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SpiritAlpha

2D Artist
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Posts posted by SpiritAlpha

  1. On 11/7/2022 at 8:37 AM, Hrdina_Imperia said:

    Maybe there is also possibility of reducing the size of XL units down to L/M/S? I remember suggesting a squad of six S-size Juggernauts somewhere.

    That’s totally possible.

  2. On 4/5/2022 at 8:25 PM, Cocofang said:

    That's not possible right now. The game has four unit sizes and that's it. How much pop a certain unit size takes up can be defined but it would affect everything of that size, not just temporary summons. Introducing new sizes just for temp-summons doesn't work.

    If make new entity , call it “Spore Seed” make it small 1-size S squad that would be less pressuring on limit

  3. 15 minutes ago, Bini Inibitor said:

    The fire preset used player card costs as reference, so Gifted Takeover may be less effective in these matches. We may adjust costs in the future, but with the change toward T3/140, Nature affinity should be equally effective against Fire soon.

    Than again, if green can take over all the threats, what the point in purple?..

  4. My few takes on it:

    - I don’t like Deepfang change at all. I HATE units on timer. And I love deepfang, I don’t really care if it comes with weak bodies that can’t be replenished, because 2 Deepfangs get max effect of Stone Shell immediately by being 6 bodies. I’ve never had problems with them dying in  expert CPvE, I really can’t think of such situation when they fragility was determining? Imo Deepfang would be better with some minor stat/speed buff(perfect option). Nobody uses him because it’s same slow crap as Magma Fiend with very little AoE damage on multiple targets (but mostly because it’s slow), and so proposed “buff” unfortunately won’t change anything.

    - Matter Mastery is in terrible spot, as every similar card with two affinities (Amok, Twilight Pestilence, Forest Elder etc), where one affinity is totally pointless because other is superior.  Let’s take situation, End of Nightmare, you have to assault camp with bombard, you play stonekin, while you can brute force it with razorshards, taking control over it would be much better, so? Green affinity? Most likely can’t take (it’s twilight ultimate building after all) , why do I need this crap to waste my precious spot in deck?While ofc most likely I would be able to take control of weaker building and it will stay for me... Cool but.. Why? There are way too few scenarios for it, and so purple affinity will be superior in 95% of situations. Not even mentioning that you could potentially heal building with cobold engineers if you would like it to stay on some maps lol (unless you also make it not possible to heal?)

    Overall I like other changes, Especially Gemeye and Earthen Gift.

  5. Market is terrible in thing in. CCG at first place.  Not using market for buying at all (only bought Earthshaker, Home soild and Cluster Explosion, which I’ve never got in boosters). All cards I got from boosters I use for charges. If it’s expensive crap I don’t need like infect (overhyped cards)I sell it. Overall if card cost less than 200 bfp and it’s bad (Shrine of Greed, Altar of Nihil, Magma fiend etc) , I just reforge 4 of those into another crappy card and now need to open 3 more boosters to reforge it into yet another crappy card. It’s not very fun and engaging cycle, but much better than auction as for me.

    And yeah boosters value overall is ok. But very discouraging seeing players always getting promo cards (especially good ones) when you got nothing at all or Fallen Skyelf (worst promo imo, even price-wise, while, I don’t like Lyrish knight as a card(not pvp player), it’s very usable in pvp on general basis, can be used good in cpve for fun, FS is overall very bad stat-wise unit mostly for bosses (but even there I’m not using it).

     

     

  6. I don’t think fire is too weak. I’d rather play against LS than against fire. I do not play meta decks atm and fire is really very unpleasant  enemy with all their debuffs, broken bosses(Fire has the strongest bosses among every other enemy facrion) and super huge body counts on t4 camps.

    Seriously, I wiped more against fire than LS, LS has almost nothing on t4 if you have incredible Mo. Even simple XL body mass of LS is not comparable to Fire (talking about last camps).

    First orbs are pretty easy to get, but that’s mostly because early fire units are trash (sunstriders do nothing, skyfires are joke). 

