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WindHunter

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About WindHunter

  • Birthday January 29

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    Mechanical Engineering, History, RTS, Classic Literature, Poetry, Philosophy, Catholic Theology

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  1. It is a feature that she moves at 6.4 m/s (normal L/XL-speed) and not at 8.0 m/s (normal swift speed). We do need a new term to describe the difference. She will eventually get more changes and potentially a full rework, but it is hard to find a good design for a pure support unit in Nature T4.
  2. Skyelf Sage was buffed to make it a viable option in PvP, while Skyelf Commander has never been touched. Since the primary use case of Commander is as an attachable building-buff in PvE, its combat stats were a secondary concern. Frost T4 was also potentially the most poorly balanced faction in the game when we first took over, and Commander is still suffering from this. Skyelf Commander is due for a buff eventually when hopefully we will make it a viable combat option for Frost T4.
  3. That site is completely outdated. Use the wiki: https://skylords-reborn.fandom.com/wiki/Skylords_Reborn or SMJ: https://smj.cards/
  4. WindHunter

    Why?

    What change are you referencing? You can still produce multiple legendaries with Promise of Life.
  5. As we already answered on the discord, but which I will repeat here for others: This specific challenge gives you less points overall but relatively you progress faster because the "Spent power summoning units" and "Use Twilight Transformation" spells progress substantially faster than their Fire season counterparts. At the same time, in S1 you needed to max out every repeatable to get all points. Now you do not need to max out a single repeatable to earn the maximum 400 points. So you have no need to grind this mission to completion for the sake of seasonal points, but if you do complete it for some reason, it will now reward a Relic. Additionally, many of the one-time challenges and Nightmare missions have had their points increased or made more accessible, and there are more one-time challenges overall. So the balance of overall points has shifted from grinding repeatables to max to doing challenges and being able to mix and match repeatables.
  6. This thread is for Season 1's Challenge 5.4.
  7. It is generally safe to move units up or down more size. Some S-units, like Werebeasts or Wrathblades, are particularly low quality though.
  8. I think you have misunderstood how the repeatables work. No one is required to do PvP missions. The repeatables have hundreds of excess points in them, but you can only earn 400 of those points. A player can earn those points doing rPvE, cPvE, or PvP. Based on our calculations, we substantially reduced the amount of total playtime and the need to play daily from last season. Last season tons of the points were locked behind the MotD and Infected Maps, so that if you started late you could not catch up. Now the MotD caps out at 50 and you earn all the points from the Transformation and the play units mission much more quickly. At the same time, progress is no longer reduced in the cPvE mission if you repeat maps - now you can play the same map over and over if that is the one you love. You can earn the 400 maximum points without fully completing a single repeatable and without playing a single PvP match. Half of all relic income is from the achievement, which can be completed by doing a once-a-week infected map in either cPvE or rPvE. Even so, another 20 have been added to the season. If you have specific feedback about what rewards are too expensive and what they should instead be, feedback is always welcome. As regards the total reward track - yes we increased the track to 1100 points, but the real end of the track is 900 points (the promo). So there are 400 excess points, or 44.4% more points available than are necessary for the primary reward. At the same time, we added substantially more rewards to the early track and condensed it to make people earn rewards more quickly. Why did we extend it? Because many highly active players need a reach goal, and a feeling of exclusiveness, so we gave them one. And for all that extra effort they are rewarded with 10 relics, some avatars (any of which can be purchased for 15 relics), and a title. This hardly compares to the Forge theme, the textures, the new cards, and the border found earlier in the reward track. We deliberately tried to put all the good stuff early and make the main reward available even to advanced level players. We even made the new cards easier to reach by putting the 2x initial copies earlier in the track for the 2nd and 3rd seasonal card (just compare to Season 1's track, you can see it in-game). The idea here is that a player who plays semi-regularly and minorly interacts with seasonal content will get access to the new cards and boosters. A more dedicated player will get all the main cosmetic rewards as well, and if they really want it, the promo. Very serious players can grind for the title as bragging rights. Given that everything after new card 3 is cosmetic, I don't see what else we can do to balance this and still give highly active players the content they have been asking for, though I am of course happy to receive concrete suggestions on how to improve the system. You can already see we have incorporated feedback from dozens of community suggestions last season into designing this second one, and we hope to continue improving going forward.
