal on T4, I just put all the cards in I thought would work funny together (probably needs void-return)
    MEUCNlOfI8WhKiS_K8KcTyFdGPIIUMSkYJQCG2VGN

    StoneRage:
    - Play Rageflame the way he was meant to be: Enraged! To do so, use fire crystal (and then more fire-aff cards to actually make use of the crystal)
    MzTvFgEVMTMvY7YUTlYjYvUsP_TdYUUYUDNOLhX9M

     
     
    Twilight Instand Noodles:
    MEUCNeIQaSYOXAZGMRXpLHNOTZYKTmXPTZXIPyWkY
    Stones Shatter:
    MtFvFgETM6MVMvYLSmYzU0UOMgRqSfSqLAUTUsStL
    Stonekin Structures:
    MgEvFvYNMmY-T4UyF5SHN6T9X9TPIOIbT6SEMIPyW
    FrostRage:
    M7YzTgEvF6MVMTMvYUTfRlFoL_T_UqLDNqKpWqOEa
  15. dougfir liked a post in a topic by Xamos in Fun Decks   
    Hi, here are some fun decks based around a certain card-synergy:
    Bandits Indestructable irrepressible: (PvE allrounder, with an properly adjusted name)
    (hoping this one doesn´t gets copyright-striked by Kapo lol)
    Synergys:
    - Commandos+RiotersRetreat. Super-fun T2. +Bandit-Lancer on T3
    - Waystation+Oracle-Mask. Quickly deploy stations to make your Units indestructable when activating the Mask´s ability.
    - T4 Buffing Up your Banzai-Lords with unity OR Bloodhealing (as I read somewhere they don´t work properly together) and use birds to be indestructable.
    MEUaFCNGahUhKlUUZFZgYcYmUqUkYMUHaPaGNxU2S

    Orcs Going Ham: (PvE allrounder)
    - play all Orc cards and let them group up.
    - use Twilight-Minions to buff up your small units b 65% more atk - use on slayers at T3
    - at T4 you use Wintertide to make you TwilightSlayers immune to knockback and give dmg reduction.
    - Play Construct because this card goes ham by itself
    M4F-DaFiFFTUWkWRXTZSaJTOTMUYUhEKTGNyYJQrL
     
    RockSolid: (PvE, for Dwarfen Riddle f.e. but consider using GiantWyrm on T4 if you want this deck for that map xd)
    - def deck to try out Earthkeeper
    - build T2 Army for fun and use Earthkeepers ability on the go (on Rogan f.e. so he stays save)
    - use Razorleaf as defender and activate Earthkeepers ability on him while he stays in the back besides healing Well, Razorshards and Crystal Fiend so they stay alive
    MiIFYWKZFvYnF8TpSiYmYvUtIsPGQHQ5VjGsSzMBN

    WeWillStillStand:
    - different Version of aboves deck
    MZFsPzMiIFYWKuLrIvYUMcVmYiYnFpSGQHQ5V8EEL
    RootingPower: (rPvE root-deck, slow and fun)
    - use a lot of treespirits, keep them, use Razorleaf on T3 and use them to clear the map while moving the connection forward with Sylvan Gates
    - play incredible Mo´s third ability to insta-root dazed units
    MZFULzMSPsXuLcM-KDXFYgGvVYTGQoR_W5VvMqYWa

    FireRoot_rPvE: (rPvE fire-root deck, bit on the weak side but fun nevertheless)
    - use treefiends because they disable enemies
    - use fire spells to get rid off anything annoying (earthquaker for buildings, cluster for minions)
    MFYvVZFuLXUYTcM-KPSGQoYRXSPDX5VZYsXGNzMWL

    This Eliminates: (PvE allrounder)
    - using Eliminatoooor. Buffs (almost) everything. also damages stuff, so use viridya to keep units alive
    - using Fire Crystal because it is somewhat viable and bec its fun to enrage (almost) all your units ^^
    McZSUvERSTP7YFW7TIXKKyIWYjLrYXX7HRVhXzIqO

