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Danol

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  1. SpiritAlpha liked a post in a topic by Danol in Twilight Slayers   
    As long as they manage to make those units fit into their factions theme, I don't really see a problem here. And I'm fairly confident about it: Every faction has a T1-Archer, many have a T2-Archer and they are still unique.
    As for the PvE difficulty: That's not quite true, If you, for example, add a card that is not worth using, nothing changes (as far as I am concerned, that's the point where Twilight Slayers are right now). That's also why I think that comparing it to Razorleaf + Root Network is a fair thing to do - when people are building their deck for a map, that's what they'll do. If Twilight Slayers are just not worth using if you could use Razorleaf, than either Twilight Slayers are too weak or Razorleaf is too strong. Since I think Razorleaf is fine, my conclusion is that TS could use some buff.
    In general I think the game is at a pretty solid point with regards to new cards right now: While there are over- and underpowered cards, there is also a fairly large middle ground and if a new card fits into that middle ground, balance does not change much by adding it. Which is a good thing, more middle-of-the-road card enhance deck variability. For example Banzai Lord and Wasteland Terror made new and interesting Badit decks possible, but I havent noticed PvE getting easier due to these decks. That's the spot I'd like TS to be in, too. But right now, they are a bit overshadowed by other defensive cards.
  2. Danol liked a post in a topic by Majora in Patch #400036 - 3 October 2022   
    This patch is planned to release upcoming Monday the 3rd. 
  3. Danol liked a post in a topic by WindHunter in Patch #400036 - 3 October 2022   
    Patch #400036
    Welcome to our newest patch. This update contains a follow-up to our larger patch earlier in the month with new achievements and changes to existing achievements. 

    General Changes
    Added notificaton when all gold chests have been opened. Fixed bug where you could start campaign PvE matches with free PvP decks. Solved numerous smaller textual inconsistencies in the UI. Renamed "Delete all" to "Collect all" in the mail window. Added dialog box that mentions the mails will also be deleted, instead. Removed map seeds from the random PvE map pool known to crash the game. This should solve the issue where a random PvE map crashes on start-up. Faction ability icons are no longer displayed as status effects on a unit to conserve space for non-permanent effects. This includes: Life Stealer (Bandits), Elusive (Amii), Adamant Skin (Stonekin units), and Adamant Alloy (Stonekin buildings).
    New & Existing Achievements
    Skylords Reborn released with a base set of achievements, including 3 achievements which reward players for draining their BFP reserves. Unfortunately, since release we have seen that contrary to encouraging more play, these reserve achievements are actually driving players away from the game. Players will grind many hours in a row to finish all three achievements and in the process completely burn themselves out. Given this situation, we have decided to remove all 3 reserve achievements and replace them with general in-game playtime achievements that the player can complete at their own pace. These new achievements will be available to everyone, even those who previously completed the reserve achievements.
    Sadly, our newest achievements were also not free from issues. "A Wrinkle in Time" caused a lot of confusion with its description and has been updated accordingly. Our new RPvE 10 achievement "Abandon Hope..." has proved to be quite popular, even with brand-new players who attempt it without being properly prepared. This has led to frustration among our more veteran players, who the achievement was meant to help by increasing the RPvE 10 player pool. As such, we have locked the achievement beyond PvE Rank 10, to prevent unprepared players from joining lobbies in hopes of easy boosters. Our Pure Fire achievement "Never Thought of Him" has had a very low completion rate and after talking to players we decided to reduce the restrictions. Now, only the player pursuing the achievement is required to use a Pure Fire deck, instead of the entire team. While not mentioned here, see PvE map changes below, we have made changes to Defending Hope to allow the player to activate Rogan with a building and not just a unit. While the fact Rogan required a unit to be activated was intended to be a fun puzzle-like challenge for the "A City Strongly Compact" achievement, we noticed this caused substantial frustration among players, especially those who were also trying to complete "The Long Journey Home" simultaneously.
    [ New Achievements ]
    Thirsty for More  [1/2/3 General Boosters ]
    Spend time in matches. (5/15/30 hours)
    Up and Coming  [1 Mini-booster]
    Complete the 1-player scenario Introduction.
    Gym Rat  [3 General Boosters]
    Win 20 sparring PvP matches.
    Moon's Disciple  [6 General Boosters]
    Win 20 ranked PvP matches. (Locked until Gym Rat has been completed)
    [ Changes to Existing Achievements ]