  9. If you want the promo from just advanced missions, you need to do everything on advanced difficulty, even the Nightmare missions, and get all 400 points from repeatables. You can see what is considered "Advanced" for a Nightmare mission by seeing when the 1st Relic is rewarded. The leaderboard missions are not required. On the other hand, a player can do a few one-time challenges on expert and skip the Nightmare ones. There are around 1300 points available in the season. If we added the functionality to choose between affinities, as well as adding the second affinity, we would have had to delay the season release. We will look into if we can make both available, but it is one of those things where people underestimate how easy it is for us to do this, and taking 1-2 weeks of dev time on making a second affinity available can be a hard ask when there are always other things to do. Like I said, we will look into it, but we chose the green affinity not because it is better than the blue affinity (in fact I would argue the opposite) but because it is substantially more popular across all game modes and giving players the option they most like seems best regardless of what we ourselves think.
  10. Thanks for the report, we are working on it.
  11. We did not have the time to implement the Deathglider rework since it was the equivalent of implementing an new fairly complex unit. Deathglider in its existing T2 state is unviable and has nearly no use case. It can work with Twilight Slayers' new Multishot ability, but the FX is not doubling like it should. As such we excluded it, its not viable anyway, while we work on fixing the FX to make it work with Twilight Slayers. So, like in many cases, I recommend withholding judgement until the final product is released.
  12. Patch #400054 - Natural Selection Welcome to our newest patch. This update contains our twentieth balance patch for the game, the release of Season 2, 5 brand-new cards, quality of life changes, and much more! Patch Preview Face 39 new challenges and earn cosmetic and card rewards over four months as part of Season 2, Natural Selection! Five new cards and one new promo are now available! Jump in-game to collect Molt, Whisperer, Twilight Infestation, Skyscorcher, Woodland Watch and promo Forest Elder! Players can now purchase the Defensive Forge theme and all remaining NPC units and towers in the Relic Shop as well as any Season 1 cosmetics they missed. The first part of the Twilight rework and an expansion of Nature's T1 tools. Many new fixes and QoL changes based on community requests. Season 2 - Natural Selection This patch introduces our second season. Our new seasons system is based around challenges that the player will complete over a 4-month time period (in this case October 1st to January 31st). Here are all the rewards you will be able to earn during our first season: This season includes substantial changes to the seasonal reward structure. The reward track is more condensed in the beginning, with players now able to earn existing Nature and Twilight cards to help accelerate their deckbuilding. More challenges were added to all categories, giving players more opportunities to earn points by playing challenges they like and at lower difficulties. Standard challenges exist for players who are new or just returned and not yet ready to take on advanced. Repeatable challenges have been expanded and a maximum point cap of 400 points introduced. Overall, repeatable challenges will require both substantially less grinding and less daily play, and players should be able to earn the promo reward by completing all challenges at the advanced level. [ Repeatable Challenges ] These are repeatable challenges by which the player slowly accrues points while doing other challenges and simply playing the game. Available from October 1st. Only a maximum of 400 points can be earned from all repeatable challenges. While doing repeatable challenges beyond the 400 point maximum will not reward a player any points, completing any repeatable itself will reward a Relic. Challenge 1.1 Win official campaign scenarios that are the Map of the Day on different days on any difficulty. Challenge 1.2 Win official campaign scenarios that are the Infection of the Week on different weeks on advanced difficulty or higher, or random PvE scenarios that are the Infection of the Week on different weeks on advanced+ (5) difficulty or higher. Challenge 1.3 Win random PvE scenarios that are the Map of the Month on different months on advanced+ (5) difficulty or higher. Challenge 1.4 Play cards in any game mode. Playing Nature or Twilight cards rewards more mission progress. Challenge 1.5 Win random PvE scenarios with you