Jump to content

Anonymos

Beta Tester
  • Posts

    120
  • Joined

  • Last visited

Posts posted by Anonymos

  1. On 1/10/2019 at 11:34 AM, fiki574 said:

    Hey. I like this idea generally, however somehow dislike the manual upload process. In the recent months, Kubik and Blank finished our own server-sided replay generator that behaves exactly the same as the client one does. I'll see what can be done with this, maybe we can create an API that will allow you to query the generated replays and upload them automatically to the website. However, don't take this as a promise, just as a possibility in the future, if (of course) we agree upon this internally. If not, you'll have to resort to manual uploads and player submission, just like you originally thought of.

     

    This still looks to be the perfect idea however it will probably not happen anytime soon so iw as courious if maybe someone in the comunity came up with a temporarily  solution.

    thats why i necroposted here...

     

  2. This has been mentioned a couple times already I dont know if it can be called a bug since there is no other card to compare the nether warp to in oder to judge if the way it works (double the healing since it refreshes twice each second) is inconsistent or "wrong". We have multiple instences of cards (jugger double stampede, nightguard nasty interaction, or even the way damage reductions or damage amplifications do interact in general)

    The question should be if the effect of the card is overpowered in general.

    and as other people descibed already it actually only works versus pure nature and even pure nature does have options (oink + creeping p. stacked) can be used to counter the mage port.

    Any fire splash can just use lavafield after the first volly from the shadow mages and they all die instantly

    most shadow splases can use some combination of nasty (for example 3 mages+ port is already 220 power... )

    most of the time the pure shadow player has already a huge advantage prior to the mage port...

  3. Well i think this topic is  a bit mislleading in fact i think amii monument is only the tip of the mountain.....

    The Problem when trying to balance Competetive pve eg speedruns and record hunting is obvious. There will always be 1 best strategy resulting in it beeing "op" compared to everything else. This does hit pve way harder than pvp since there is no "metagame" its jsut 1 best way = low variance.

    Also i think there is a significant diffrence between something beeing overpowerd and something beeing "broken". For me i would consider stuff like lss or buffed up batariel "overpowered" since it does clear faster than prob every other strategy while there are still other ways to get the same result just way slower. I however would consider amii monument broken it opens up new tactics which are impossible to repicate in any other way.

    however i feel like there are some more equaly broken mechanics for pve.

    First of all there is the funneling strategy which saves insane amounts of time just by evolving  3 persons t1 energy into t4 energy with only the 4. person to actually spend power on monuments

    enlightment is another candidate...

    tbh almost all speedruns do abuse some if not  all of those problematic mechanics not even mentioning various ways of void manipulation and i thik this is fine i dont think there is a actual way to balacne cards like amii monument either its op or useless. Im case it would get nerfed i guess the palyers would need some time to figure out if its still playable. If nnot screw it and the next card to nerf would be enlightment or decomposer or whatever.

    From a non speedrunenr perspective i think the best way to break up the "boring" and "1 sided" pve meta would be monthly card restrictions or smtng. i would be intrested in the speedrunranking ladders if there was a monthly card restriction on lets say decomposer, shadow phoenix, sow, amii monument or some other crucial cards. I think this would actually require some new strats, creativety and would generate variance. Just starting to nerf card after card can not be the solution!

    Navarr and DarcReaver like this
  4. 10 minutes ago, Onkelknut said:

    why this should be a bug? u can move ur mages anywhere u want to :D if its on the spot thats fine by me

    the card heals units once per second for a set duration but when the warp is used on the sport the buff refreshes twice every second basicly doubling the heal value but i cannot see any "bug" abuse there its jsut the way the card works 

    i guess all this wired interactions (eg jugger double stampede) are not considered bugs by this point

  5. On 26.1.2018 at 11:57 PM, Tiger88 said:

    2 questions, will the bfp per hour count time spent in the forge, trading and such or will it strictly count time spent in pve and pvp matches? Will we be able to reroll quests, for example once per day?

    back in the days it would only reward you for playing in maps forge time and trading with ppl didn't count 

    i think a hard cap on bfp/day is a interesting approach but im not sure if its the best one obviously most games do have hard caps on in game reward but they do offer ways to bypass those caps (pay money to get there faster thank you ea) 

    Im not sure if measuring skylords against normal games is the right idea here exactly for this reason there is no way to pay for progress so why would we hard cap the playtime reward?

    i think 3 quests a day is great tho.

    Also for ppl arguing about keeping all palyers equal:

    There is a reason why big companies when releasing new games don't reset after a open and sometimes even a closed beta (not saying we shouldn't reset in skylords because what we consider open beta is probably sort of open alpha in general :D) but modern release procedure  more often than not doesnt reset progress that often not only because this allows them to earn money faster (big reason ofc) but also they actually want players on different grinding levels  to motivate eachother.

    Companies abuse the social environment  of the game in order to get palyers addicted and ultimately spend money on games. BUT the fact that this natural psychologically processes get abused doesn't mean we shouldn't rely on them  in order to create more motivation for the game. 

    There is way more to add here but i think that's something, that  can be discussed at later stages.

      

  6. From my point of view the shadow vs frost machup is dominated by masterarchers ice guardians dreadcharger and nox troopers nightguard purple doesnt have a spot in there.

    even though the nightgaurd has  decent stats (450/500) s counter (at least in the case of frost t1) u cant compare them to nox trooper those cards (appart from the nightgaurd never getting used ) would never fill in the same spot.

    In egeneral there are 3 diffrent szenarios 

    1. both palyers playing on equal powerlevel  (same well amount, no dissedvatages)

    In this situation the frost player normally tries to build his army based on master archers because they are ranged and therefore are less vulnerable to kiting also they they got better base stats than nox troopers  in a master archer spamm vs nox spamm the master archers will win only exception being a skirmish including very little units for example 4 mas vs 4 nox because in that case motivate would be way stronger than homesoil.

    For this reason shadow usally goes for dreadchargers in order to counter the ma's and only uses nox troopers to counter ice guardians which the frost player needs in order to block the dreads so a normal unit composition from frost would include like 4-6 mas and 2 ice guardians when shadow would fight with 3-5 dreads and 2-4 nos troopers 

    2. frost being behind in power (took a well in advance) in this case shadow would invest the power frost spend on building a well in nox troopers on top of the normal unit composition and go for the rush because ranged units do very well when opposing a weaker army since they can switch targets way faster increasing actual dmg output when comparing to melee units which loose some time running around in between spawning units or when kited 

     

    3. frost being ahead in power because shadow took a well in advance 

    well in this situation there are 2 deciding factors one being phasetower anoither one the distance between shadows wells and frosts army

    if there is no phase tower and frost doesn't have to spend 3 ice barriers in order to reach the shadow player frost should have a good time.

    however in case of phase tower or a huge distance frost in generally better of taking a well in reply 

     

    tldr:

    nightguard doesn't compete with nox troopers it competes with dreadchargers and dreads do have way better stats and a nice passive. Also nightguard deals  very little dmg to everything else then mas and therefor invites the frost player to just well up.  

    indubitablement and Hirooo like this
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use