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WatcherOfSky

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Posts posted by WatcherOfSky

  1. 7 hours ago, shroomion said:

    if some OP stuff like this appears then i would suggest just making it constantly lose hp after construction to at least annoy the one playing it with repairs, or maybe confuse all your units every 30 seconds, orr make it prevent you from playing any other building as long as it stands, or you can play it but the only units you can play without having a malus on them are amii units xD

    You say op, but why would you think it would be?

  2. Lately I've been looking through the forums for balance discussions and just generally through the cardslist.

    Looking at Frontier Keep, it's a little convoluted in what it is trying to do: help towers defend. Now it does combo more with the new Shrine of Martyrs to an extent, but I think it's such a roundabout way of going about it, especially since the range can't even freeze any ranged units hitting your towers, it's seems really useless. 

    Now, I was thinking about a building version of Wheel of Gifts recently, and I think reworking Frontier Keep into that would be a cool way to work with it, so here's my proposition:

    I would drop it down to around 200 power, just like around WoG, and keep it's ability as an activated ability, with the text being something like this:

    Blessed/Infused Winterfall: Every friendly building in the game will ([Blessed] take 50% less damage)/([Infused] deal 20% more damage and take 20% less damage) for 30 seconds. Has a 60 seconds cool-down after having been built. Reusable every 60 seconds.

    Now, I don't know if the numbers are fair, but this sounds a lot simpler and definitely more fun to play around in defensive style pve. It could even help in aggressive pve maps for those who like to go in with Kobold Inc strats, but overall I feel like it would at least let people take a look at the card. Also, same as with the way it currently is, if one affinity of the building is active, the other cannot be activated for the duration, so you won't be able to stack both.

    Also also, I don't know if the upgrade should continue to remove the initial 60 second cool-down, or if it could drop the cost of the building instead.

     

    So what do you guys think? :)

  3. 49 minutes ago, YaBro0 said:

    I really like this Idea for PvP. You could play a double T1 and choose based in the matchup with which one you wanna start. But I think it gets kinda OP in T2 because giving a strong splash deck like stonekin or fire/nature acess to SOM or EP just sounds crazy to me. It could open up a a whole PvP era, where no one really plays T3 but rather use pure cards to boost your T2. Sonething like shadow/frost with harvester or shadow/nature with shadow mages and heal spam and so much more. 

    While it sounds increadibly interesting, I think it would be to strong in PvP with void manipulation.

    I'd want the actual model to be a much smaller version of Amii Monument, since it's just a shrine. I was thinking more like the size of a Morklay Trap. :D

  4. 15 minutes ago, Mynoduesp said:

    I feel like ppl are missing that this card concept already comes with a 100 energy bound power penalty compared to 150 for t2.

    I guess "Slowed construction" would be necessary (like amii monument) for it to be less of a surprise play, but otherwise 100 bound power + 25 activation cost is nothing to sneez at. 

    I'm on the same page, though slow construction does make sense for such a card. It could be another idea to add 25 more power to the toggle abilities too. I don't play pvp yet so I wasn't completely sure this wouldn't be busted or no, but just building t2 is almost the same cost, so idk how far synergy in t1 can bring someone vs a t2.

  5. So I'm always trying to think of new card idea for Battleforge, and I recently started thinking about a potentially not broken version of Amii Monument. After some brainstorming, this is what I came up with:

    bl1ostm.png

     

    [Amii Monument, 100 Power 1, Orb of any color]

    [Nature/Fire/Frost/Shadow Mirage, 25 Power to Toggle On: Gain the essence of a Nature/Fire/Frost/Shadow orb.

    Basically, it looks like a mini Amii Monument, and the premise behind the abilities is that they unlock the color the orb represents. That means you gain a color without boosting the available tier of cards. For example, being able to use both Fire and Nature tier 1 cards, but still not have access to any tier 2 cards.

    So the reason I don't think this would be busted is because you can basically already do this by restarting your orbs, this card just gives you an easier outlet to do that. I believe this could potentially allow more versatile decks to be played, like more cards with stricter color costs. Of course, there might be an argument that this should be a tier 2 building, but I think I like it more for tier 1. Not completely sure on the power costs, but I feel like bare minimum the price of rebuilding a monument should be good.

