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Darkroy

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Posts posted by Darkroy

  1. 2 hours ago, Asraiel said:

    i guess u wanted to say smurth but multiaccount is not allowed as far i know

    smth = something
    just like a.e. = as example
    or imo = in my opinion
    and so on....

    xD

    2 hours ago, Asraiel said:

    could be 1 card is lost allwasys like put 2 in get 1 out or put 8 in get 7 out. that was a loss is 

    dude I wrote way more expensive, not like that :D
    5 rare cards put in to get one random rare card - like that
    maybe ~ 50 common cards could give you one uncommon,
    or ~ 15 rare cards give you one ultra rare

  2. I like the general idea of something like this. 

    But it would have to be way more expensive - if you put 2 rares in there should not be the possibility to get 2 rares out, as everyone would just "gamble" their worthless cards away and end up with good ones to sell or smth. 

  3. Nice effort there! 

    I generally like your ideas, especially the the new Arsenal card! However, I don't know if that would ever be technically possible to implement :/

     

    As for the others - I remember that Sandstorme and Bandit Lancer were used in PvP back in the days, but they are currently not viable for PvE at all I guess. But changing them to 4.. idc, personally I liked the unit being solo - and if u want an army just play more of it :D

    Rioters Retreat sounds also cool, even tho I like how it is now but would commit for that change :p

  4. 1 hour ago, DieToPlay said:

    Nerf SoW ---> everyone moves to FoF + Cultists.

    Nerf FoF + Cultists ---> No good void return options, game becomes dull and unfun. (Only matters for PvE and rPvE)

    SoW is not a problem for PvP, and if you want more variety in PvE, you gotta buff the other options and not nerf the current ones.

    Thank god the devs don't have time to listen to all of your ideas, the game would burn in less than a week.

    Oh boy, I don't want the game to burn xd

    but seriously, SoW gives you 0 void power left during rPvE runs, meaning it returns all your void power. This just doesn't seem right. FoF + cultists can do this aswell right? 

    I'd also love to see this mechanic spreaded more, but taking the current Shrine of Märtyrs as a healthy example rather than the op SoW seems better. 

  5. 3 hours ago, Ladadoos said:

    I would like to mention that the approach taken here is not the right one when it comes to notifying us of (unfair) bans. The best thing to have done would be to have created a Ban Appeal thread or to have contacted us on Discord using the staff bot (and not in public chat), as Ultrakool said.

    We indeed have full history of all in-game transactions and can easily check the flow of resources between different accounts. We are more than willing to spend the time to investigate the case and unban if necessary, if you approach us through one of the two previously mentioned ways. But you need to have a little patience and should not expect an immediate answer from us.

     

    Ah yes, I think I read this somewhere already, but thx for the info, however I probably 'd have taken that ap already :)

    ok so borrowing cards is allowed in general I suppose :D

    Ladadoos likes this
  6. 22 hours ago, Cocofang said:

    Sounds like the trading patterns you two were engaging in were too suspicious. Think it through, what would be the benefit of making multiple accounts? To hasten up progression. So obviously if there are two accounts just constantly giving each other stuff it's gonna look exactly like that, no matter who you two are. It is not the same as people giving away cards to newbies as it doesn't involve two accounts just constantly boosting each other. That you two were probably also playing from the same IP didn't help the matter either.

    But "boosting" (more like helping out) each other doesn't sound like a Problem to me, I also give/borrow cards to a friend of mine and the other way around. He even borrowed me bfp once so I could afford a card. Should I be concerned of getting banned aswell then? :d

  7. 14 minutes ago, Majora - MidnaMistfire said:

    You might be aware of this already, but in the discord they are discussing muiltiple balance changes :) Not close to your list, but good to see things are being changed. You can also join the discussion and share your ideas there. 

    Yes thx, will check it out! 

    Just wanted to write down my ideas here, but looking at it now it seems to be too much for one post, meaning most ppl will overlook it probably xd

  8. Hi there, 

    the game has so many cool cards, but some get very little attention because they are outclassed by others or just not fun to play in their current state. So I'd love to see some balance changes to these cards. 

