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WindHunter

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  • Birthday January 29

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

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  1. Mutating Frenzy's Deathwish stacks infinitely with itself. Bloodhorn's enrage will stack with the XL-counter and modify the stampede damage. Unholy Power gives you ammo. Each ammo = 1 life point. For every extra point of damage you deal, or for every point of damage you prevent with the damage reduction, 1 ammo is used up. When all ammo is used up, the ability ends.
  2. Hello Havran, The failure of these spells to stack is not a bug, but a feature. In BattleForge, there is a distinction between internal and external buffs. Only the strongest external buff applies, while all internal buffs stack. What is an external buff? It is something which is added to the unit/building from outside of itself (f.e. Corsair aura, Bloodthirst, Home Soil, etc.). An internal buff is something the unit applied to itself and only itself (f.e. Bloodhorn's Tainted Enrage, Dreadnought's Shattering Blow, and a unit's counter (S/M/L/XL/Siege)). These internal effects will stack infinitely. The one exception to the stacking rule is ammo effects. The most common example would be Unholy Power, which stacks with everything, but which only has a limited amount of ammo before it depletes.
  3. I think we have proven sufficiently that we can be trusted to make balance adjustments to cards without killing them when we specifically state we do not intend to kill them. Consider that in the past you needed 360-420p to fully support one Razorleaf (now only 240p), and that each root network could only contain a maximum of 10 support (now unlimited), meaning that you could not even have 2 fully supported Razorleaves next to each other. So the existing networks are cheaper, more flexible (different units, Sylvan Gate), and stronger than they used to be. All that extra power and flexibility has let players easily cover Razorleaf's weaknesses with cards like Strangehold, Healing Gardens, and Timeshifter Spirit. So it is not surprising an already top-tier card became too powerful when combined with all these indirect buffs, something which has become very apparent in several of the defense-based maps we have been developing. Per the other comments: Cherrypicking a single, very niche, situation where Spore Launcher can be better does nothing to say Razorleaf is not too powerful and in need of a nerf. Any person who has used the card in its intended environment, with a well-built root network deck, would not say that Razorleaf is not that strong, especially compared to all other T3 defenses in existence. Measuring the card in a random duel with other units also completely misses the point, as Razorleaf defenses are intended to be layered defenses. You can get a Stranglehold, a Timeshifter, a Healing Gardens, and Promise of Life the Razorleaf (i.e. unbind it) for less power than it takes to go T4, assuming you even have access to T4 in a given campaign map (which is often not the case).
  4. Razorleaf will likely see a slight damage nerf in the future. The card was already stronger than most T4 defenses before we made any changes, and our root network rework made it even stronger. While it is an iconic part of the game, and we intend to keep it very strong, we want to tone it down to be closer to a strong T4 unit than a functionally T5 unit, which only requires T3 to access. Razorleaf also shoves out all other options for root network decks once you reach T3. The amount of power creep we would need to introduce to make Spore Launcher or Howling Shrine viable alternatives is far in excess of what would be acceptable given the strength of the game content.