using decks that contain 10 or more Nature or Twilight cards. Completing maps on higher difficulties will reward more mission progress. Challenge 1.6 Win official campaign or featured community maps on standard difficulty or higher using decks with at least 10 Nature or Twilight cards. Completing maps on higher difficulties will reward more mission progress. Challenge 1.7 Trigger Twilight Transformation (Molt counts) Challenge 1.8 Spend power on units Challenge 1.9 Be among the top 100 players with the most Elo-score in 1v1 ranked PvP at the end of the month. Challenge 1.10 Win PvP matches (ranked, sparring, BattleArena, etc.) Challenge 1.11 Spend time playing PvP (ranked, sparring, BattleArena, etc.) Challenge 1.12 Help fellow Skylords progress in seasonal challenges. Progress is gained if a Skylord in your party progresses in a non-repeatable challenge you have already completed. [ One-time Challenges ] The first set of three one-time challenges available from October 1st. The next set with 6 challenges unlocks on November 1st and the last set with 4 challenges unlocks on December 1st. Players will have until the season ends on January 31st to complete them. Challenge 2.1 Be among the 100 players with the most points earned at the end of the season. Challenge 2.2 Win different campaign scenarios or featured community maps on advanced difficulty or higher. Beast and Forestkin units are not allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Challenge 2.3 Win the 2-player scenarios Unexpected Visitors and The Insane God on advanced difficulty or higher. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Challenge 2.4 Win the 2-player featured community maps Elfmaster and Restoring Lyr V2 on advanced difficulty or higher. All cards played must be Nature or Twilight cards. Additionally, all units played Tier 2 and above must be Twilight units. These restrictions apply to all team members. Challenge 2.5 Win the 1-player scenario Heart of Trouble on standard difficulty or higher. The Challenger's Horn must not be activated. All cards played must be Nature or Twilight cards. Challenge 2.6 Win the 1-player scenario Heart of Trouble on standard difficulty or higher. The Challenger's Horn must be activated. All cards played must be Nature or Twilight cards. Challenge 2.7 Win the 4-player scenarios Bad Harvest and Blight on standard difficulty or higher. All cards played must be Nature cards. These restrictions apply to all team members. Challenge 2.8 Win the 1-player scenarios Ocean and Encounters with Twilight on standard difficulty or higher. All cards played must be Nature or Twilight cards. Completing the challenge with fewer of your units dying awards progressively more points. Challenge 2.9 Win a random PvE scenario that is Map of the Month or Infected Map of the Week in under 10 minutes on any difficulty. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points. [ Nightmare Challenges ] The first set of two "Nightmare" challenges. The other set unlocks on December 1st. These challenges are harder and meant for skilled veteran players, though most are still intended to be completable by the average player on lower difficulties, potentially with help from a guide. Challenge 5.1 Be among the 100 fastest times at the end of the season on the 1p random PvE scenario Map of the Month on Expert+ (8) difficulty. All cards played must be Nature or Twilight cards. Challenge 5.2 Win the 2-player scenario Sunbridge on expert difficulty in under 24 minutes. All cards played must be Nature or Twilight cards. Additionally, all units and buildings played Tier 2 and above must be Twilight cards. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points. Challenge 5.3 Complete 3 different campaign maps on advanced difficulty or higher. Only Tier 1 cards are allowed. Cards from any faction may be played. These restrictions apply to all team members Challenge 5.4 Win a random PvE scenario that is Map of the Month or Infected Map of the Week on Std++ (3) difficulty or higher. Only cards of Tier 2 and below are allowed. All units and buildings played must be Nature or Twilight cards. Spells from any faction are allowed. These restrictions apply to all team members. Completing the challenge on higher difficulties awards progressively more points. To get started with Season 2, go to the new in-game icon shown at the top of this section which opens the Seasons window. The second round of challenges will unlock on November 1st. General Changes & Fixes Players can now automatically filter their card inventory based on the restrictions from a given season challenge. To use this feature, simply go to the Seasons Menu and press the small magnifying glass next to the challenge