    I also included some changes to much played cards that I would like to see changed a little. 

    Here is a list of some of my Ideas:

    Note: I left some blank because I think these cards need a change too, but I didn't come up with a idea yet

     

    - Oracle Mask: (compared to Northern keep, this cards is terrible) buff dmg, make ability duration longer and reuse time shorter, and make it that invis units can still be trampled (to create a great combo with phalanx or winter tide) 

    - Lost Wanderer: let him shield the lowest hp unit (like shaman) around, and not randomly use his ability 

    - Warlock: buff dmg

    - Frost Sorceress: buff dmg

    - Shrine of War: reduce power regain percentage, change cost to 2 fireorbs

    - Abyssal warder: Buff HP of the XL, but reduce l/m hp (since having a XL unit is way better, but if it dies it's still nice to have the little ones) 

    - Ravenheart: give active ability "on the hunt" that greatly increases his speed for ~15 sec (cost 30 Power)

    - Fire Worm: buff ability dmg a lot (vs buildings too) 

    - Thunder wagon: make ability free (or at least cost less) 

    - Treefiend: buff ability dmg

    - Skycatcher: buff hp a little (because compared to Giant Wyrm he seems a little underwhelming) 

    - Lost Dragon: buff dmg a little and change orb requirements to 1 neutral (bec. compared to the other t4 dragons it's a bit unfair this one is the only full faction) 

    - Lost Horror: change orb requirements to 2 Sh 1 Fr

    - Gladiatrix: make equivalent to Stormsinger = reduce gladiatrix ability cost to ~35 Power

    - Comet catcher: buff dmg, because compared to worldbreaker its too slow, and should thus have a benefit (maybe the impact speed could be reduced aswell) 

    - Frost shard: Buff spell dmg 

    - Queekqueek: buff dmg or reduce cost

    - Lost priest: buff dmg a little

    - Snapjaws: reduce power cost or buff dmg

    - Area ice shield: change it so that if  more units are hit, give all of them a shield but keep the original combined total shield power (which is 1800  I think) 

    - North Star: reduce building speed

    - Groove spirit: Change orb requirements to 2 Nature 2 blank 

    - Nekroblaster: Change orb requirememt to 2 Shadow, reduce dmg a little

    - Promise of Life: reduce Power cost, to be an alternative for all the heal spells

     

    Rarity change ideas:

    - Lost Horror and Giant Wyrm should be Uncommon at least 

    - Lost Dragon could even be ultra rare 

    - Icefang Raptor & Mountain Rowdy should not be rare, and rowdy could use a small dmg buff on its ability 

    - Unity has a quite unique (and since the rework also very strong) ability, why is this card not Ultra-rare aswell?

     

    Furthermore, why are these cards Ultra Rare or Rare? (Still need change ideas, but changing the rarity would be a first step) 

    - Twilight warfare

    - Twilight pestilence

    - Earthen gift

    - Altar of nihil

    - Amok

    - Forest's Wim 

    - Backlash 

    - Lost Evocation 

    - Revenants Blessing  

     

    Also still need ideas for these:

    - Architects call

    - Eliminator

    - fleshbender

    - Infernal Chain

    - Wayststion 

    - Willzapper

     

    Another idea:

    Primeval watcher: Make amii, change active ability to: switch attack to area paralysis and switch back (like amii phantom) 

     

    (note that I didn't check the discord yet and have not been very active in the forum so some ideas might already have been proposed somewhere else, as this cards really need a change) 

     

    Please tell me what u think of this ideas :)

    and feel free to comment your ideas below

    :)

  9. 29 minutes ago, Majora - MidnaMistfire said:

    I agree with all 3 changes, though I would also be fine with just Point 1 and 3 and see how that goes (2 fire orbs, only one per player). 
    Its a cool fire card, so I wouldnt mind rewarding people for playing two fire orbs at tier 3. 