    Overall I’m very fine with fire faction! Good job on balancing 

  7. On 1/21/2022 at 10:21 AM, Majora said:

    The reason most TCG's introduce formats over time is because they can't keep releasing new cards without power creep (or the new cards being overshadowed by the basic sets). I don't see this work for Skylords Reborn for a couple of reasons:

    • One of the biggest problems is how crucial the Twilight Edition is for BattleForge. It contains everything that sets each elements identity, and a lot of the basic spells (surge of light, eruption, etc). If you remove the Twilight Edition, you suddenly have a huge gap that the other sets don't fill in, especially since the Twilight Edition does not contain affinities, but all unique cards. 

    • Set sizes are also very inconsistent:
    - Twilight Edition: 200 unique cards
    - Renegade edition: 60 cards (including affinities)
    - Lost Souls Edition: 60 cards (including affinities)
    - Amii Edition: 32 cards (including affinities)
    - Rebirth Edition: 8 cards currently (some having affinities, 1 promo)

    As you can see, if you cut Twilight Edition in a rotation, you are left with about 80 unique cards give or take, where currently you have access to about 280 unique cards. 
    For Twilight to be rotating, you would basically need another base set that sets the foundation for a new format. Creating 100+ new cards is obviously not something we can do. 

    Looking beyond Twilight Edition, cutting one of the other sets also does not make a lot of sense. Part of the issues here is that you are removing a color faction from the game with each cut expansion. If you cut the Renegade edition, you are now also removing (most) of the Bandit and Stonekin cards. Cut Lost Souls, and you get rid of Lost Souls and Twilight. While Amii Edition does provide a few cards for each faction, its definitely lackluster with it sets size of only 32 cards (including affinities). 

    An argument can be made that the Amii Edition could be cut, but for what purpose? You are now removing playing pieces without adding anything new. While I love a challenge or restriction (I played the whole campaign on only Twilight Edition Shadow Nature cards for example), I doubt many players would enjoy having a set removed without anything cool to take its place, as is the case in most rotations. In a way, Twilight Edition is BattleForge's greatest asset, but also its greatest limitation. 

    Long story short, I dont think a traditional rotation of sorts would work in BattleForge. Would i COULD see work, and might provide the kind of event-challenge you would be interested in, would be to have challenges that remove a specifically selected list of cards. This way you can push people to try out new strategies without relying on the known path, without removing a chunk of cards just because they happened to be in the same edition. 

     

     

    Game like “Eternal Card Game” has special edition , which rotates every few months, while it doesn’t cut whole sets it cut specific cards from sets. something similar in Skylords would be more fitting. 

    P.S. I’ll always vote for making different  cards unplayable (you can’t start match with it) in pvp, so we have more freedom for fun in pve.

  8. 28 minutes ago, Dallarian said:

    I will try adding Enlightenment ---> Cluster Explosion / Inferno. I'd love to see it in action!

    Psssst. Anyone has spare Cluster Explosion/ Inferno?

    Yes, Fire has much better AoE to clear trash. But Frost-Nature has much more point damage to clear big single threats. Better bring friend with Cluster/Inferno 😛 Will save you some thousand of bfp!

    Dallarian likes this
  9. 59 minutes ago, Dallarian said:

    I always wondered how a full spell deck would look like. And that one looks really cool.
    Do you have excees power in late-game?

    Depends on what do you mean by "excees". It kills bosses? Pretty good( with numerous of point spells and frostbite bosses die pretty fast). Does it clear camps fast? Well not very ( hope for noxious cloud buff!), but it's far from bad - grinders shred building good, all spells damage a lot, and most of the time,  noxious cloud duration is enough to clear all units (if you throw all spells there). How it survives? Well Grinders+ Regrowth+ Revenge+ Stone Shell - this solid force can't be stopped (while you have all buffs, lol). So yes, I'd say it's very powerful late game, especially since you always have energy due to shrine of martyrs!

    Dallarian likes this
  10. Before the main post I must say, it's completely no way a meta deck, or something that can push aside top tier deck. But it's very fun as for me.