    ShatterTheRainbow: (PvE allrounder)
    - (try to) use Warlock (blue) in PvE, keep the until T3 because Red-Aff Rageflame doesn´t reduce dmg take on frozen units (Blue would be redundant with Warlock)
    - (try to) use Girl-Power as long as the card still exists and doesn´t get gendered, make Sure you use it on moon once a game for fun and on Bloodhorn. Also Gladiatrix is in the deck to have more targets for the spell
    - On T4 use Tempest, because nobody else does (and bec he shatters ice) but be careful, his freeze on spawn has a very small radius
    MEUaFCN6M8XiR8W_KRZEYYF6TqSUUKZYURUsSRIzM

    ShadesOfFlame:
    - double Eliminator, because he buffs Shades. GG
    MgEvFsFvYiSYFdZcZ7TDW8MrYLZYGHYGWXXxIhXBa

     
    KoboldsFireTricks:
    - Fire Frost fun. Use Skyelf-Sage on Infernal Machine & build Northstar next to it to let buildings burn hard.
    - not the best orb solution yet (Fire-Frost-Frost-Fire) -> Infernal on T4, I just put all the cards in I thought would work funny together (probably needs void-return)
    MEUCNlOfI8WhKiS_K8KcTyFdGPIIUMSkYJQCG2VGN

    StoneRage:
    - Play Rageflame the way he was meant to be: Enraged! To do so, use fire crystal (and then more fire-aff cards to actually make use of the crystal)
    MzTvFgEVMTMvY7YUTlYjYvUsP_TdYUUYUDNOLhX9M

     
     
    Twilight Instand Noodles:
    MEUCNeIQaSYOXAZGMRXpLHNOTZYKTmXPTZXIPyWkY
    Stones Shatter:
    MtFvFgETM6MVMvYLSmYzU0UOMgRqSfSqLAUTUsStL
    Stonekin Structures:
    MgEvFvYNMmY-T4UyF5SHN6T9X9TPIOIbT6SEMIPyW
    FrostRage:
    M7YzTgEvF6MVMTMvYUTfRlFoL_T_UqLDNqKpWqOEa
  16. Xamos liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Patch #400033 - Force of Nature
    Welcome to our newest patch, titled "Force of Nature"!
    This update contains our fifth balance patch for the game, brand-new cards, and many other changes, enjoy!

    Patch Preview
     - Three new cards are now available! Jump in-game to collect Wasteland Terror, Burning Spears, and Transcendence.
     - Major changes to the PvP game mode, including PvP Happy Hours, reward reworks, hiding player loses, and more. 
     - Added 18 new, primarily PvE achievements for both beginners and veterans alike. Including one to earn the new promo Mana Wing!
     - Rebalanced Fire RPvE to provide a still challenging but less frustrating experience
     - Rebalanced over 40 cards, with a large focus on Nature cards. 
     - Changed several PvP and PvE maps to improve player experience 

    General Changes
    Updated in-game player banner colors for GM accounts to represent the current roles. Added ability to search for missing copies and charges in the Auction House. For example, writing `(charge=2 & copies<2) | (charge=1 & copies<3) | (charge=0 & copies<4)` in the textbox will show you all the cards you can still potentially buy to get a fully charged collection. Added ability to play cards by clicking on the upgrades in the upgrade scroll view or the upgrades in the upgrade window. Added ability to change the play speed in the forge, or to pause and unpause it. New hotkeys are available in the options menu. The default hotkeys are J, K and L for decreasing speed, toggling pause, and increasing speed. Added a responsive deck counter to the decks window that shows how many decks the player has, relative to the maximum number of allowed decks. Improved the UI that displays what is remaining to complete an achievement. Previously, players could hover over the progress bar to see a tooltip, but this was unclear. Now, there will be a clearly visible (?) icon next to the progress bar that has the tooltip instead. Added ability to press the Space button in the reforge window to reforge the current cards in the window. This removes the need to press the Reforge cards button.   Increased unit icon (dot) size on in-game minimaps from 4x4 to 5x5 pixels. Added the new Force of Nature loading screen. Added ability to change how the automatically generated replays are named. There is an extra setting in the GUI section of the configuration file at `/Battleforge/config.json` called `savereplaysnameparts` for this.
    New Cards
    Burning Spears - 80p T2 Pure Fire
    You will find the upgrades for this card on the map Oracle. 
    S-unit designed to counter Large and Extra Large units. For more information, check out our design spotlight below in the PvP Balance Changes, section as well as Community Update #23.
     
