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SunWu

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  1. Dallarian liked a post in a topic by SunWu in What do you guys think is the worst dual orb combination for casual PvE/rPvE?   
    Undead army and bloodhealing is usually enough.
    gives you access to winterwitch and she's pretty strong, so i don't know if it's weaker than . Still one of those or would be the orbcombos i would try to avoid in most cases, so i'm thinking in the same direction as you as what might be the weakest. A solo shadow orb is always wrong in my book (unless you wanna spam LSS), a second shadow orb simply quadruples the potential (resource booster!). makes me notice im a 2x/2x guy (or 4X), never really play anything 3x/1x...
  2. Metagross31 liked a post in a topic by SunWu in What do you guys think is the worst dual orb combination for casual PvE/rPvE?   
    Undead army and bloodhealing is usually enough.
    gives you access to winterwitch and she's pretty strong, so i don't know if it's weaker than . Still one of those or would be the orbcombos i would try to avoid in most cases, so i'm thinking in the same direction as you as what might be the weakest. A solo shadow orb is always wrong in my book (unless you wanna spam LSS), a second shadow orb simply quadruples the potential (resource booster!). makes me notice im a 2x/2x guy (or 4X), never really play anything 3x/1x...
  3. Eirias liked a post in a topic by SunWu in Skylords Reborn Classic   
    Seems like some pvp players didn't get the message because ranked 1vs1 is pretty popular at the moment.
  4. Metagross31 liked a post in a topic by SunWu in Skylords Reborn Classic   
    With the playerbase as low as it is it would make more sense to compare active players in ranked for example (people who had matches in the last weeks). Comparing those you see that there are more players in pvp than 1 month ago, much more than 3 months ago. Nobody claims its a superpopular mode. But you claimed it's dead, wich is definetly not the case.
  5. RadicalX liked a post in a topic by SunWu in Skylords Reborn Classic   
    With the playerbase as low as it is it would make more sense to compare active players in ranked for example (people who had matches in the last weeks). Comparing those you see that there are more players in pvp than 1 month ago, much more than 3 months ago. Nobody claims its a superpopular mode. But you claimed it's dead, wich is definetly not the case.
  6. SunWu liked a post in a topic by T1421 in Crappy Card Drawing Collection   
    Since some of the discord user asked me directly if I can share my … “unique card drawings”,
    I though why not make a post in the forum where people can fine all at one place.
    Also, the newer ones have a speed drawing video on Youtube.
    (If you want an image of the unit without the card around and in a better resolution, just PM me)
    Promo Juggernaut
     
    Promo Harvester
     
    Promo Razorleaf
    Speed Drawing: https://www.youtube.com/watch?v=Rm-gbnl7d2Y
     
    Promo Lyrish Knight
    Speed Drawing: https://www.youtube.com/watch?v=-7ePLaWtQiM
     
    Promo Swamp Drake
    Speed Drawing: https://www.youtube.com/watch?v=YIqbTFv0yxA
     
    Promo Rogan Kayle
    Speed Drawing: https://www.youtube.com/watch?v=n1pSzZryvxg
     
    Promo Firedancer
    Speed Drawing: https://www.youtube.com/watch?v=XLCA-knvuT0
     
  7. SunWu liked a post in a topic by Kapo in Advanced Filtering - collection sorting with search bar commands   
    What is Advanced Filtering?
    Your card collection has clickable filters like rarity, orb colour, and more. But there is also an extremely powerful search bar that accepts special commands to filter your cards. Below you will find a list of all those commands with some explanations. (Please note, due to the necessary formatting, this article will look weird on mobile devices.)