  5. We can probably make this happen, I'll ask our card implementers.
  6. Patch #400047 - Summer Swarm Welcome to our newest patch. This update contains our thirteenth balance patch for the game and two brand-new cards! Patch Preview Two new cards are now available! Jump in-game to collect Swarm and Icespike! A large amount of balance changes, mostly to T3 cards, in preparation for our release of the new campaign maps later in the year. General Changes Synced Map of the Day reset with Daily Quests, the achievement tip for Map of the Day now displays the full date with time when last completed. Added the statistic "time spent in matches" to the in-game profile. Using the text search in the achievements window will now also look for missing maps and missing cards. For example, if you search "Crusade," it will return all achievements related to the PvE map Crusade that are still incomplete. Added friend list and ignore list capacity indicator to the UI. Increased the friend list limit from 200 to 300 total accounts. Added more information to logs when getting errors or crashes, which should help us better diagnose the cause of game instabilities. Added "Don't show again" to multiple Yes/No dialog boxes in the game. General Fixes Fixed game connections not being properly closed when the match ends. This should hopefully improve game stability. Fix AFK players BFP reserve drain considering more playtime than up to the last action. Fixed context menu items showing as white when clicked. Fixed visual bug of charge count not decreasing when removing upgrades. New Cards Icespike - 110p T3 Frost Unit You will find the upgrades for this card on the map "Siege of Hope". Active - Frozen Blanket: Activate to bestow up to 5 friendly units within a 20m radius with an Ice Shield. Each Ice Shield absorbs up to 620/620/680/800 damage for 30 seconds and can be strengthened to absorb up to 2000 damage. Reusable every 30/20/20/20 seconds. Passive - Brrrr!: Attacked units are frozen for 15 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds. For more information, check out Community Update - May 2024. Swarm - 90p T3 Nature Spell You will find the upgrades for this card on the map "Titans". Spell - Beetle Infestation: Summons a swarm of 4 Burrowers at the target location. The Burrowers have a lifetime of 20 seconds and do not provide ground presence to play out cards or claim structures next to them. Additionally, they are immune to revive effects and cannot be infected with the Twilight Curse. Reusable every 25 seconds. For more information, check out Community Update - June 2024. Card Balance Changes [ Tier 1 Changes ] Mark of the Keeper: 1. Removed enemy player card play block. Since the introduction of Tectonic Shift, Mark of the Keeper + Tectonic has become a PvP combo capable of completely disabling the enemy player's ability to respond and defend themselves. We are removing the card block ability to allow players to still summon cards inside a MotK aura. This will have no effect on PvE and this change does not affect the NPC version of Mark of the Keeper. Thugs & Strikers: 1. Add "Marauder" tag to the game and add to Thugs and Strikers. 2. Change "Gang Up!" from "orcs" to "marauders." We have been quite happy with the Gang Up! ability on Strikers and Thugs, but it currently has some weird interactions with Twilight Minions who are orcs but not part of the gang. We would also like to expand the Gang Up! ability to other cards, so we are swapping the effect from the species tag "orcs" to the new "marauder" tag both Thugs and Strikers already possess. [ Tier 2 Changes ] Banditos (incl. Corsair summons): 1. Alliance friendly unit requirement: 3 per stage ➜ 2 per stage 2. Blessed Alliance Rework: A. No longer based on nearby enemies B. Now grants increasingly more damage reduction based on number of friendly units nearby. C. Description - The unit will be incited to resist more damage when being surrounded by friendly units within a 25m radius. Per every 2 friendly ground units around them Banditos will receive 20% less damage up to a maximum of 6 units that will spur them on. Part of our focus in the next 2 patches is to enable melee-based PvE strategies in the lower tiers. As part of this, we are enhancing Banditos' swarm identity by reducing the total number of Banditos needed to activate their bonuses. This will also indirectly buff Corsair. The new Frost affinity will grant scaling defensive bonuses, allowing Banditos (b) to act as a powerful frontline for Bandit armies. Befallen's Curse: 1. Power cost: 100 ➜ 90 2. Tainted Disease (p) damage reduction: 25% ➜ 40% 3. Both affinities: Fix the last infection's damage to properly match infection duration (180 dmg ➜ 200) Burrower: 1. Active ability Tunneling: - Change availablity from only U1/U2/U3 ➜ all upgrades. 