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Posts posted by WatcherOfSky
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Possibly has completed all the expert maps?
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4 hours ago, shroomion said:
Hey, i did not mean to be rude or something. I had a very similar idea before and it would be the thing you made just as a nerved amii monument. What i write here is just my opinion and no offense to you. I simply imagined having this option in the game and immediately saw how much more powerful most of my decks would become. Versatility is very important to me, but not if it translates into raw power like this. People do switch orbs but you always have to consider losing the other element and permanetly losing power.
About versatility in this case: Here is what will happen in (for example) t1 if people get this card: They will simply combine the strongest cards of two factions..cards that are already being played most of the time. You will still see nomads mines shamans surge of light and homesoil windweavers motivate etc...just people will get double the power in a combo now. How many cards with more flexible orb requirements would this devaluate in the game? Ever thought about it from this perspective? If i wanted to invent new cards then i would maybe invent one that synergizes with existing cards which are never played. For example i would think if your shrine would make nox carrier a great and useful card to play again, then that would add some versatility.
Some cards add the possibility for a new metadeck and you can call this versatility, but for example look at all those batariel decks in every rpve and almost every expert campaign map. Sure, in theory enlightenment and amii monument add more versatility, but just look at the results they are bringing.
I don't necessarily agree unfortunately, but I don't see us ever coming to any consensus at this rate so I'll just agree to disagree if you will.
Also I had not taken any offense before if you were wondering. It's all a fair discussion.
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7 minutes ago, shroomion said:
Use your imagination: An idea for t1 - you could have red nomads now and simply heal them with ray of light. Or windweavers and the minespell or homesoil. Think about a sunderers with shamans in your t1. Harvester plus heals or a bunch of lost shades plus the 2 heals which suddenly are available on points in maps where you should only have 2 orbs at this point. Take 2 chaos knights and let them walk with their ability into an enmy base but shield them from a distance with frost socereresses or simply heal them as you watch how everything dies at its own hands...you wont even need to add befallens curse but you could lol. The maps are not made for such extra thick cheese. If you would ask me, i would turn the amii monument into this thing xD (y come at me bros) ..then at least you had to play the game until t3. Add this to amii monument and you can almost play every card in the game at t3..that is GG on almost every pve map, with no sweating involved - on expert.
It loos interesting at first, but the longer i think about it, the more it looks simply like powercreeping.
But is the added versatility worth over tier 2 that costs 25 more power? Also in pve, you can already use multiple colors by switching out orbs, it just costs 100 power to do so. This card was more of a way to make a more practical way of doing it. Also, rather than saying how op it can be, costs can always be tweeked, this is just my first draft of the idea.
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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?
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2976 I swear I know how to count.
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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?
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2973 I just workn't here.
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Must play pokemon.
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2969 at least I get to post this number... nice.
>.<
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2 hours ago, Dallarian said:
2964
I have screenshots, can upload here. Wanna see?
2966 ... Is this blackmail? D:
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Posted on a long dead post of mine.
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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.
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2961
Nobody saw that.
Bkingn likes this -
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.
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55 minutes ago, chickennoodler said:
That is even more overpowered than the current amii monu
and Enlightenment combined.
Look closer at what you just proposed.
Why would you say that?
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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:
[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 -
How is this thread still alive?!
Metagross31 likes this -
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.
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@Ragenarok Why are we having this discussion in my thread about Frost/Fire cards? T.T
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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.
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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.
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Welcome! I'm always around to play some PvE, I'll play anything really though.
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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
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.
Automatic activation button/toggle for Shrine of War when it's ready to use
in Suggestions
Posted
I feel like this is such a non-issue, and that there are other cards that need more attention.
The main mechanic behind the shrines is multi-tasking, since they don't inherently do anything by themselves. I find it very engaging (yes, I am very practiced in it), and I never thought of it as boring or grueling.
Also, shouldn't the argument be that all the shrines be changed in the same way then? Healing gardens is very similar in that you almost always want it to be permanently on in rPvE, especially with Wheel of Gifts regen on.