    What do you guys think?

    (Also I was unsure whether to post this in suggestions or cards, but I chose suggestions since I've already posted new card ideas here)

     

    Edit 1: Slow construction would make a lot of sense to add to the card. Also perhaps an additional 25 power for the toggle abilities to make it cost as much as a t2 orb.

    Edit 2: Thinking about the size, I'd probably say I'd want it to be the size of, let's say, a Morklay Trap. 

    Sebu likes this
  6. 6 minutes ago, Ragenarok said:

    Oh, I have so many Ideas for the Frost/ fire tribe, my fanmade collection ideas fall into a tribe called Steamcore. But when building steamcore, you have to look at T1 first.

    A building is only as strong as it's foundations. Which currently means start red. And I don't like that.

    Well there you go, that's all you needed to say from the beginning lol. The way I see it, Frost T1 is pretty strong overall. Whether or not it needs a swift unit has been debated since the very beginning, and honestly I am kind of against it. I've played against a lot of Frost t1's, their units are very powerful for the cost, and you basically always have to contend with ice barrier and homesoil for any engagements. You litterally lose fights if you try to S unit spam because of frost mage. As for not having a way to slow units down, what about Frostbite? Frostbite is a very powerful card when used right, I know I hate it especially when I try to run away. If you play starcraft, then a great comparison is a Terran Mech slowpush, where you slowly crawl towards the opponent with squads of siege tanks, all taking turns moving forward while others wait, covering the ones moving fowards, it is a very hard to stop maneuver.

     

    Ofc they do have trouble vs building spam like Mortar and Phase Tower, since they can't move fast enough to engage with it, but that's a problem for a different day.

  7. I would recommend only opening boosters after you have a playable general pve deck, as that will make it easier to complete quests. As for pvp quests, I have found that if you leave 1 unfinished, it won't show up again. So if you don't want to pvp then just leave it and you will only get pve quests from there on.

  8. 23 hours ago, Wheat said:

    Yes, hey. I'm new here too. I actually stumbled across this game because I was playing AirMech Strike/Wastelands, but those games are just about dead. So I tried booting up Sacrifice for some challenge, but that doesn't run on Windows 10. So then I goggled for games like Sacrifice, and I came across this.

    It immediately captured my eye because it looked kind of MOBA-ish and fantasy, and the design is beautiful while also not resource-intensive-looking. Also, it involves cards. I never had much interest in things like Magic: The Gathering, but I always considered playing it if it was also an RTS or turn-based tactics game.

    Maybe if I have some time tomorrow I'll play. If not, then on the weekend.

    If you need any advice just be sure to ask anytime, I can also help. There's also a discord you can join if you want.

  9. So I see a lot of heated discussion here, but I think I'll add my own opinion anyways.

    At the core, Battleforge is about collecting and upgrading cards. This is something I don't think should change (because I enjoy grinding and marketing a lot), but I'll have to agree that the game as is, is not new-player friendly in the slightest. There are hints in the beginning that tell you what you can do, but there are no tips or anything like that saying what you should do (or at least what type of mindset you should have // I have seen a couple of tips and stuff in loading screens, but there is so much to this game that I don't think this is enough).

    The biggest problem with this is how the cards themselves translate ingame. Some cards' playability are not completely obvious just from what you read on the card. You aren't able to "test" cards to see how they play, you have to invest BFP in them before that. And from what some people in this thread have discussed, this seems to be what's holding them down in terms of marketing. Yes they can see Wheel of Gifts for 2700 (as of when I am posting this), and of course that would mean that it's probably good. But how good is it? I've seen it for as low as 1600, and I would know the price right now is pretty inflated, but there are players who don't have the intuition or smarts to understand how to play with the market. I constantly give marketing advice to people who just want to buy cards that instant and don't think about the long-term benefits/detriments. They will take AH prices as final yes, but that leaves them open to being taken advantage of. And players aren't dumb, they can understand their ignorance and will give up before they even try to get into it.