2. Active ability Acid Spit: - Decreased damage from 850/850/1000/1100 (2550/2550/3000/3300 in total) ➜ 800/850/950/1100 (2400/2550/2850/3300 in total). - Fixed incorrect handling of overkill damage. - Fixed missing damage against mounted units on affected wall segments. - Added a preview of the ability radius that is displayed on hover over the activation button. - Changed display order on card visualization and tooltip from first ability to second ability to match activation icon order. Deep One: 1. Tainted catch debuff strength: 25% ➜ 40% Gladiatrix: 1. Sobering (both affinities) cooldown: 20 seconds ➜ 10 seconds Icefang Raptor: 1. Blessed Reserve (b) damage reduction: 30% ➜ 35% 2. Infused Reserve (r) damage reflection: 35% ➜ 60% Knight of Chaos: 1. Chaos range increased 20m ➜ 25m 2. Life Points: 900/900/950/950 ➜ 970/970/1020/1020 3. Fixed an issue where the aura would not affect units currently already affected by another instance of the debuff. 4. Added a preview of the ability radius that is displayed on hover over the unit, but only while the ability is active. Pure Shadow is on the weak side in the current PvP meta. As a result, we are buffing Knight of Chaos to provide more reliable crowd control and to function as a better high health target for spell/ability combinations such as nasty surprise, mage bomb, and corpse explosion. Lost Dancer: 1. Blast damage: 80, up to 120 in total (670 dp20) ➜ 100, up to 150 in total (830 dp20) 2. Blast auto-cast range: 30m ➜ 40m 3. Tainted Blast human damage: 100% ➜ 50% 4. Infused Siege: 50% ➜ 30% The +10m auto-attack range increase and +25% damage increase should improve Dancer's viability in both PvP and PvE. We reduced affinity specific damage bonuses to compensate for these other buffs, though the specific damage to structures and humans relative to each affinity remains largely the same. Lyrish Knight: 1. Surge of Strength frozen damage buff: 50% ➜ 80% more damage Rageclaws: 1. Class: "Human Soldier" ➜ "Human Marauder" 2. Add "Gang Up!" to Rageclaws 3. Add “Group Pressure” to Rageclaws Rageclaws now have Gang Up! and combo with Thugs and Strikers. Revenant's Blessing: 1. Infused Immortal (r) damage buff: 30% ➜ 50% more damage 2. Bugfix: Now properly stacks with Lost Manabeast's Immortalize ability. Previously Revenant's Blessing, when combined with Manabeast's Immortalize ability, would cause Lost Wanderers and Lost Shades to instantly die. While we have fixed this instant-death issue, we have introduced an alternative issue where Immortalize, when combined with Revenant's Blessing, now makes the revenants of Lost Wanderer and Lost Shade live forever. While neither issue is ideal, we think it is better for the bug to benefit the players until we can figure out a permanent solution to the problem. Stone Shards: 1. Blessed Fury: Ignore freeze damage reduction ➜ Ignore freeze damage reduction and deal 50% more damage to frozen targets Stone Tempest: 1. Stone Wrath damage: 30/32/36/41 (45/48/54/62 in total) [840/890/1000/1140 dp20] ➜ 35/37/41/46 (52/55/61/69 in total) [870/920/1020/1150 dp20]. [ Tier 3 Changes ] Aura of Pain: 1. Power cost: 100/100/100/90 ➜ 90/90/90/80 2. Duration: 30 seconds ➜ 40 seconds 3. Card charges: 6/8/10/12 ➜ 10/14/17/20 Slight changes to Aura of Pain to encourage stacking the spell on own melee units. Backlash: 1. Power cost: 120p ➜ 110p 2. Cooldown: 30 seconds ➜ 25 seconds Small buff to Backlash to allow Fire decks to counter Swarm in T3. Corsair: 1. Assistance cooldown: 90 / 90 / 60 / 60 seconds ➜ 45/45/30/30 seconds. - Toggle ability Concentrate of summoned Commandos (Shadow): - Increased the activation cost from 10 power ➜ 20 power. Infect: 1. Total targets: 7/7/10/10 ➜ 6/6/8/8 enemies affected Infect is one of the strongest spells in the game. We are slightly reducing the total targets to reduce its strength in ideal scenarios. Lost Banestone: 1. Bugfix: Everlasting: No longer extends the lifetime of other temporary entities, but only Revenants. Lost Manabeast: 1. Bugfix: Increase attack speed to 3 seconds Lost Manabeast has a slower attack speed than listed on the card, making the card deal around 25% less