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Posts posted by Fimion
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This thread is about the new fire enemies you face in rPvE. Ive played some lvl 9 and lvl 10 matches against them and in my opinion they are way too weak and really boring to play against.
They are particularly easy in rPvE 9 especially at the beginning you and your teammate can just rush T3 with a bunch of windweavers. Makeshift Towers dont even have S knockback(why?) !
The enemies you face later on are not much harder either just one frenetic assault will basically take care of an entire base. There is nothing even remotely challenging like
Willzappers,Lost Banestones/Dragons, Windhunters, Twilight Whisperers or any CC units or units that block spells and abillities.
The mighty Fire Faction should be at least as hard as Lost Souls in my opinion.
So here are my suggestions:
Give some fire units the abillity to use spells like Disenchant Inferno Lavafield and so on.
Make it harder to get to T2 and T3 especially on rPvE 9.
Buff the bosses.
Increase the amount of enemies and spawn waves.
Let me know what you think !
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I can confirm that Molten Golem causes lags and freezes.
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So far i had no freezes during replays.
Yes it happens on all targets and on any enemy faction(Bandits,Twilight,LS).
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In the Forge i never had any freezes no matter how many units i froze and shattered.
Im not sure about replays ill play some games with my frost deck and watch the replays if i experience freezes ill let you know.
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I play frost alot and if my memory serves me right i never had freezes when me or my teammates were just using Coldsnap Maelstrom and Frost Shard.
It seems to happen more frequently when i cast Shatter Ice right after the units get frozen if i wait 1-2 seconds it happens very rarely.
Also i never had a freeze when Shatter Ice didnt kill the frozen units, or if it just killed one unit.
In conclusion: Most freezes seem to be caused by many freezing and shattering animations happening at the same time.
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Actually im also against changing Shatter Ice if this bug can be fixed because i really like this card.
I dont know how many people have this problem but i have it on all of my PCs. Some Friends of mine also have that problem.
A couple of hours ago i was playing with someone who used Shatter Ice all the time and i had 3 freezes that lasted for about 1 minute so that match was almost unplayable for me.
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Since Shatter Ice is frequently causing the game to lag and freeze i think something needs to be done about this.
I already reported this bug in the "Report A Bug" section https://forum.skylords.eu/index.php?/topic/8535-shatter-ice-causing-game-to-freeze/ but according to Kubik it is currently not possible to fix this bug.
So here are some suggestions:
Change the animation, its basically just a reskinned eruption anyway.
Change the effect, for example: Frozen units in a 30m radius take 300% more damage for 30 seconds.
If those changes dont fix the problem simply completely remove Shatter Ice and add a new card.
Fundus likes this -
So is there anything that can be done to resolve this ? i dont think un- and reinstalling the game will help because it happens on all of my 4 PCs.
ill fiddle arround with the graphics settings and if i find out something ill let you know.
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It just happened again between 15:05 and 15:15.
I think i uploaded the wrong log file yesterday sorry.
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I will play some matches with my frost deck and use Shatter Ice alot as soon as it happens again ill upload the log but since it doesnt always happen it might take a while.
This happens on all of my PCs not just on one, also i asked a friend of mine and she also has that problem.
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It happened during the last match at arround 10 minutes
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Sometimes Shatter Ice causes game to freeze for about 30-60 seconds.
It seems to happen more frequently if you cast Shatter Ice immediately after the units get frozen.
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same problem here
edit: now its working again
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Let's not forget Construction Hut 🙂
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That fixed the problem thx !
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I got the same problem on one of my PCs on the other ones its working fine.
I didnt install any new software or change the settings.
A friend of mine also has that problem since about 2 weeks, so i guess its a pretty common problem.
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Instead of making this card useless you could have been a little creative and give it an abillity that makes it good and original in PvE but not OP in PvP.
Or you could have simply changed it so that its trample damage only affects L and XL units.
Pretty sad if you ask me...
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13 minutes ago, Zyna said:
Nothern Keep was a bug fix, one affinity had 72 damage and 180 splash, the other had 72 damage and 108 splash. Splash damage is generally 1.5x the normal damage, so the 180 damage was considered a bug. BTW: Magma Hurler is getting a small buff next patch, so look forward to thatHmm i just looked it up on the wiki and it is listed as a balance change that affects both affinities.
www.skylords-reborn.fandom.com/wiki/Patches#Patch_.23400022
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5 hours ago, chickennoodler said:
How can I trust them then? What's next? Northern keep? Scorched Earth? 2 Envenom type stacking? Chaos knights?
Actually i just found out they already nerfed Northern Keep !
The damage was nerfed not the abillity but still why nerf it ?
This is very concerning...
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3 hours ago, Danol said:
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).
Yeah you are right making it require 4 fire orbs is a pretty bad idea because then everybody would be using it with Enlightenment, probably even i would.
But 2 fire and 2 neutral orbs seems pretty reasonable.
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9 minutes ago, Cocofang said:
What do you mean "buff it"? Haha, what's there to buff? That it gives you additional energy even if you are already at 0 void?
Decrease energy cost or make the abillity last longer
but a buff isnt really needed even if it becomes t4
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2 hours ago, Majora - MidnaMistfire said:
Moving it to tier 4 makes little sense.
In my opinion it does make sense because Shrine of War definity has the strength of a t4 card
when you compare it to Shrine of Memory, Shrine of Greed, Shrine of Martyrs and Cultist Masters + Furnace.
Fire Enemies in rPvE
in Suggestions
Posted
Not really because other CCs are very effective too simply because fire bases have few but strong units.