    Also, the trait of being able to trade boosters isn't very obvious from the get go. Just opening boosters by themselves isn't very efficient at all unless you open a promo. As a beginner, you can only make so many ignorant marketing mistakes before you give up in frusteration, and I've seen it happen to my friends that I'm trying to get into the game.

    As for pvp, the aspect of playing pvp before having a decently upgraded deck is very intimidating for new players. Like mentioned before, good players can make a fully upgraded deck in a couple weeks easy (I know I did), but new players don't know the best ways to grind. They don't know the best cards they can add to their deck. To be fair though, the playerbase is too small right now anyways, so matchmaking doesn't really mean much currently. I supposed we could add more game modes, like no upgrades pvp, or commons only, but that's a topic for another discussion I would think.

    5 minutes ago, Kubik said:

    "League of Legends" I seen many players screaming they lose because they did not own some runes, how is that different :thinking:

     

    Riot made it so you get access to pretty much all the runes from the beginning, looks like someone hasn't played LoL in a while. :kappa:

  10. 12 minutes ago, fiki574 said:

    Is it so hard to follow the bug report template? This is your second report a bug topic where you give vain explanations and are not following template. We're usually giving warnings for this, which can add up to temporary ban.

    I'm sorry, I didn't notice there was a template. Kubik, who answered the other thread, didn't mention it when replying so it didn't even occur to me to check. I'll fix the post.

  11. 24 minutes ago, Kubik said:

    "sorry for being vague" not a problem, I just want to be sure we are on the same page. that bug was already reported in closed beta, but some mor must move it to archived as unsolvable :( (maybe I create thread with known bugs and short explanations, and message for mods to not remove it :thinking: or maybe not, I am too lazy :P )

    so to the bug.

    We know there are multiple "things" we call group. Working names are "Forge group", and "Match group". They are created exactly the same.

    Steps to reproduce: restart server, 2 players join, 1 player invite the other, second player accept, check /group chat, start match, few possibilities: "both players have /group", "both player have /match and /group was not working in forge", or mix when one player that now have /match was not able to see /group messages in forge, /group and /match are mixed (because they use same ID) message send in /group arrive as /match and vice versa :( 

    With these steps most of time both players have /group chat, but not always, randomly the other cases appear, with exactly same steps, not a single byte difference in the packets. :( no difference in order of packets, just nothing we was able to measure :( 

    "idk how it's coded" I do not know either :( 

    "I mean like /team chat" is there a case when this one not work? :thinking: that would be a new bug.

    "I mean when I join a lobby, so I should be placed into a group no?" We do not know for sure, in case of PvP the match chat would make sense to be able to communicate with the other team.

    "It might be me not understanding how the game works" no one knows how exactly the game works :( 

    lol all good. Since it's a known bug then there shouldn't be any problems. :D

  12. Name: Trade Skipping 5 second grace period.

    Severity: 3

    Location: Trade Window

    Reproducibility: 4 out of the 4 times the scenario has allowed outside of testing the bug itself, I'll test it with a friend when I et the chance.

    Description: There's a scenario where a trade will skip giving a participant a 5 second grace period when the other hits accept trade. I'm assuming it's when both players hit accept trade at the same time.

    Screenshot: I'll supply one later tonight after more testing.

  13. 17 hours ago, Kubik said:

    I have few question:

    • "or similar specific chats" what other chats you mean?
    • "server will send" how you know that message is from server and not from game itself?
    • "when I obviously am" how you know that? being in "group" does not automatically mean you should have a group chat :( 

    I wanted to get a screenshot, but I forgot. 

    • I mean like /team chat or group related chats.
    • I mean a red message will appear so I'm assuming the server, could be the game idk how it's coded :D
    • I mean when I join a lobby, so I should be placed into a group no? One of my options is to "leave group" when I right-click on my name so I assume I'm in a group no?

    It might be me not understanding how the game works, but if it should be like this then isn't that a bit inconvenient?

    Thanks for your time, sorry for being vague.

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