     
    Basic Filters
    Command Example promo: + 1 or 0                                                        `promo:1` (Instead of 1/0 you can also use: true/false, yes/no) flying: + 1 or 0    ranged: + 1 or 0   melee: + 1 or 0       name= + exact card name   e.g.: `name=Mo` (exact match) name: + part of card name  e.g.: `name:enli` name? + approximate card name   e.g.: `name?abonimation` class name= e.g.: `class name=Soldier` (exact match)   class name: e.g.: `class name:Archer` class name? e.g.: `class name?Dominatrix` ability=  e.g.: `ability=swift` ability:   ability?       class: + ID (or SR assigned name)                              e.g.: `class:female` rarity: or rarity= + rarity name*  e.g.: `rarity:rare` affinity: or affinity= + affinity name   e.g.: `affinity:shadow` edition: or edition= + edition name (or ID)   e.g.: `edition:twilight` colors() e.g.: `colors(nature, !fire, !shadow)` to see only nature, and Stonekin   `colors(fire, !other)` to show only fire cards colors=() exact match, e.g. `colors=(fire, nature)` to see only Twilight size: + type e.g.: `size:XL` counter: + type e.g.: `counter:XL` * Not yet implemented
    Affinity names: `shadow`, `nature`, `frost`, `fire`, and `-` or `none` for cards without affinity
    Edition names: `3` =`twilight`, `4` = `renegade`, `5` = `lostsouls`, `6` = `amii`, `7` = `rebirth`
    Color names: `fire`, `frost`, `shadow`, `nature`, `neutral`, `other`
    Size and Counter types: `S`, `M`, `L`, `XL`, `special` (special is used for buildings or magic)

    Number Range Filters
    Operators:
         
    power* + number range                                       e.g.: `power>300` damage + number range  e.g.: `damage>500` health + number range  e.g.: `health>500` upgrade + number range e.g.: `upgrade<3` to show cards that are missing an upgrade charges + number range  e.g.: `charges<3` to show cards that are missing a charge copies + number range  e.g.: `copies>4`  to show what to reforge ID + number range (mostly for internal/development use and for the search in market feature) * Not yet implemented

    Combining Filters

    Operators:
          
          
    Logical OR matches at least one of the filters. If one is matching and the other is not, it will return a result.
    Logical AND has to match both filters. Only if both conditions apply will it return a result.
    Logical NOT inverts the result. Beware that not all filters can be inverted, that's why it may be advisable to use !(filter).
    Wrapping the filter with `( )` does not change it in any way, but allows easier organization.
     
    Error Tolerance

    ? Name
    ?<number> Name
    The question mark will help you to search a text with error tolerance. If you know the card name, but you are not sure about spelling, you may use this. You can also use ?<number> to specify the error tolerance you want, e.g. 'name?5' for up to five typos in the name. If you do not specify the tolerance level, level 3 will be used.

    “?Light blade” will find “Lightblade” even though the search input had a space in it – “?1Light blade” would also work (because it only contains just one typo).
     
    Custom Filters (not yet implemented)
    *name*
    You can create any custom filter you want, `Documents\BattleForge\custom_filter_extensions.json` contains some examples.
    In-game you can use `*name*` (where `name` is the name of the custom filter), e.g.: *shiny*
     
    Market Place Filtering
    Advanced Filters also work on the marketplace – for example, if you want to see all cards that you do not own yet, you can use 'copies<1' to find out:

     
    Filter Examples
    class:Dragon                          Finding dragons for the Draconic Desolation achievement
    class:Female                           What works with Girl Power?
    charges=3 & copies>1          Something you might want to sell on the market
    charges=3 & copies>4          Something you might want to Reforge
    charges<3 & copies>1          All cards not fully charged, but you have additional copy, so you might want to apply it
    rarity>2                                To see only rare and ultra-rare cards

    Suggest your best filters in the comments, so we may add them to the examples!

    Keyword List – Languages and Synonyms
     


    Final Notes
    There is an always up-to-date version of this information in your Skylords Reborn\docs folder.
    Additionally, for more information about why this system was created, and how it works, feel free to read HERE.