    Wasteland Terror - 260p T4 Pure Bandits  (Fire and Nature Affinity)
    You will find the upgrades for this card on the map Blight (Fire Affinity) and Raven's End (Nature Affinity).
    Bandit dragon for those Bandits players who want other options besides Tortugun. Its ability acts as a mass Disenchant to let your army continue to more forward through crowd control. For more information, check out Community Update #14. 
     
    Transcendence - 90p T4 Amii Spell 
    You will find the upgrade for this card on the map Sunbridge. 
    Our first Amii spell is castable on both enemies and allies, with different effects depending on the target. When cast on enemies, it buffs one unit and debuffs all of its surrounding allies. When cast on allies, it debuffs one unit and buffs and its surrounding allies. In both cases, it rewards careful target selection and micromanagement from the player side. For more information, check out Community Update #20.

    Mana Wing - New Promo Card 
    While not a new card, we have also added a new promo to the game. Every player will be able to get a promo Mana Wing by completing the new achievement "A Force of Nature". The promo will not be available in boosters, but it will be trade-able. For more information, check out Community Update #24.
     

    PvP Game Mode Changes
    [ New Player Protection ]
    To protect new players from facing top players when they are just getting started in ranked play, it is no longer possible to get matched with players with a base ELO above 135.000 if your own base ELO is below 102.000.
    [ Made Player Names Anonymous ]
    To prevent players from dodging bad match-ups, player names have been anonymized in the ranked lobby. This does not affect the sparring lobbies. 
    [ Losses are Now Hidden]
    It has been proven in other competitive games that showing losses on the ranked ladder results in demotivation and higher entry barriers. We have therefore removed losses from the ladder. The information is still accessible on your profile if you want to look it up. 
    [ Updates to the Free PvP Decks ]
    We have made some changes to the cards contained in the free PvP decks to compete with the new meta. If we made updates to the free PvP decks you have currently selected, you will now have the option to either swap to the new cards, or keep your current set up. Changes have been made to Pure Nature (Parasite over Shrine of Memory), Twilight (Twilight Minions over Ghost Spears), Pure Shadow (Executor over Nightguard) and Pure Fire (Burning Spears over Scorched Earth). 
    [ Improved Rewards ]
    We have removed the gold penalty that was currently active for playing sparring games. Quests that require you to play 2vs2 games, now also count 3vs3 games for completion. 
    We have also allowed you to drain the reserve while looking for ranked a match. If you queue for at least 5 minutes, even if you don't find an opponent, you will earn BFP as if you were ingame, meaning you get BFP not just for playing, but also while searching for matches. 
    [ Happy Hours ]
    Happy Hours are specific time periods where players will receive additional gold and BFP for playing PvP. The daily boost / reserve will drain at a factor of 1.5x, while you will also get 1BFP per minute extra for queuing. For Happy Hours, there will be an in-game announcement, and the icon on the world map will indicate Happy Hours are active. 

    Happy Hours will take place during the following times:
    - 1vs1 happy hours: 7pm-9pm CET
    - 2vs2 happy hours: 9pm-10pm CET
    - 1vs1 happy hours: 4am-5am CET
    By clustering players together during certain time frames, players will have an easier time finding matches more frequently. 