    All 3 Reserve Achievements (Drink Up, Me Hearties!; Thirsty for More; To the Last Drop)
    - Permanently removed from the game
    A Wrinkle in Time
    - Description changed to clarify it requires Lost Souls cards.
    Abandon Hope All Ye Who Enter Here
    - Achievement is now locked until a player reaches PvE rank 10 (Gold 2)
    Never Thought of Him
    - Only requires the player to use a Pure Fire deck instead of the entire team.
    A Force of Nature
    - Reward description changed to "1x Promo Mana Wing" to clarify it is not a normal Mana Wing being rewarded.
  4. Cryswar liked a post in a topic by Danol in Choosing Daily Missions - Tired of the chores   
    Removing daily quests is the easiest way to accomplish that. So, if you're not, I'm asking: Please kill the frustrating, pointless daylies - I've never seen a single game that got better by including daylies and I hate them with a passion for exactly the reasons OP mentioned. Either I adapt my playstyle to the daylies, then I'm not having fun, or I don't, then I'm wasting BFP. Except the situations where a daily asks me to do what I'd do anyways. There is no good choice to be made here, just the lesser of two evils. In the best case the daylies are not having any influence on my games at all. To me, that looks like bad game design.
    Additionally, daylies can be harmful for completely unrelated players - I, for example, am not playing the campaign much (except for a few missions I happen to like), so I got very little experience and just suck. Whenever I attempt to do a multiplayer campaign map for a daily, someone is stuck with an inexperienced player that doesn't know what to do.
    Just increase the BFP pool for regular playtime accordingly. 
    If you absolutely want to have daylies, make them share the same BFP pool then the regular playtime - this way you could choose how to farm BFP, with daylies as an option to speed up the process, but not strictly neccessary.
  5. Loriens liked a post in a topic by Danol in Shrine of War   
    I don't think that this kind of micro-management is fun. Part of my reasons for suggesting the "once per player"-thing was actually that I'm a lazy ass who hopes balancing SoW goes hand in hand with getting rid of tedious, boring micromanagement.
    As for the "4 fire orbs" - suggestion: I don't think that's a good idea, because it vastly overshoots the mark. The goal is to balance SoW, not to totally exclude it from 99% of all decks. Pure fire-decks are a rare thing, so SoW would mostly get used with Enlightenment or Amii Monument, further increasing the power of these (already overpowered) cards. I could live with SoW becoming t4, though (2x fire + 2x whatever).
  6. Volin liked a post in a topic by Danol in The marctplace should not be a economic simulation!!!!!   
    ^ this.
    When i see multiple exclamation marks in one sentence, I usually expect incoherent, immature ramblings . I didn't get disappointed. Again. It's amazing how well this works.
  7. Danol liked a post in a topic by RayG in The marctplace should not be a economic simulation!!!!!   
    Simple answer to the poster and everyone complaining about that:   G-R-O-W - U-P
     