    A special thanks goes out to @Kubik, who made this awesome feature possible and keeps on developing more features for it.
  8. SunWu liked a post in a topic by Kapo in Skylords Reborn Classic   
    The question is: Do you want this game to succeed or not? The old EA-version was utterly broken, and yes, a few people are having fun with it in this state for nostalgic reasons. If you think the SR team can just flick on a switch and there is a second, old version of the game available, you are mistaken. You need to pour resources into such an undertaking – manpower better spent on making the current (objectively better!) version even more awesome.
    It's a fool's quest to make the same 20-30 people happy, and not develop the potential for this game to make 1000 happy – or much, much more. Yes, maybe those "would have played it for many more years", but the game will never have any appeal to new players.
  9. Metagross31 liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea   
    Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
    About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
  10. Dallarian liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea   
    Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
    About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
  11. Volin liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea   
    Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
    About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
  12. DefAnske liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea   
    Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
    About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
  13. SunWu liked a post in a topic by DefAnske in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea   
    Correct me if I'm wrong, but it sounds to me like you are kinda "new" in skylords reborn and think mostly about the old battleforge.
    A lot of things that you mention, like the enlightment bata deck, was already nerfed and the motivation to also play pure decks got way up, especially for fire and nature.
    The skylords team already explained that they prefer buffing not so common decks instead of nerfing popular ones (for PvE), with for me 100% understandable reasoning, and they proved their point with a lot of buffs for pure fire and nature, and also some frost and shadow.
    Of course you can still play whatever you like most, but as a fire player myself I would always prefer the last orb to be nature or fire before shadow, since the sustain and cc of nature, or the big damage buff of batarial p are of  more value to me then buffing up a single firedragon (when you have like 4 of them anyway). You talk about bata being nerfed, but the changes to the purple one was actually a huge buff for pure fire. Moloch ist of course more of a niche pick and not great for rpve but its an incredible powerhouse in the right scenario, and fits fire extremly well, since you just tank everything while you destroy everything with spells (or fire dragons with unity). I am kinda surprised how you praise the thunderwagon, for me its probably the most useless t4 fire unit, but I guess with the shadow buffs it would actually make sense.
    So all in all: If you compare the game right now to the old battleforge, the team actually worked on basicly every single point of yours, and made great progress already. For your hate to enlightment: That sounds a lot like a personal thing, if you dont like it you dont have to play it 😀. Had the same with Amii-Monument and still have it with basicly all colorless cards, you always have the option to ignore those.
  14. Metagross31 liked a post in a topic by SunWu in Official Skylords Reborn PvP Tournament #1 - 29th October 2022   
    Though remember that since Radical has written those, there have been a few changes. Good news is that all these changes improved nature T1's performance. For example, in the nature T1 guide there's an emphasis on how dangerous shadow's phasetower is in this matchup. This tower has since been nerfed and people don't play it anymore. Most of the mentioned strategic approaches are still relevant, though. Shadow T1 still excels in splitattacks/ is strong early, nature can still try to build up an unstoppable ball of death /is strong late.
  15. SunWu liked a post in a topic by Cocofang in M units scaled to L and XL   
    XL units are very popular as they represent the peak of the power fantasy in Skylords. Seeing how the game is set up from the ground up to reuse assets I have been wondering how M units would fare if they were repurposed as XL units. There are many surprisingly good models! Especially with some great texture work there could be all sorts of new XL units. So I went through all M units and scaled them up to see how they hold up.