damage than originally intended. Lost Vigil: 1. Celestial Blast damage: 90, up to 135 (1125 dp20) ➜ 108, up to 162 (1350 dp20) 2. Invigoration damage: 135, up to 200 (1675 dp20) ➜ 162, up to 243 (2025 dp20) Lost Vigil has languished ever since its nerf soon after the release of the Lost Souls edition in Phenomic times. It was nerfed at the time due to being overpowered in PvP. Since then, we have significantly buffed T3 anti-air units in PvP, so we now feel safe to give her a 20% damage buff. Magma Hurler: 1. Life points: 975/1000/1130/1270 ➜ 900/940/1020/1140 Slight tamper down on Magma Hurler’s life points. Magma Hurler has long been the go-to unit for Fire in T3 and it became more so when we buffed its damage several patches ago. While we are buffing up other Fire options in this and the next patch, we are slightly nerfing Magma Hurler to make space for those other options without killing the card. Northland Drake: 1. Tornado general changes: A. Duration: 15 seconds ➜ 8 seconds B. Damage per second: 108, up to 162 ➜ 232, up to 348 C. Tornado length: 30m ➜ 35m 2. Blizzard power cost: 70p ➜ 50p 3. Blessed Blizzard (b) freeze speed: Every 3 seconds ➜ Every 1.5 seconds 4. Infused Blizzard (r) extra damage: 100 damage ➜ 200 damage. The goal with these changes is to double the speed of the tornado and to adjust the other numbers accordingly to maintain existing damage and freeze numbers. The hope is that this will make the tornado more usable through higher responsiveness. Nox Carrier: 1. Infused Necrostrike (r) Ripper count: 2 ➜ 3 Rippers summoned 2. Tainted Necrostrike (p) poison damage 40 ➜ 50 damage per second Sandstorm: 1. Power cost: 140p ➜ 100p Sandstorm remains well outside of general viability despite the previous buffs. Instead of increasing card damage, we have reduced the card’s power cost again to encourage using it as a crowd control alternative. Shadow Insect: 1. Damage: 1200 dp20 ➜ 1440 dp20 Sleet Storm: 1. Spell duration 10 seconds ➜ 15 seconds Soulhunter: 1. Minefield damage: 80/80/100/100 against units and 21.25/21.25/25/25 against structures (240/240/300/300 in total) ➜ 160/160/200/200 against units and 20/20/25/25 against structures (480/480/600/600 in total). Buffing up Soulhunter's ability to not be outcompeted by its T2 spell equivalent. Spitfire: 1. Ground Bomb damage: 270/290/320/350 (405/435/480/530 in total) [5510/5610/5760/5920 dp20] ➜ 376/396/426/466 (565/595/640/700 in total) [5880/5980/6130/6330 dp20] 2. Siege: 100% ➜ 50% Move damage out of siege and into the ground bomb itself to improve Spitfire’s usability outside of building siege situations. Damage to buildings remains identical while damage to non-buildings increases by 33%. Stronghold: 1. Power cost: 200p ➜ 230p 2. Passive ability To the Last!: A. Both stages of internal damage buff and damage reduction are now stackable with external sources of damage modification. B. Both stages of internal damage reduction can no longer be disenchanted. Since the buffs and the release of Tectonic Shift, Stronghold has been too strong in both PvP and PvE. We are slightly increasing its cost to fit its new strength. Tectonic Shift: 1. Initial spell application timer (cooldown): 20 seconds ➜ 10 seconds A. This is the spell application timer, not the teleport ability timer. Allow players to apply Tectonic Shift to multiple towers more quickly. Transcendence: 1. Orb cost: Shadow, Nature, Neutral, Neutral (T4) ➜ Shadow, Nature, Neutral (T3) Give players access to Transcendence earlier, enabling more T3 army strategies. Unity: 1. Card charges: 6/8/10/12 ➜ 8/11/14/16 Unstable Demon: 1. Demonic Rage: A. Movement speed bonus and acceleration 60% ➜ 100 B. Duration 5 seconds ➜ 4 seconds C. Cooldown 15 seconds ➜ 5 seconds 2. Critical Mass damage : 560/700/900/900 (2000/2500/3000/3000 in total) ➜ 560/700/900/900 (4000/5000/6000/6000 in total) - Fixed incorrect handling of overkill damage. Virtuoso: 1. Trumpet of Jelicoo building damage: 600/675/750/825 (1700/1800/2000/2200 in total) ➜ 600/675/750/885 (1700/1800/2000/2200 in total) We are currently reworking Girl Power into a melee-support card, and once it releases, it will, alongside this minor buff, allow Virtuoso to one-shot small spawn buildings with its ability. Vulcan: 1. Flamethrower damage: 120 per second (2400 dp20) ➜ 140 per second (2800 dp20) 2. Conflagrate damage: 265 per second ➜ 280 per second Wrathgazer: 1. Power cost: 220p ➜ 200p 2. Disintegration speed: 150/150/150/165 ➜ 170/170/170/185 life points per second [ Tier 4 Changes ] Colossus: 1. Thunderous Roar Rework: A. Releases a bloodcurdling roar that riles up Colossus. The unit will deal 75% more damage for 25 seconds. Additionally, Lumbering Step is activated for 25 seconds. Reusable every 30 seconds. 