    New Achievements
    Skylords Reborn currently faces primary two issues in terms of content: early game progression is too steep, and endgame content is nearly nonexistent. These achievements are intended to make the first step in tackling both issues. Smaller, more digestible progressive achievements will mean a player will no longer finish the campaign on standard, with the next goal in sight being to play all the maps again on advanced before being rewarded. New players will now be slowly guided through the campaign and RPvE, allowing them to steadily accumulate cards along the way. 
    At the same time, we are adding our first set of endgame achievements to the game. This will provide more content for our veteran players and give them a reason to replay old maps, often with a twist. We hope you all enjoy these new challenges, and we will continue to expand the endgame content into the future.  
    [ Infinitely Scaling Achievement ]
    Reborn in Fire  [1 Mini-booster]
    Reforge Cards (Unlocks every 20 reforges, scales infinitely)
    [ Beginner Achievements ]

    Just a Story  [1 Twilight booster]
    Complete Viridya and Brannoc's story on standard difficulty or higher (Encounters, Siege of Hope, Defending Hope, Soultree, Crusade, Sunbridge, King of the Giants, Titans, Ascension)
    The Most Dangerous Game [1 Bandits booster]
    Complete Mo's story on standard difficulty or higher {Mo, Ocean, Oracle, Slave Master, Convoy, Blight, Raven's End, Empire)
    A Debt Unpaid  [20,000 gold]
    Complete the story related to the Treasure Fleet on advanced difficulty or higher. (Bad Harvest, Treasure Fleet, Mo, Blight, Slave Master, Convoy) 
    A Mile in His Shoes  [2 Stonekin boosters]
    Complete Rogan's story on advanced difficulty or higher (Encounters, Siege of Hope, Defending Hope, Crusade, King of the Giants, Titans, Dwarven Riddle, Guns of Lyr, Empire)
    A Wrinkle in Time  [250 bfp]
    Win the 4-player map Empire spawning at least 5 different Lost Souls cards from a deck containing only frost, shadow, and Lost Souls cards.
    Godslayer  [250 bfp]
    Win the 2-player maps Sunbridge and Insane God on any difficulty. 
    Apprentice  [1 booster]
    Win 20 randomly generated PvE matches of difficulty 5 or higher. 
    [ Veteran PvE Achievements ]

    The Road Not Taken  [3 boosters]
    Win 20 randomly generated PvE matches of difficulty 9 or higher.
    Turn Back All Ye Who Enter Here  [6 boosters]
    Win 20 randomly generated PvE matches of difficulty 10.
    Nevermore  [2 Bandit boosters]
    Complete Blight's story on expert difficulty (Blight, Raven's End, Slave Master, Ocean, and Oracle)
    Make it Double  [2 Amii boosters]
    Complete all 2-player maps on expert difficulty. (Crusade, Sunbridge, Nightmare Shard, Nightmare's End, The Insane God, Slave Master and Convoy)
    Never Thought of Him  [100,000 gold]
    Complete the story of Mo becoming the new king of the fire tribes on expert difficulty with all players in the map using decks containing only Fire cards.  (Mo, Ocean, Oracle, Slave Master, Convoy, and Raven's End)
    The Long Journey Home  [2 Frost boosters]
    Complete the story re-establishing the Kingdom of Lyr on expert difficulty using decks containing only frost cards. (Encounters with Twilight, Siege of Hope, Defending Hope, Bad Harvest, Dwarven Riddle, and Guns of Lyr)
    Not Even My Final Form  [Rogan Kayle Card]
    Win the 1-player map Encounters with Twilight on expert difficulty without using T3 or T4 cards.
    Forest for the Tree  [Viridya Card]
    Complete the 1-player map The Soultree on expert difficulty using only Nature cards from T1 and T2.
    A City Strongly Compact  [Stronghold Card]
    Win the 1-player map Defending Hope on expert difficulty with a deck containing only spell and building cards.
    A Force of Nature   [Promo Mana Wing]
    Complete all 1-player and 2-player scenarios on expert difficulty with all players in your team using decks containing only Nature cards.