    This is just a little personal project I did out of curiosity and I figured I might as well share. Enjoy the show and maybe some people get inspired to come up with fun concepts for these entities if they were actual L or XL units for specific factions and with different textures.
    Amazon-Types
    Amazon, Amii Phantom, Gladiatrix, Stormsinger, Nightguard
    Overall decent models and variations. Could serve as ranged XL units, skewering things with spears the size of tree trunks. And would allow the exploration of the existence of giantess warriors. Or half giants in L format.
    Big Gun-Types
    Bandit Sniper, Nox Trooper, Firesworn
    Rough to say the least. They start looking janky in L format already. Low poly count and odd proportions make these a hard sell as XL or even L units. They also highlight a problem with animations when scaling up. The giant-model of Dreadnought or the Warlord-type XL units sell the weight of their weapons and armor very well when walking. These guys swing their weapons around like they weight very little, so they aren't spectacular in that department either.
    Dancer-Types
    Bandit Sorceress, Firedancer, Frost Sorceress, Lost Dancer, Dryad, Winter Witch, Moon, Viridya
    Another tough sell. Especially the dancers and dryads have problems when scaled up. If you look closely at them in-game you can see that the fluid motion of their hands is actually them wobbling their fingers up and down as if they were made of rubber. These sort of visual tricks work when they are small but fall apart when scaled up and it just looks weird. They don't have a lot going on either, the models are relatively plain.
    Dino-Types
    Bandit Stalker, Icefang Raptor, Firestalker, Razorshard, Swiftclaw, Scavenger
    Now here is something! How about giant war dinosaurs? Swiftclaw is pretty ugly but the other guys have lots of details to work with on their models and could look even better with a detailed texture.
    Flyer-Types
    Crystal Fiend, Magma Spore, Mana Wing, Energy Parasite, Deathglider
    Of the bunch I think Energy Parasite actually has the most promise. Very unique and detailed model that could serve as the template for lots of things when re-textured.
    Insect-Types
    Scythe Fiends, Witchclaws, Twilight Crawlers, Drones, Burrower, Nightcrawler, Shadow Insect
    My favorite models. They look and move amazing when scaled up! Pretty much all of them are prime stuff to serve as crazy new XL and L units. Especially Witchclaws look rad. Re-textures could open up even more possibilities.
    Ogre-Types
    Eliminator, Enforcer, Slaver, Executor, Knight of Chaos, Lightblade, Mauler, Twilight Brute, Mountain Rowdy, Shaman, Warlock
    A big but very weak group. Most ogres are just blobs. But Lightblade looks slick, like a living tank. And even Mauler isn't half bad. Textures would definitely have to carry here but there is some potential at least.
    Popsicle-Types
    Earthkeeper, Ice Guardian, Lost Wanderer, Wrecker, Giant Slayer, Rogan Kayle
    These start falling apart in L size. Put something like the Earthkeeper next to Avatar of Frost and it's just unconscionable.
    Rider-Types
    Dreadcharger, Lyrish Knight, Nomad, Silverwind Lancers, Bandit Lancer
    On top of pretty low-poly models and plain riders, this is another category that has issues with communicating the weight of that scale. And they would imply the existence of giant horses.
    Torso-Types
    Frost Mage, Grove Spirit, Shadow Mage, Twilight Hag
    Pretty fun, I think. Although a bit fragile looking so definitely nothing you'd see on the frontline. The models are kind of plain but compensate with the fluid and mesmerizing animations.
    Wormpeople-Types
    Cultist Master, Lost Priest, Timeless One, Timeshifter Spirit
    Those are so cool. Enough details to do some great magic with textures and just a very interesting design to look at in general. Also three very distinct looking models.
    Which ones do you think could work well?
    For which faction?
    What abilities and playstyle could they have?
    And how could their theme change entirely with clever texture work?
    I think there is a lot of potential here, many of these could become some amazing additions to the L and XL roster, leading to even more variety.
  16. SunWu liked a post in a topic by Hrdina_Imperia in Why is there a random Rageflames in the middle of the twilight camp in Soultree expert?   
    When it's your first day at a new job, and you have no idea what you are doing. So you just stand there, menacingly. 
  17. Metagross31 liked a post in a topic by SunWu in Why is there a random Rageflames in the middle of the twilight camp in Soultree expert?   
    They wanted to twilight-transform it and had to find out phenomic didn't have a twilight skin for this model.
  18. Weak1ings liked a post in a topic by SunWu in Patch #400035 - 14 September 2022   
    Love it! My favourite is the equestrian nerf - made me kill my own perfectly fine units for years when they were attacked and i had no disenchant.
     