2. New ability, "Lumbering Step": A. Turn Speed - Increase turn speed by 50% for the duration. B. Damage: 200, up to 1000 in total. D. Description: "While moving around unit knocks back small and medium units dealing 200 damage, up to 1000 in total to enemies. Affects ground units only. " 3. New Ability, "Colossal Birth": When being spawned the unit is undazed and displaces the earth, knocking back small, medium, and large units. Can be spawned nearby enemy units and structures excluding walls. Affects ground units only. Colossus's rework design was previously decided upon with community help, but the final implementation never managed to happen due to a lack of implementation capacity and a later shift in priorities towards other factions. This rework will finally see the light of day and provide the long promised melee-partner for Forest Elder (b). Colossus's Roar gives it a major self-damage buff, allowing it to kill bosses quickly, while the Lumbering Step gives it a Thunder Wagon-esque ability to damage enemies just by walking through them. Kobold Inc.: 1. Orb cost: 3 Frost, 1 Neutral ➜ 2 Frost, 2 Neutral 2. Blessed Speed-up (b): A. Speed-up & Description: 50% faster ➜ Construction time is reduced by 66% 3. Tainted Speed-up (p) drawback: 400 damage ➜ 25% of maximum life points lost on spawn 4. Add Construction Hut cost reduction effect (-25% power cost) to both affinities. 5. Initial cooldown: 60 seconds ➜ 0 seconds As part of our continual focus on creating a new building archetype, we want to propose several changes to Kobold Inc. As a T4 Frost building, Kobold Inc. should be the ultimate building support. One issue is its orb requirements. All other Frost buildings and their support requires only 2 orbs (this is similar to how all root network cards are available for 2 orbs), but Kobold Inc. uniquely requires 3 orbs. We think this unnecessarily constrains the card and limits what is actually available to use with Kobold Inc, which right now it really only Stronghold or WBG unless Kobold Inc is enlightened. After this change, other cards like Volcano, Deepgorge, Hatecaster, Artillery, or Comet Catcher when player's orb swap for Sages will become available for use with Kobold Inc. Next, we want to equalize the different affinities. We are increasing the frost affinity's speed-up while making the shadow affinity's penalty percentage based. This will make it a choice between rapid construction or instant construction with health loss. It also removes edge cases like U0 Altar of Nihil which is instantly destroyed by Kobold Inc. because it only has 400 life points. Additionally, we are adding Construction Hut's discount to Kobold Inc., which seems like an obvious addition. T1 cards shouldn't outcompete T4 cards in the same role. Last, we are removing the initial cooldown from the card as it functions as an unneeded time penalty. This is only step one of the changes to Kobold Inc., as we have more changes planned for the frost affinity to ensure it is a compelling choice instead of players defaulting to the shadow affinity. Lost Evocation: 1. Power cost: 140p ➜ 110p 2. Blessed Revenant damage reduction buff: 50% ➜ 60% 3. Infused Revenant damage buff: 100% ➜ 120% 4. Affected units can now receive the buff again if they re-enter the area of effect and the previous buff's duration has expired. Lost Warlord: 1. Add affinity effects to revenant's spawned by Revenant's Doom. Spore Launcher: 1. Remove slow, now moves at normal XL speed (6.4 m/s). 2. Remove Siege, add XL-counter 3. Add L-knockback to Explosive Spores We are trying out a minor identity change for Spore Launcher, making it more mobile with stronger built-in crowd control. We realize this is unlikely to make it the preferred choice for root network absent changes to Razorleaf. Tortugun: 1. Eruption: A. Remove affinity effect from Eruption, change both Eruption affinities to current Fire affinity with the Fire affinity description (50m range). 