for which you want to build a deck. New Forge NPCs and a new Forge theme "Defense Forge" are now available in the Relic Shop, which can be found in the Seasons Menu. Fixed an issue where a map modifier was falsely displayed on non-infected replays in the replay viewer. Active map modifiers will now properly display their icons in the open lobbies list. Widened the search field in the card inventory. Completely redid the Challenge window in the Seasons Menu, adding filtering and a search function. Add "Open Next" button and "Auto Flip" checkbox to the booster window. Pressing space while hovering the button also opens the next booster. New Cards The following new cards have been added to the game. Please note that Whisperer, Twilight Infestation, and Woodland Watch are timely-exclusive, meaning they are tied to the season rewards and will not drop from booster packs or reforging while Season 2 is active. After the season has concluded, the non-promo cards will drop as usual. Molt and Skyscorcher will drop from boosters as usual from the beginning. Players who log in before November 1st will receive a free copy of Molt. Molt - 50p T2 Twilight Spell You will find the upgrades for this card on the map Heart of Trouble (U1/U2/U3). Molt is one of those cards which should have been included in the game when the Twilight faction released. Molt allows the player to instantaneously trigger a Twilight Transformation effect without actually transforming the unit. This gives the player a lot of flexibility and easier, less micro-intensive access to the increasingly numerous and increasingly strong Transformation effects we have been introducing into the game. The card should continue to get better as we control to flesh out the Twilight faction. Whisperer - 80p T2 Twilight Unit You will find the upgrades for this card on the maps Encounters with Twilight (U1) and Into the Jungle (U2/U3). We have long wanted to add iconic enemy Twilight Whisperer to the game but struggled to figure out a good design. The player Whisperer still has the iconic Blind, though it can no longer deal damage to enemies. At the same time, it has a healing chain effect, making it a good backline support unit in Twilight PvE decks. As a transformation effect, Whisperer can produce a temporary Mark of the Keeper effect on its location, increasing its crowd control capacities. Twilight Infestation - 140p T3 Twilight Spawner You will find the upgrades for this card on the maps Defending Hope (U1) and Unexpected Visitors (U2/U3). Bandit Hut was a major success and Twilight Infestation is more or less the Twilight equivalent. The main differences are that Infestation has stronger units on a longer cooldown, and that it comes with a built-in Twilight Infection which can be used to level up your leftover T1 and T2 units into T3 or T4 Twilight creatures. We also took the opportunity to improve the existing artworks for the Twilight Dancers and Twilight Devastator that the building spawns. Woodland Watch - 75p T2 Nature Tower You will find the upgrades for this card on the maps Titans (U1) and Into the Jungle (U2/U3). Nature's T2 faces an over-reliance root network cards for its defense, and even so it can struggle behind walls. Woodland Watch fixes this issue by giving Nature a non-root network T2 defense tower. The tower has multi-shot, allowing it to target two enemies at a time, and it can be augmented by adding a friendly elf squad to the tower. Adding an elf squad can trigger one of three different buffs, allowing Woodland Watch to combine with other factions to create the ideal tower defense. Skyscorcher - 90p T3 Twilight Tower You will find the upgrades for this card on the maps Slave Master (U1) and Unexpected Visitors (U2/U3). Twilight in T3 has a decent tower in Twilight Bombard, but it can only target ground units. To fill this gap and to allow players to go all-in on a Twilight themed deck we decided to add Skyscorcher to the game. Similar to its NPC counterpart it does massive damage to flying units, but unlike its NPC equivalent it can also target ground units. The anti-air attack can deal with those pesky Spitfires and Raven Battleships with its long range of 50m. Forest Elder - Promo Card You can get this special promo card by earning 900 seasonal points. After the season has concluded, promo Forest Elder will be purchasable in the new Relic shop, for those who did not get it during the season. Game Balance Changes [ Tier 1 Card Changes ] Amazon: 1. Mindweaving (formerly named Beast Mastery) - ability now works on all enemy units, not just beasts. Otherwise unchanged., 2. Wildlife Protection (nature affinity passive) - Now also causes Amazon to regenerate 10 life points per second