    It's only 15%, war eagles will destroy them... vs the other frost splashes they might do slightly better than scythes i guess.
     
    Edit: I change my mind, the ,,search in marketplace'' is new best friend now!
  19. Hirooo liked a post in a topic by SunWu in Patch #400035 - 14 September 2022   
    Love it! My favourite is the equestrian nerf - made me kill my own perfectly fine units for years when they were attacked and i had no disenchant.
     
    It's only 15%, war eagles will destroy them... vs the other frost splashes they might do slightly better than scythes i guess.
     
    Edit: I change my mind, the ,,search in marketplace'' is new best friend now!
  20. SunWu liked a post in a topic by WindHunter in Patch #400035 - 14 September 2022   
    Map Balance Changes

    PvE Map Changes
    Bad Harvest, Defending Hope, & The Soultree: Replaced player variant of Defense Tower with NPC variant.
    All player variants of cards on campaign maps are being swapped out for NPC variants to prevent balance changes to player cards affecting the cards used by NPCs in campaign and random PVE maps. Crusade: Players should be able to fulfil the victory condition immediately now when both paths are cleared early.
    Speedrunners can now compete for top times without having to wait a fixed period of time, therefore removing the existing set minimum time on Crusade. Defending Hope: Rogan will now also move if a player's building is in the vicinity.
    This will allow the achievement "A City Strongly Compact" to be completed entirely with building cards.  Mo: Change blocking at the cliff next to the Command Walker to no longer allow units to walk through the cliff.
    Raven's End: 2 Stonekin units; 1 in the center and 1 in the camp in the right side, are no longer assigned to the Bandits.
    The Dwarven Riddle: The 2 inner monuments that were added in Patch 400033 will now be observable in the fog of war like the other inner monuments.
    The Insane God: Replaced a Twilight Horror with a Twilight Devastator on expert difficulty at Position 1's Tier 3 location and added an additional Slaver to the camp on all difficulties. Replaced all 4 player variant Living Towers with a custom NPC variant. Increased script trigger range around temples to prevent the player from entering the center undetected. Player controlled Urzach's Seeker (transformed Priest) now have the Burrower Acid Spit active ability.
    Slight change to The Insane God to continue to allow use of Nightguard on the map. The addition of a new Slaver to the camp ensures that Position 1's T3 remains similar in difficulty to capture as before for non-Nightguard or Parasite Swarm users. Fixed a bug that allowed a player to sneak into the center without triggering the defense conditions, as well as gave the transformed Priest of Urzach an active ability to make it more worthwhile to engage in the Priest mini-game for the player. The NPC version will not use the Acid Spit ability.  Titans: Replaced 3 Fathom Lords in the Northern camps of Position 4 with Custom Deep Ones (1650 damage, 1650 life points). Expert difficulty only.
    Position 4 is one of the hardest positions on a multiplayer expert map and most players get through it by using Nightguards. This change allows the player to continue using Nightguards, but since Deep Ones are weaker than Fathom Lords, it will increase the difficulty of the map when using this strategy. At the same time, it will minorly decrease the difficulty of Position 4 for non-Nightguard strategies. 
    Bugfixes
    Emberstrike, Tempest, and Fire Worm now properly ignore the 50% damage reduction of dazed units, as their passives suggest. Amii Paladins and Amii Phantom no longer have the "human" class. They now properly only have the "Amii" class. The Tunneling ability of Burrower and Drones no longer grants paralyze immunity during the cast time of the ability. The overkill splash damage bug has been fixed on the following cards: Banzai Lord (p)'s Banzai Birds, Comet Catcher, Death Ray, Fire Dragon, Gemeye, Giant Wyrm, Skycatcher, Rifle Cultist's Dark Grenade, and Worldbreaker Gun. This should constitute a minor buff for each of these cards. Fixed several instances of Revenants' displayed damage being misaligned with the regular unit. Mountain Rowdy's Tainted Ice Block no longer affects flying units on U0-U2. Missing Twilight class was added to the Twilight bug summoned by Twilight Curse. Vulcan now specifies it can only target ground units. Fixed a bug, that caused newly uploaded maps to show an error message as their map name. Fixed a bug that allowed units to clip through terrain with buildings.  Fixed a bug that prevented the use of Twilight Transformation when switching to the other side in the Forge. Community maps should no longer claim to be 2-player maps when they are actually 1-player maps. 
  21. SunWu liked a post in a topic by Majora in Community Update #27 - September   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Survey Results

    Once more, a big thank you to everyone who provided feedback in our 2022 Survey. 2.227 of you provided feedback regarding various topics, from general opinions regarding the project, to balance and upcoming features. We have collected the answers and provided them in a short presentation. 


    • Upcoming Patch 

    Last month we promised more information about our upcoming new content patch. We are almost ready to bring you a new patch that will include a ton of balance changes, map changes, bug fixes and new cards! While we sadly can't give you a concrete date on the patch yet, we are aiming for a release around mid-September. We are also planning to release some additional achievements in a small follow-up patch soon after. 
    As for the upcoming content patch; we have added new Transformation effects to T2 and T3 Twilight cards, aimed at making Twilight's Transformation ability worth using. We have also made substantial changes to Fire T4 cards, while continuing our work on Nature. At the same time, we are making some much-needed changes for the health and future of the game. This patch will implement changes to Batariel, Decomposer, Frenetic Assault and mindcontrol-effects like Nightguard and Parasite Swarm. These cards have been the topic of many heated discussions over the years, which is why we would like to take some time to explain why we are making these changes. 
     