    SpellGrinder.jpg

    The name talks by itself. Frost-Nature spell deck! I've never seen anything like this actually (can be wrong) so I decide to share my idea/

    First of all, deck had many changes, and for rpve 10 and 9 it will be a bit different (obviously) current one I used to play rpve10 with very good and nice players (215302 replay). Yeah they were running top tier deck (2 bata + bloodhorn bandit spell deck) and there was not much things to do for me. However I won't tell that I was completely useless (hopefully lol), this deck has a lot of nice support that would help a lot to those runners. Let me note some:

    1) Frost bite - that's just way too good and nice support spell for killing bosses/big threats. 25% damage increase is no joke (especially when people not using  Fallen Darkelf or Purple Bata), especially since it scales well with all unholy heroes and damaging spells. Bosses always a time sink, but frostbite + tornado/maelstorm helps batariel or bloodhorn a bit;

    2) Matter Mastery + Home soil - good combo to help any runners, especially if they run Infect, and it also scales with Unholy hero (if I'm right? correct me if I'm wrong please) + as addition is very good support in early stages, when you teammate get oppressed;

    3) Frost Shard - that will be MVP in many matchups. Instant freeze of any treat, no matter what is it, wrathgazer, willzapper, vulcano ( expecially vulcano!), windhunters, lost spellbrakes etc. If you position it right, you disable very big threat without spilling annoying freeze effect on other targets;

    4) Tornado - very good in clearing building (better put it in one point for maximum damage e.g. dangerous building, boss, spawner) yes, it kills buildings worse than earthshaker, but it damages bosses and units too! And damages a lot actually.

    5) Stone Shell+Revenge - those two stacks providing solid damage reduction to anything. You can try swapping affinites of Stone Shell as you wish to find out what works better for you.

    Yes it needed to say, you can throw any of those things I listed in any part of the map where you have ground presence, which is great support addition. So even if you yawned and wiped , you still can provide a lot of help to other players. Worth mention - not run freezing spells mindlessly

    I described this as support role for rpve 10, but this deck can actually easy carry rpve 9 (200302 replay, rpve9, lost souls + guy with lvl9 deck, a bit close on timer, but still pretty easy, Frost shard into Spellbreaker to keep buffs on my grinders). Just walk into camp with grinders nd throw all spells you have! Aim grinders for building and call it as easy day! Not much to say actually.

    Also moth 10 for 1 player(151252), very easy.

    Worth mention - I run Shrine of Martyrs instead of skyelf for rpve 9, because it's helpful. And yes I run 11 frost cards to listen "A Light of Winter" winning music, and overall frost themes, so that's why I take some questionable card and orb choices.

    P.S. I am moron that throws stone shell in completely wrong places, because sometimes I think of it how unity, so nevermind this, old behavior lol/

     

     

     

    20220119_200302_GeneratedMap.pmv 20220120_151252_GeneratedMap.pmv 20220120_215302_GeneratedMap.pmv

    Also awaiting for buff of Noxious Cloud for this deck to get even better play!

    Dallarian likes this
  11. On 1/18/2022 at 2:06 PM, Metagross31 said:

    Very cool idea and yet again a proof, that you don't need expensive or meta cards to play the game.
    I might refer to this post, when people ask for beginner decks in the future 🙂

    Also I like the challenge aspect and might try something like this in the future as well 🙂

    Thank you! Yes Battleforge is really full of different ways to play! I can't wait for defensive rPvE to try all the fun defence tactics! For now I'll probably think of more off-meta decks and commons-based decks

    On 1/18/2022 at 4:59 PM, ThomasMann said:

    No mauler? disappointed 

    I even wanted to put it at first. But it's way too situative  in rPvE/

    Deadman likes this
  12. I had an idea to try and make commons-only deck. I went with Frost-Nature because... Best common flyers in the game! (Yeah Lost Dragons would argue, but with commons only you can't sustain them 😞 ).

    Comdeck.jpg

    And so I tried it with current month rPvE lvl 10. It was pretty easy (no Windhunters on t3)  I haven't made any preparations and it was just second try (first try failed at cleaning of first camp).

    Few notes I have to mention - unfortunately Nortland Drake ability was VERY clunky to use, and it probably was activated 1 out of 5 times. Rip Shattered ice combo. At least still able to combo with Tempest.

    Stone Stempest was very helpful, it's only common large creature on t2, and that's very solid. Spirit hunters were very nice DPS with use of some micro play.

    Tier 3 was pretty easy, tremors are great, swamp drakes too.

    Tier 4 Giant Wyrms are carry, I added Northland drakes to make use of their ability but rip. Tempests were harder to play than I expected. Still possible tho.

    And about heals, yeah I run out of charges on almost every heal (except surge). Stone Shell is great common spell that increases efficiency of healing spells a lot. You could notice in reply how fast health bars of my dragons were going down without shell.