    Those who complete "A Force of Nature" will be rewarded with a Promo Mana Wing! This promo is unique to this achievement and will not be available from boosters, but it will be trade-able. We hope you look forward to the challenge!

  17. Xamos liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    Thanks for the feedback. 🙂
     
    I planned to add something like related models, counters/countered by or something like that soon, but what you suggested is actually a really nice idea, a bit of work though, since most synergy connections would need to be added manually, I think, but absolutely something I can add. ^^
  18. Maze liked a post in a topic by Xamos in Skylords Marketplace Journal (SMJ)   
    Wow that is epic! Thank you! 🙂 
    This was the one thing that I missed on the Website, that I wasn´t able to see the card´s abilities. And even both affinities are shown, with different colored text-parts of what is different to the other aff, wow. 
    One thing I´d now wish for would be that if a card has an ability that only affects a certain unit type, that all cards of the unit type would now show up in the "related cards" section *-*
    (F.e. all Beasts would show up on Amazon(g)´s page; thugs would show up on striker´s page and vice versa) but no stress, maybe you already had this in mind? just something that´d be cool in the future and would help with deckbuilding and finding synergies.

  19. Xamos liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - added related cards, card description and card abilities to the general info tab on the card pages
    - updated card tooltip to now also show card abilities with an option to compare differences between affinities, when pressing "Ctrl" (there might still be some bugs)
  20. dougfir liked a post in a topic by Xamos in Lost Wanderer   
    Oh well that was nothing new to me, my problem with Lost Wanderer is that he doesn´t have preferred Targets himself like shaman does. Shaman somehow (almost) always wants to heal the unit that has the least hp left /most damaged one - when you set shaman on "hold" (F-Hotkey).
    Lost Wanderer doesn´t care and just gives shields to anyone if not ordered otherwise. And that ordering is quite tedious if you want to have your army shielded.
  21. Xamos liked a post in a topic by Kapo in Remove the BG10 achievement please   
    "Nobody is playing 10s!"

    Devs make Achievement
    Casual Players come

    "No, not like that!"
  22. Xamos liked a post in a topic by Sacriefice in QoL Suggestions (market, chat, upgrade distribution, effect tooltip)   
    System messages are red, deck locked, something like this.
    Dialogue is what spams the chat window

  23. UltDragon liked a post in a topic by Xamos in Remove the BG10 achievement please   
    Wouldn´t it be easier to set the constraint of 4p rPvE 10 to: 
    Before you can play 4p rPvE 10, you have to win 2p rPvE 10 once. And before that, you have to win 1p rPvE 10 once. (Just like campaign-maps are only enabled by beating the other first. Because 4p is easier than 1p right? so it would require a certain lvl of skill to win that)
  24. Xamos liked a post in a topic by Mynoduesp in QoL Suggestions (market, chat, upgrade distribution, effect tooltip)   
    I can only comment on this section and say we try to improve the game on this front: clear and easy to grasp visuals as well as accurate descriptions are being worked on Especially for new releases and reworks.
    I hope this shows in past releases and will show in future ones too. 
  25. Xamos liked a post in a topic by Hrdina_Imperia in New card ideas and suggestions - Megathread   
    Guess that makes sense. I wasn't sure how OP would the building be in actual application. But considering you would want to use it on frontlines, some fastened construction should be in place. Maybe not instant, but faster for sure. Other stats could be tweaked to accomodate it. 
    As for the Return the Earth, I kinda thought that maybe if you somehow used a deck that also makes use of Offering, then such situation could happen. But I guess some other function for that affinity would be better. All in all, some kind of 'clean up' could be useful for the faction. Especially once it goes down the buildings route. 
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