    • Why Nerf Cards?

    It has been the conscious choice of the Skylords Reborn Team since we began balancing the game nearly 2 years ago to avoid any PvE specific nerfs. The reasoning was twofold:
    (1) Nerfs feel bad and continued nerfs of popular cards can be demoralizing to players, and
    (2) There did not exist a sufficient number of strategies such that nerfing top performers would actually lead to more diverse gameplay. The top performing strategies were sometimes the only viable strategies in the game, and removing them would have just lead to an ever decreasing set of viable archetypes. 
    Instead of nerfing cards, we in the faction design and balancing team have endeavored to create an increasingly large set of viable strategies, both between and within factions. Within factions, Bandits has been our greatest success, with several top tier Bandit deck archetypes being viable across all maps and game modes. Across factions, we have also steadily been succeeding in our original goal. Pure Frost and Pure Fire do not have as much intra-faction deck diversity as something like Bandits, but both do have viable archetypes capable of succeeding at all levels of play. Slowly, but steadily, we have also been working towards this same goal with Pure Nature, Pure Shadow, and their non-pure derivatives such as Shadow's Death Ray archetype. In the next few patch cycles we are hoping to touch the Stonekin, Lost Souls, and Twilight factions as well, simultaneously adding new unique strategies while also fleshing out their existing viable archetypes. All in all, we think we have come a very long way in creating both fun and viable strategies for the majority of factions, and we will labor every patch to continue this work. 
    Unfortunately, despite the work that has been done, there is still a perception among much of the playerbase that decks like Pure Frost are not strong, despite Pure Frost being viable against all factions even in RPvE 10. This is because, with the exception of the addition of Banzai Lord and Plague, the top decks have remained nearly identical from release until now. This is unsurprising. In T4, Batariel-Enlightenment and Bloodhorn decks are so strong that if we attempted to make all archetypes compete with them, we would thereby trivialize the game through power creep. In T1, we have made substantial changes to ensure that every faction has a viable opening for all maps and game modes, but by and large a majority of players still progress through the campaign using Nightguard in at least a plurality if not a majority of maps. This situation of having a large set of viable playstyles but a few select ones that outshine all others, creates the impression that Skylords Reborn lacks gameplay diversity and leads to players defaulting to the same few decks over and over again. This is not a recipe for long term success. Even after the most recent patch, you can still see messages in global chat to the effect of "I wish there were other strategies than Batariel or Nightguard." There are many more strategies, it is just that some strategies are so strong that everything else seems paltry in comparison. 
    Given the current state of the game, we as a balancing team have determined that it is finally time to nerf some of the game's top performers and that by doing so we will actually be expanding the set of strategies players view as viable, thereby hopefully leading to increased in-game deck diversity. Yet, our goal is not to remove the existing top strategies from the game. We want them to remain top strategies, but to be closer to the strength of other archetypes which have proven themselves to be viable alternatives. We are truly convinced this is the best course of action for the long term health of Skylords Reborn. The other options are increasing the strength of all cards to the level of these very few cards, thereby trivializing existing content, or accepting a perpetually stagnate meta where the same few strategies continue to dominate forever. 
    As a final note, we want to assuage any fears that we will be going through and nerfing any and every strong card in the game. We are convinced that there are less than 10 total cards problematic enough to justify large changes. Balancing is more music than algebra. There is a band of viability within which cards sit. It is okay if some cards are better than other ones, as long as those cards are neither too powerful nor too weak. As long as a strategy is not so dominant across multiple game modes that it warps the game around itself and adversely affects the playerbase's perception of what is acceptably strong, we can and will happily turn a blind eye to it and allow it to continue unchanged. 
    Our upcoming patch notes will dive into what exactly will be changed about these cards. These will be posted alongside the patch release.

    • New Card Reveal: Tranquility

    The results from our feedback survey shows you really like new cards, so we are excited to reveal our new Amii spell: Tranquility!