when surrounded by at least 2 friendly forestkin and beast units., These changes are intended to buff up Amazon before the upcoming season, providing players with a more reliable alternative to Windweavers. The sustain changes should allow Amazon to survive without need from Fountain of Rebirth or Surge of Light in minor engagements. The change to Beast Mastery will give the unit much more flexibility, with a substantially expanded range of targets, as well as a way to deal with flying units. [ Tier 2 Card Changes ] Treefiend: 1. Orb cost: Fire, Nature, Hybrid (T3) ➜ Fire, Nature (T2) 2. Life points: 1530 ➜ 1230 3. Counter type: L-counter ➜ XL-counter 4. Gifted Acid Bath: A. The disarming and slow effect has been removed and replaced by a paralyze that lasts for 15 seconds. B. Description - The unit slowly accrues an acid substance. Once it has stored up enough, it unleashes an acid bath: enemies within a 20m radius will be paralyzed for 15 seconds. After the effect wears off, targets are immune against Paralyze for a while. We are moving Treefiend to T2 as we do not see a path to viability in T3. Here it should provide an alternative T2 strategy for an otherwise struggling Twilight. T2 will be more conducive for Treefiend's playstyle, as enemies are less dangerous, allowing for players to have the time to root and unroot successfully. We are changing the bizarre gifted affinity effect to paralyze, which is more fitting to Twilight as a faction. Vileblood: 1. Life points: 1250 ➜ 1170 Slight nerf to Vileblood to compensate for the introduction of Molt which will be particularly strong in conjunction with Vileblood's transformation effect. Willzapper: Complete Card Rework 1. Remove all existing effects: 2. Add "Evaporate" from Hatecaster as a paralyze ability. A. Infused Evaporate (r) description - The building evaporates noisome fume every 6 seconds: up to 4 hostile units within a 40m radius will be paralyzed for 15 seconds upon inhaling it. Additionally, paralyzed enemies are weakened and take 20% more damage. After the effect wears off, targets are immune against Paralyze for a while. B. Tainted Evaporate (p) description - The building evaporates noisome fume every 6 seconds: up to 4 hostile units within a 40m radius will be paralyzed for 15 seconds upon inhaling it. Additionally, paralyzed enemies are poisoned and lose 20 life points per second. After the effect wears off, targets are immune against Paralyze for a while. Rework Willzapper to be like its NPC equivalent. The existing design of Willzapper is unsalvageable. If it were viable in PvP, it would be toxic, and it is unusable in PvE. Therefore, we are moving in a completely different direction and making Willzapper the AoE paralyze support tower it was always meant to be. This change should give Twilight's otherwise lackluster defense a significant boost. [ Tier 3 Card Changes ] Dying Breed: 1. Two different instances of Dying Breed can no longer be applied to the same unit. Both affinity effects were never supposed to stack with each other, but the mechanic was used for the seasonal speedrun challenge, so we could not fix it until after the Fire season concluded to avoid giving early adopters an unfair advantage. Twilight Creeper: 1. Spit parasites: now deal 20 damage per second. 2. Spit is now available immediately after transforming. A. An ammo bar has been added to signal when the ranged attack has recharged. 3. Add new transformation effect A. Infused Host: If the unit is transformed, it will release infectious parasites into the environment that befall up to 5 hostile units. Infected targets deal 50% less damage and take 20 damage per second for 10 seconds. The parasites may pass over to other available targets within a 15m range and spread the infection among up to 5 units. B. Tainted Host: If the unit is transformed, it will release infectious parasites into the environment that befall up to 5 hostile units. Infected targets take 40% more damage and 20 damage per second for 10 seconds. The parasites may pass over to other available targets within a 15m range and spread the infection among up to 5 units. The damage on spit will give Twilight Creeper anti-air capabilities. Combined with the new transformation effect, which will synergize with the new Molt card, players can Spit, Molt, Transform, and Spit again to deal a substantial amount of damage very quickly, cleaning up enemies and allowing players to run Twilight Creeper without needing a dedicated anti-air unit to accompany it except on maps with very strong flying units. Twilight Slayers: 1. New ability “Elan”: If the unit is transformed it will incite friendly Twilight ranged units within a 25m radius to gain Multishot for 25 