2. New Devour Affinities: A. Blessed (b) Devour: "Additionally, unit receives 50% less damage for 20 seconds after consuming a unit." B. Infused (r) Devour: "Additionally, unit deals 100% more damage for 20 seconds after consuming a unit." Tortugun's affinities are wildly unequal with one having 30m range and the other having 50m range. We are making both affinities have 50m range and moving the affinity effects to Devour. Players are now encouraged to strategically time feeding their Tortuguns to gain access to a large damage reduction or damage increase buff for a short time. Map Changes Uro (PvP Map): Removed both red-colored fortification walls (incl. official spectator version of the map). King of the Giants (PvE Map): 1. The unlikely event of Jorne dying now results in game over instead of soft-locking the players into the map. 2. Increased the detection range for both Rogan and Jorne near the final cave to end the map by 15m. This should decrease instances of players failing to complete the map despite successfully guiding Rogan to his objective. Blight (PvE Map): Fixed a rare crash that occurred when players were destroying the objective spawn buildings as the timer ended.
  7. The original game devs were German. Volin's point is that the German texts are not translated, they are the originals. The English, French, and Russian texts are translations from the German original.
  8. Right now the daily quests and Feel the Burn increase from advanced to expert level required once you reach an Ember PvE rank. This system has been in place since the game's release but if people were interested in changing it, we could cap it at advanced.
  9. For everyone excited about this map, the same map designer who created "A Town in Need" is one of the people working on our new official campaign maps. So you will see more from him very soon.
  10. Options B and C are impossible. We have tried to change it so that players can add multiple buildings to a group and still use the abilities but we have been unsuccessful. The reason Bedrock's abilities disappear when you have multiple is because the spawn ability was originally from a building and it keeps the same limitation. Option A is possible, it is mostly a question of balance and if we want shrines to work like that. We have discussed making Cultist Master having an auto-cast summon ability to enable Furnace of Flesh + Cultist Master to function autonomously though less efficiently, but we have not pulled the trigger on that as an idea we want to implement at this time.
  11. Map of the Day is multiplayer only. We did this because we wanted to use it as a way to funnel players together on campaign maps similar to what happens with rPvE. The choice of which map is the MotD is random with weights. The longer a map has not been the MotD, the higher its chance to be chosen the next day.
  12. Patch #400046 - Stone Turtle Welcome to our newest patch. This update contains our twelfth balance patch for the game, a brand-new card, a new booster type, and our new map of the day feature! Patch Preview One new card is now available! Jump in-game to collect Bedrock. Added Map of the Day! A multiplayer map will be chosen at random each day and highlighted on the map. Play it to receive extra rewards. The new Rebirth Booster is now available. Earn it by completing the Map of the Day and through events. A few balance changes to underperforming Twilight cards as well as a bugfix to a longstanding bug with heal stacking. A batch of quality of life changes requested by the community. General Changes Added an indicator for if a random PvE lobby is for the Map of the Month. The Marketplace no longer resets the page on purchase. This should allow players to purchase multiple cards without having to repeatedly scroll back to the same page. Boosters now stack in the booster inventory screen. Replays are now searchable and sortable. Players can also now see the played cards of all players in a replay. Dates & Times now are displayed in the player time zone using their operating system format. Deck name length increased from 16 to 30. This will allow players to better label their decks. The actual visible deck name is dependent on what resolution a person uses when playing the game. Free PvP deck cloning has been massively improved. If a player has a fully upgraded and charged copy of the card in their collection from the Free PvP deck, that card will now replace the free version of the card in the deck whenever the player clones a Free PvP deck. Players can now export their in-game collection to the Skylords Marketplace Journal (SMJ) by using the chat command /exportcollection in-game. Once exported to SMJ, players can see their progress in terms of their