    This card holds the record for longest development cycle, going all the way back to November 2021. Having changed names, effects, art and visuals multiple times during its long process since then. We are very happy with the end result though, and we hope you look forward to playing it.
    Please note: We are still testing the card. While we are generally happy about it, numbers and effects might still change before release.
    Let's break down the card: 

    Tranquility is a tier 2 spell for Nature/Shadow. Upgrading the card increases its effect and reduces its Power Cost. It will be a rare and won't have an affinity. As with the card Transcendence, the effect of this new Amii spell changes depending on if you cast it on an enemy or friendly unit:
     
    Soothing Whispers
    Empowers a friendly unit to fight more joyfully. Target friendly unit will deal 20/30/30/30% more damage and regenerate 50 life points every 2 seconds if the unit deals at least 80 damage every 5 seconds. Lasts 20 seconds. Reusable every 25 seconds.

    Foreboding Whispers
    Weakens an enemy unit and makes it unable to fight. Target hostile unit cannot attack or use special abilities and takes 20/20/30/30% more damage for 10 seconds. Reusable every 25 seconds.
     
    Tranquility offers Skylords a flexible early game Amii spell that can be used in both PvE and PvP.
    For its buff/debuff visual, we have created a completely new flower model, another milestone in our development for Skylords Reborn! 

     
    • Phone Wallpaper

    The artwork for Tranquility was created by Tweeto, and went through many iterations (as tends to happen with our team full of perfectionists). The final artwork goes beyond the size of what we can show on a card, which is why we decided to release the full artwork as a Phone Wallpaper. We hope you like it!  

    • Skylords Reborn Instagram


    Want to see more art, exclusive content and giveaways? Be sure to follow us on our new Instagram! Rumors say you might even catch a glimpse of a new and not yet revealed card in the upcoming days! Follow us now to join our upcoming giveaway for a chance to win some Twilight boosters.
     
    • Tournaments / Events

    Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    • NEW - Community PvE League Season 1
    In this Community-hosted PvE league, you will compete against other players of similar abilities and ranks in a series of challenges, consisting of campaign, community and rPVE maps. There are exciting prizes to be won, so be sure to click here for more information! 

    • NEW- Crappy Community Contest #8
    The contest-idea-contest (CCC#7) has brought some excellent ideas to light, and the yet unannounced winner will be presented tomorrow as a new contest. As always, if enough Skylords participate, there will be a booster code as prize for the whole community!

    • FINISHED - Community event #4: Onslaught on the Ground
    Can you finish King of the Giants Solo under 13 minutes - without using flying units? The winner of 'Onslaught on the Ground' was able to pull this off, check out his replay here.
     
    • FINISHED - Battle of Tactics #1: Your actions count
    How many clicks do you need to finish Encounters with Twilight? See a super-cut of how the participants tried to be as efficient as possible: watch the video. 


    • Host your own tournament / event
    Want to host a tournament or event yourself? Please reach out to our Event Organizer Metagross! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 
     
    • Team changes 

    A lot has happened in the team behind Skylords Reborn in the past month. 
    Sadly nkmol, who worked with Freund and Maze on the web-interface, has left the team due to personal circumstances. We are grateful for his work and wish him all the best.
    Luckily, we also have some good news to share! 

    Ult has recently joined the team as a client and server developer. He has been working on something exciting we can't wait to show you on in a future community update! 
    Katchau also joined the team as a client developer. He will be helping out in adding new features into the game that were previously blocked due to a lack of UI developers.  
    Lebovim (one of our Skylords of Honor) has done a ton for the project already, but always worked alongside the team, not in it. He has now formally joined the team, and will be helping out with implementing map and card changes, among other things. 
    Maxxxel is also new to the team and working on creating tools and workflows capable of editing and adding new 3D models. We hope we will be able to add new models to the game at some point, but no promises yet. 
    Lastly, Dallarian will move from a Global Moderator role into the Map Department. Our survey showed loud and clear that you want more campaign maps, so he is currently exploring the map editor to make that happen.
    Welcome, and we are grateful for all of you who spend their free time helping out with Skylords Reborn! 

    • Contribute to the Project

    As always, we hope you will also consider helping out the project. Please take a look at all our open positions on how you can do so. 
    We have also opened the position of Global Moderator, and are currently in need of more Russian Translators.