    Overall I must say, it was very fun experience to play very low-budget deck ( even with all the u3 lol) like in good old times. And it's very noticable, how great even uncommons in Battleforge (roots, gemeyes, coldsnaps, aggressors, grimvines etc). Splashing shadow would make things much easier that's for sure, but maybe next time?

    What do you think? How do you like to restrict yourself like this?

    20220117_221124_GeneratedMap.pmv

  13. 2 hours ago, Ggoblin said:

    Do you only use XL counters at T4?

    If I have choice between L and XL counter, I would prefer XL- counter. So basically yes, I'm trying to use XL-counters and Siege units, because  it's the main problem on t4. If it's not some specific good card like Overlord.

    And yeah Skycatcher is really thing, only because of siege I'm using it in any specific deck that focused on destroying buildings.

  14. 17 minutes ago, SunWu II. said:

    Pretty much every mission on standard / advanced. I'm not expecting every player that asks for deckadvice to do expert right away. I also think there are a lot of expert maps where an allround deck is doomed to fail and a specific deck is needed.

    That's it, but such maps like Empire/Sunbridge/Ravens End/Encounter with Twilight/King of Giants(If I remember right)/Bad Harvest(1-2 position)/Titans(I guess all axcept 3 position) and Crusade doesn't need specific decks and those maps will be the first which new player has to play for more expierence and specific 3-upgrades. And those maps do have a lot of threats which will be shut down by aggressors easily. Tho for standart\advanced maps up to 9+ razorshards can clear everything up to t4 or even entire map in general, so yeah aggressors doesn't need much here, but it doesn't make unit with such stats crappy, especially since it has pretty solid attack for ranged L unit on second orb. So add to this razorshard pack 1-2 aggressors to deal with random flier and you won't have any problems at all (If it's not Twilight Dragon, ofc). With pack of 9-10 razorshards and few aggressors I clear remaining spawn camps on expert Guns of Lyr in few minutes ( If you start on 1-2 position and than going to clear camps to open final camp objective).

  15. 1 hour ago, SunWu II. said:

    How is aggressor a good card for non specific campaign? For 150 power it knocks back L units, that's it. Now if you don't encounter L units it's a crap card with crap dmg/power and you're putting yourself in a crap situation playing it. And it's not too bad to have a flying, tanky XL ready to snipe spawnhuts or other obejectives. So why is giant wyrm crap? Gemeyes do crap damage compared to the wyrm. Seems to me like it's a matter of playstyle and not strength.

    I didn't say that aggressor good in non specific campaign. I'm using razorshards everywhere where I won't face deathgliders or windhunters on 2 orb. Alright, if 150 energy in PvE Campaign is soo much, tell me cheaper way to kill 2-3 twilight deathgliders or bandit windhunters on second orb, and it's pretty common thing in expert missions. Show me at least 1 mission where you won't face hordes of L units on second orb? Wyrm is crap because it has terrible attack counter, like t4 unit which is L-counter without good thing like passive aura (etc Forest Elder) is trash for me. Even Skycatcher is better because of siege bonus and activated skill. Wyrm has terrible attack range and price of 300 energy, and it's doing nothing better than gemeye (except killing Urzach or flying in Dwaren Riddle ofc, but it's specific maps). Gemeyes in big numbers have much bigger DPS because of poison. Ofc it's not 43k dmg per minute  from beta, but it's still good. Paralyz poison is also great if you are fighting in the spawn or attacking big number of heavy units in roots/spawn. And fliers never tanky, even if GW has third biggesst hp among of all fliers, It's still terrible and dies to many threats on expert missions. Gemeyes are better because they are much more heavy, cheaper, have long range (Destroy willzapper with giant wyrms mhm), are ground units, so you can play some specific non-healing spells with them or reinforce, and their DPS much bigger in big numbers. Yeah Gemeyes are slow like crap. And also they can be used like artillery on defensive mission just great.

  16. Without buildings you still can use old great Root Defence, which is sometimes even better than churches (Against leaders). So we have a lot of options here. Honestly I like defensive missions much more than offensive. And random defence would be much better for me than regular rpve. But it's not that easy to make. And I don't think people will play only "Meta" cards like WB gun and churches, because even in rPvE not everyone playing Lost Spirit ships. Anyway balancing this mode from "easy" to "holy crap" would be veeeeery hard

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