     
    Next you gonna make the developers ban people for the things that you complain about which frankly you have 0 understanding of. 
  8. Cryswar liked a post in a topic by Danol in Growing community. Growing diversity. Growing language barrier. Growing Concern.   
    That's completely besides the problem. I'm from germany and german is my native language, so I definitely can stand hearing or reading german. But i think it's incredibly disrespectful to join an international community and then refuse to use a language everyone else understands.
  9. Demiron liked a post in a topic by Danol in Choosing Daily Missions - Tired of the chores   
    Removing daily quests is the easiest way to accomplish that. So, if you're not, I'm asking: Please kill the frustrating, pointless daylies - I've never seen a single game that got better by including daylies and I hate them with a passion for exactly the reasons OP mentioned. Either I adapt my playstyle to the daylies, then I'm not having fun, or I don't, then I'm wasting BFP. Except the situations where a daily asks me to do what I'd do anyways. There is no good choice to be made here, just the lesser of two evils. In the best case the daylies are not having any influence on my games at all. To me, that looks like bad game design.
    Additionally, daylies can be harmful for completely unrelated players - I, for example, am not playing the campaign much (except for a few missions I happen to like), so I got very little experience and just suck. Whenever I attempt to do a multiplayer campaign map for a daily, someone is stuck with an inexperienced player that doesn't know what to do.
    Just increase the BFP pool for regular playtime accordingly. 
    If you absolutely want to have daylies, make them share the same BFP pool then the regular playtime - this way you could choose how to farm BFP, with daylies as an option to speed up the process, but not strictly neccessary.
  10. Narwhalsatemyduck liked a post in a topic by Danol in Growing community. Growing diversity. Growing language barrier. Growing Concern.   
    That's completely besides the problem. I'm from germany and german is my native language, so I definitely can stand hearing or reading german. But i think it's incredibly disrespectful to join an international community and then refuse to use a language everyone else understands.
  11. Danol liked a post in a topic by anonyme0273 in German Chat   
    Just to reiterate the dozen of times this was suggested before, and I still think this is the case and will be for a while - there is not enough players to start splitting the community into languages, regions, hair color, or whatever really. Maybe once the player count is ten times of what it is now. I think someone said it before but right now we need all the people at one place to lower LFG times, trade offer times and generally all means of any player chat interactions.
    Don't split the community. Speak english like we all do. It's really just common courtesy on an english server, no matter if the biggest chunk of players is German. Definitely against this idea.
  12. Madmax7 liked a post in a topic by Danol in Growing community. Growing diversity. Growing language barrier. Growing Concern.   
    That's completely besides the problem. I'm from germany and german is my native language, so I definitely can stand hearing or reading german. But i think it's incredibly disrespectful to join an international community and then refuse to use a language everyone else understands.
  13. Danol liked a post in a topic by Fabry in Growing community. Growing diversity. Growing language barrier. Growing Concern.   
    I think understand your points of view.
    The sad thing is, there are still lots of young german people, even lots of teenagers and adults, that dont seem to understand english well enough to be able to make conversations with it. I think i will just try to make them (the german playerbase) aware of the problem and will have to see whats comes of it.
    Maybe they can understand it better if someone explained it in their language.
    But i still think that a chat filter, to filter for language would be usefull.
  14. Danol liked a post in a topic by Rankerz in Growing community. Growing diversity. Growing language barrier. Growing Concern.   
    Often there are important things to communicate regarding the strategy. 
    If someone refuses to participate in a common language even if they are aware that the other person does not understand german, russian, etc than it is a big drawback to go in game 
    It causes frustration which some people simply prevent by not playing with a person like this
    Not only that, but you can say whatever you want about me in a langugage I wont understand, so I cannot tell for sure you are not flaming etc while I try my best to get in contact with you
    This is not an issue for someone who knows multiple languages to just switch, but can be even more frustrating for some younger player knowing only 1 language 
     
     
  15. Sebu liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  16. Strider liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  17. Ypulse liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  18. gemeiner Lauch liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  19. RayG liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  20. Danol liked a post in a topic by Soragami in Add Root Network range indicators when placing buildings   
    I really like Root Network cards and started playing them again. But there's an issue:
    When I try to connect some buildings/units with Root Nexus (or any other Root Network building), I try to place them as far apart as possible, to not waste space/energy/charges. The problem with that is that you can't see the connection range while Root Network buildings are still under construction or while you're placing them. This means that you either have to wait until they're done, to see whether your network is gonna work, use other cards with the same range to "measure" the max distance, or just guesstimate.
    Other buildings like "Breeding Grounds" show their effect-range when you're placing them and it would be awesome if the same could be done for Root Network buildings.
  21. Danol liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  22. Shalade liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  23. RuneSeeker liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  24. Deadman liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  25. delcarm liked a post in a topic by Danol in [Pure Frost??/Frost+Nature??] New player looking for advice on a deck...   
    Adding Nature could be a great boon, because
    Nature allows you access to healing spells or buildings like Healing Well or Healing Gardens, making your units able to soak more damage when defending. You get access to Tunnel, which allows for swift repositioning of your Units (good for defending multiple locations). Some Nature Units are good defenders, like Thornbark or, if you want to go 2/2 Frost/Nature, Razorleaf. Especially with their root network, these units can deal a significant amount of damage. Support them via Root Nexus. Some of the Stonekin-Cards are very useful, like Gemeye (Green) (essentially adds a free CC), Earthen Gift (heals friendly Buildings) or Deepgorge (more free CC, this time from a Tower) Wheel of Gifts is a nice, too. You'll get a better offense with just a few cards, leading to a better balanced deck with not much effort.
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