     
    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a Amii-booster: REAL-SOON-THIS-TIME

    The code is valid until October 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #26
  22. SunWu liked a post in a topic by Hrdina_Imperia in Interesting tidbits and statistics   
    As I am being bored in work, I decided to lurk around the BF/SLR card wiki for a bit. Gathering up some insight, interesting statistics, and more of such, I decided to create a thread for such information. Enjoy reading these, or feel free to add your own. I will update the list with all the new additions.
    There is no Ultra-Rare Tier 1 card Fire has the most Ultra-Rare cards - 16 (different affinities count as different cards). Least amount (excluding Amii) has the Stonekin and Bandit factions - only 2 each Until recently, there were no T1 promo cards. The first one is SLR exclusive promo Mana Wing* *I forgot that promo Snapjaws existed. RIP thread* Out of all the factions/elements, Nature and Shadow have the most promo cards, standing currently and 3 pieces each. (If we count Neutral cards as a group of it's own, it it has the most promos - 5). Other way around, Twilight, Bandits, Lost Souls and Amii factions have no promo cards When the original BattleForge closed, there was only single Amii faction card - Amii Phantom Most used enemy faction in PvE is Twilight (14 campaigns and can appear in rPVE), least used is Frost (never used as enemy in campaign, cannot appear in rPVE) and Amii. Frost has the most playable cards - 92. Least amount has the Amii faction, currently sitting at 3 (+1 new announced recently) There is only single T4 unit, that has the S-size: Rifle Cultists. Interestingly enough, there is currently no S-size T3 unit (but there are announced Twilight Slayers, which will fill this hole) By Metagross: The twilight edition, each faction had exactly one Ultrarare spell, one UR building and 3 UR units, with the Units being split as one on T2, 3 and 4 respectively. Out of those, only Mountaineer and Primeval Watcher were the only splashable, i.e. non pure, units. The buildings except Mindweaver were all T3 and required 2 faction orbs and 1 neutral orb, same for all spells except Backlash. That's it for today, folks. 
  23. SunWu liked a post in a topic by Hrdina_Imperia in Most and least used enemy factions in PVE   
    For some while I pondered, which enemy factions are most common in BF campaigns, or more specifically, in general PVE. So, I decided the create that list.
    Consider this as a bit of pointless info, OR as a possible motivation for future mapmakers as to whether to use some other factions than Twilight or Bandits in their creations *wink wink*.
    Enemy factions ranked from most common to least (never) used:
    Twilight – 14 campaigns – CAN appear in rPVE
    (Encounters with Twilight; Siege of Hope; Defending Hope; The Soultree; Crusade; Sunbridge; The Treasure Fleet; Guns of Lyr; Nightmare Shard; Nightmare’s End; Ocean*; Slave Master; Insane God; Behind Enemy Lines) (not counting Introduction)
    Bandits – 10 campaigns – CAN appear in rPVE
    (Bad Harvest; The Dwarven Riddle; Passage of Darkness; Mo; Ocean; Slave Master; Convoy; Blight; Raven’s End; Oracle)
    Stonekin – 7 campaigns – CAN appear in rPVE
    (Bad Harvest; The Dwarven Riddle; King of the Giants; Convoy; Raven’s End; Ascension*; Empire*)
    Fire – 3 campaigns – CAN appear in rPVE
    (The Dwarven Riddle; Titans; Ascension*)
    Lost Souls – 2 campaign – CAN appear in rPVE
    (Empire, Passage of Darkness*)
    Nature – 3 campaigns – CANNOT appear in rPVE
    (Titans; Ascension; The Soultree*)
    Shadow – 2 campaigns – CANOT appear in rPVE
    (The Dwarven Riddle; Ascension*)
    Frost – 0 campaigns - CANNOT appear in rPVE
    Amii – 0 campaigns - CANNOT appear in rPVE (obviously, lack of units)
    *minor appearances
     
    There is high chance I missed some map and/or faction. Feel free to point out any mistakes.
    Edit:
    Some obvious insights:
    Frost is not once used as an enemy, probably thanks to it's identity as an 'ally' faction within the campaigns. Amii is unusued as well, logically due to being the newest faction created shortly before the original BF shut down, so due to lack of units/cards. Most ignored actual faction seems to be Shadow, which is surprising, as it could provide lot of interesting enemies to fight. 
    Lost Souls also got pretty shafted, though I personally feel it is for the best (I am staunch believer that the LS NPC units quite the unbalanced mess). 
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