total collection and check which of their cards are the most valuable to sell and which are cheap to buy in order to complete their collection. Removed generated maps from PvP daily quests. Additionally, the "win sparring match" on a specific PvP map quest has been changed from "win" to "play". This will allow players to finish the quest even if on a losing streak. General Fixes Implemented a fix for when sometimes swapping the player portrait with a card results in an error. Daily quests are now properly ordered with the most recently received quest at the top. Improved the descriptive text for the import deck tutorial mission. Added dates to PvE leaderboard entries. The text wrapping when displaying a lobby's rPvE difficulty has been fixed. Fixed spectators counting for achievements, specifically PvP achievements. Fixed match statistics having an incorrect count for maps with spectators. A script will be run to correct the information in player profiles. New Cards Bedrock - 280p T4 Stonekin Unit You will find the upgrades for this card on the map "King of the Giants". When thinking about Stonekin's design, we determined that more buildings interactions fit well with the faction. More specifically, we thought that a building-based archetype was the natural expansion for a faction of living stones. Last patch, we released Tectonic Shift, and this patch we are adding Bedrock. Bedrock is a T4 ranged unit capable of spawning a Stone Launcher and casting an AoE shield that protects buildings in range. For more information, check out Community Update - October 2023. Map of the Day In our last major patch, we reworked campaign map rewards. A major driving force behind this change, beyond equalizing rewards between the random and campaign PvE modes, was to allow for more flexibility in the reward structure. This flexibility will allow us to create new systems which interact with campaign maps going forward. The first of these new systems is the Map of the Day (MotD) feature. The details for the MotD can be found below. We hope that by introducing this feature, and for rewarding players for regularly interacting with it, it will become as easy for players to find lobbies for campaign maps as it is for random PvE matches. We want players to be able to play the game mode they want, and to not be forced into a mode because of an imbalance in rewards or available lobbies. [ Map of the Day Features ] Each day, a new multiplayer map is chosen and highlighted on the world map via a flame identical to the flame used for PvP Happy Hours. Players who win the Map of the Day, on any difficulty, receive an additional choice of upgrade on the post-game reward screen. If the MotD is a 12p map, players will instead receive an additional 1200 gold for completing the map on advanced, and an additional 2400 gold for completing it on expert difficulty. A new achievement "Feel the Burn" has been added. For each day that a player completes the Map of the Day, they will receive 50 bfp. On every 10th completion, they will additionally receive a Rebirth Booster. Rebirth Boosters contain 3 cards, all from the Rebirth Edition (cards released by the Skylords Reborn team), with a substantially increased chance of producing an Ultra-rare card. Achievements [ Random PvE Achievement Changes ] We have made a few changes to the names and structure of the main random PvE achievements. The new structure of the achievements and their rewards are listed below. Note that people who previously completed the random PvE 10 achievement (now expert+) will already receive credit for having completed "Out of the Frying Pan into the Fire." We have made this change to encourage people to play the new expert difficulty level, but without feeling forced to try and complete expert+ to get the booster reward. The Road Not Taken [3 general boosters] Win rPvE Advanced++ or higher [20 matches] Out of the Frying Pan into the Fire [6 boosters] Win rPvE Expert or higher [20 matches] - Locked until PvE rank 5 (Silver 1) Abandon all hope, ye who enter here [Avatar: Demon Skull & Avatar: Hell Fire; Title: Hell Diver] Win rPvE Expert+ [10 matches & 20 matches] - Locked until PvE rank 10 (Gold 2) Card Balance Changes [ Global Balance Changes ] All healing and rejuvenation effects now stack: Regardless of whether they are local, global, percentage, or flat, all healing effects now stack with each other. No longer will Fountain of Rebirth overwrite Wheel of Gift's healing effect. [ Twilight