    I like the idea of buffing the lategame of pure factions. So 2 fire orbs sounds nice. 

    Also, actually I'd rather reduce the percentage and the duration of the effect instead of limiting to 1 use , so that one would need 3 shrines f. e. to use it all the time, making it either more challenging to use in the right situation like Cocofang said, or much more expensive and thus more balanced. 

  10. I think something that could actually bring back the real units from their lost souls would make their ability great.

    Like a building that you can send your souls into and get the actual units back. Maybe make it so that it costs some power to get them back, or make the building itself quite expensive so that it's not straight op. 

    F. e. if it would be a spell it would be too strong i think, especially for PvP. But a building takes time and power, and your opponent can just destroy the building. 

    what do you think? :)

  11. On 1/25/2021 at 7:39 PM, DukeDublin said:

    Using Looter in PVE is a shot-in-the-dark against null values, PVP you've got the prominent use-case against Phase Towers.

    Making Looter work in PVE is a massive undertaking of design work. In PVP there were the issues as to why Looter was changed to begin with; a lack of transparency and notably permanent swings in power for Fire even when a player should mechanically be punished for poor play.

    Looter should still not generate power, even against buildings for the above reasons, including for a unit like Strikers.

    Instead, I would prefer to see a void return; the more damage (Edit: OR instead of doing damage, incrementing if an enemy unit/building died nearby) the more void return is stored. Then to access the void return, they have to return to "base" and deposit their looted cargo through an active ability (with the stipulation they cannot do this in a radius near enemy units). The ability then rewards Fire if their opponent cannot take back their "loot".

    But I mean, Thugs are in a good spot if you like boring units.

    that sounds like a nice fun idea. 

     

    I still don't really understand why thugs got changed and strikers didn't. However, I never had a problem with either of those. 

  12. I like the idea to pause the hunger bar after it has eaten. (probably easier to implement than speeding up the animation? dunno) 

    But should it be dependent on the hp it chewed? So f. e. 3sec Pause for 1k hp eaten? 

  13. You guys forgot the weakest card ingame: Warlock (pure fire t2, looks like a fire shaman for those of you who didn´t notice the card because he is just so weak everyone ignores him)
    This card really needs a buff. I actually never ever saw anyone using it in a deck. He looses to almost every t1 unit and his buff-allies ability is useless.

    Also, what do you think about the rarity of some cards? In my opinion there are many underpowered rare and Ultrarare cards (mostly Spells and Buildings) which are like not even worth 10 BFP.

  14. Hi everyone,

    This morgning I started the Launcher and played a match of crusade for 5 min, until the game freezed and I lost connection. Then i wanted to restart the game, but the Launcher did not start. First I tried to restart my PC to fix the Problem, but it didn´t change anything. Then I looked up the technical support Forum where they wrote "If your game doesn´t start at all, delete your Battleforge folder located at Documents" - well, i did that but then when I started the Lauchner it didn´t recreate the Battleforge folder correctly: only the folder itself with config in it but nothing else. Now still nothing happens (besides the pop-up if I want to allow SkylordsRebornUpdater to run) when I start the Launcher.

    please help :/

    Vogtman likes this
  15. Hi guys,

     

    Now that the oped stress Test has released I was just wondering how long all of you were aware of the fact that someone is working on it. Have you been as Hyped since then as I am?

    When did you become a Skylord by creating an new Account on the Forum?

     

    As for me, I joinedJune 18, 2015 and I actually think I was one of the first Members on this Forum. Just curiouis ;D

  16. Well, have you heard about "Legacy Reforge" ? Under that name, one guy wanted to create a completely new Game based on battleforge. As far as i know, he came pretty far considering that he had nice-looking 3D Models which looked like Juggernaut but cooler^^ however, he stopped working on it i think, because it was way to much work.

     

    I love Battleforge and i am really glad they brought it back, so for me i think Skylords Reborn are doing perfectly fine.

    nielsjuh33 likes this
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