seconds. Inspired by its NPC counterpart, the new transformation ability will allow Twilight Slayers to combo with Twilight Hag and themselves to deal huge amount of damage. The ability does not work with either Evil Eye or Treefiend who do not have traditional ranged attacks. Twilight Warfare: 1. Summoning zone now reduces unit cost by 30% 2. Tainted Battling (p) lifesteal: 25% ➜ 50% 3. Infused Battling (r) damage buff: 25% ➜ 50% more damage Allow Twilight Warfare to act as a viable replacement for Breeding Grounds while also buffing its existing effects. [ Tier 4 Card Changes ] Evil Eye: 1. Conjugation is now an active ability costing 180p with a 30 second cooldown instead of a transformation effect. With the introduction of Molt, we had to change Evil Eye's transformation ability to an active ability. In general, Tier 4 Twilight creatures will no longer have Transformation effects as they are the apex of the faction, meaning you are supposed to transform into them, not out of them. Hatecaster: 1. Remove Evaporate (AoE paralyze). 2. Add new passive "Restoration" - Regenerates 50 life points every second. 3. Add affinities to auto-attack and change name (Slimy Throw-Off ➜ Slime Throw) A. Tainted Slime Throw: i. Enemies directly hit take 25% more damage. Lasts for 10 seconds. ii. Enemies are also paralyzed on-hit for 10 seconds. CC immunity granted as normal. B. Gifted Slime Throw: i. Paralyzes on hit for 10 seconds. Paralyze does not grant CC immunity upon ending. We are removing the paralysis passive aura and moving it to the new Willzapper. In exchange, both affinities will now receive paralyze on-hit. To differentiate them, the green affinity will be able to permanently paralyze an enemy, while the tainted affinity will make them take 25% more damage from all sources. Additionally, Hatecaster will gain its NPC equivalent's self-healing. This will improve the tower's durability further and make it more self-and-forget when facing smaller waves. Twilight Pestilence: 1. Charge increase: 8 ➜ 12 2. Allied healing: 64 ➜ 160 life points per second 3. Infused (r) damage buff: 30% more damage ➜ 100% more damage Allow Twilight Pestilence to compete with Regrowth in Twilight-only decks. Massively increase the fire affinity's damage buff to enable more unit strategies and to make it competitive with the frost affinity's strong damage reduction effect. [ Map Modifiers ] Rejuvenation - Added a cap to the healing per tick. A maximum of 250 can be healed per tick to prevent bosses and other high life point enemies from healing excessively. [ Bugfixes & Minor Changes ] Lost Warlord should no longer negatively impact performance when the unit is selected. Fixed a visual bug where Simulacrum did not show it had summoning sickness. Changed the projectile trajectory of the player variant of Bandit Launcher from DirectLine to Arc. Forest Elder's Forest Charm now has a cooldown of 60 seconds on all upgrades. Fixed Forest Elder(g)'s Gifted Flower Power to allow it to reapply without allies having to exit and re-enter the aura. Flame Crystal (NPC variant) now properly interacts with Freeze and Spellblocker effects. Removed 3 non-functional towers from the game, including one which existed on Raven's End. This may cause issues with some community maps if they used the non-functional variants. Please report any instances of this problem so we can fix them. Archers mounted on walls should now gain vision range in accord with the attack range they gain by being mounted on walls. Same for Bandit Sorceress and other range increasing mechanics. All NPC towers have had their build-times increased from 0 seconds to 20 seconds. This means that they no longer instantly repair for the player when taken over by Matter Mastery but rather function like normal towers. Added faction classifications to all NPC towers, enabling them to properly interact with cards that have effects related to specific faction classifications. Added 6 more team colors (3 allied & 3 hostile) to support maps with multiple teams. Added the auto-attack, abilities, and damage per 20 second value to several NPC towers. Cleaned up descriptions across many cards in multiple languages.
  13. Go to your docs/BattleForge/maps and delete any maps with Dwarfen Stronghold in the game. Relaunch and it should work fine.
  14. There very well could be non-seasonal cards released in a patch, but it depends on said cards getting done in additional to the required 3 seasonal cards every 4 months.
  15. Having 3 effects for Woodland Watch is already a lot of effort implementation and balance-wise. The fact that there are 3 effects at all and not just 1 is worth celebrating.
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