Changes ] Twilight Brute: 1. Gifted Burstout (g): A. Max Targets: 4 ➜ 7 B. Damage application: Damages hostile or friendly units ➜ hostile units C. Ability cast range: 15m ➜ 25m 2. Infused Burstout (r): A. Damage: 400, up to 1600 ➜ 400, up to 2800 B. Increase damage to buildings: 400 per target ➜ 600 per target C. Damage application: Damages hostile or friendly entities ➜ hostile entities D. Ability cast range: 15m ➜ 25m Twilight Brute has an interesting ability that seems tailored fit for giving Twilight a new strategy in T2 PvE. While the ability itself is well-designed, its current strength holds it back. We are increasing the ability cast range to allow it to be used deeper into enemy encampments, increasing the total targets from 4 to 7, and removing the ally damage. We hope with these changes we help to create a new strategy where the player can run some Brutes into a camp and, along with Fire's damage spells, create a cascading explosion effect similar to how Evil Eye plays in T4. Twilight Creeper: 1. Life points: 1700 ➜ 1880 2. Infused Spit debuff strength: 40% ➜ 50% 3. Tainted Spit debuff strength: 30% ➜ 40% Twilight Creeper is well designed but it currently has low stat efficiency for a T3 L-sized melee unit. We are giving it some more life points and boosting its primary strength through the spit effect. Twilight Hag: 1. Damage: 75 damage, up to 153 in total ➜ 124, up to 186 in total (1030 dp20) 2. Life Points: 850 ➜ 1030 life points 3. Damage Counter: L-counter ➜ M-counter 4. Ability name change: Femme Fatale ➜ Enrapture A. Cooldown: 60 seconds ➜ 40 seconds B. No longer affects Male/Female. Negative effect now affects all enemies and positive effect all allies. Twilight Hag is one of those cards which is fearsome to face in the lower tiers in PvE, but which as a player card is a wet noodle. We have sent her to the gym, and she has come back with an over 20% increase in both her damage and health stats. Alongside the stat increase, which is more than it might first appear because she had an unusually low single-target damage value previously, we are shifting her damage counter to M. The new M-counter plus her pre-existing small and medium knockback should make her feel powerful against smaller unit sizes. Besides low stats, Hag also suffers from a highly niche ability. The player cannot control the gender of their enemies, and it is not clear what units have what genders anyway (did you know Necrofury is a woman?). In general, we think these male/female mechanics just do not fit in Skylords Reborn, and in this particular case, they are holding back Twilight Hag from potentially becoming a potent crowd control unit similar to Timeless One. Therefore, we are removing the male/female interaction while also shaving 20 seconds off the ability cooldown. [ Minor Card Changes ] Wheel of Gifts: 1. The same gifts can no longer be activated while another instance of that gift is already starting up. [ NPC Changes ] Added several new NPC units: Bandit Bloodhorn, Bandit Wasteland Terror, Snapjaws, Overlord, and Lost Grigori. These units are now available for use by community and official mapmakers. Lost Spirit Ship (NPC): 1. Removed the suicide ability. 2. Now spawns a Crystal similar to the player version on reaching the previous corpse threshold for suiciding. A. Crystal damages enemy units for 300 damage every second, up to 900 in total in a 15m radius. B. Cooldown: 30 seconds C. Duration: 10 seconds The existing implementation of Lost Spirit Ship in PvE, while conceptually interesting and a good template for future suicidal units, simply does not work with a T4 XL-sized ranged unit. By changing NPC LSS to spawn a crystal instead, we give it a general usefulness that will open up the possibility of adding the unit to future maps and as a regular part of Lost Souls' rPvE repertoire. Lost Converter (NPC): 1. Spell debuff: 20% less damage ➜ 30% less damage 2. Corpse collection radius: 25m ➜ 40m 3. Poison application radius: 25m ➜ 30m 3. Poison damage per tick: 25 (same as before) 4. Poison damage tick speed: 2s ➜ 1s 5. Corpse cost on enemy entry: 300 ➜ 50 6. Corpse cost per damage tick: 0 ➜ 25 In simpler terms: Lost Converter's poison effect now has normal ranged range (30m), deals double the damage it currently does, and has an increased debuff strength. The corpse collection range has also been increased to 40m, meaning that the building should begin poisoning the player sooner. This will slightly increase the strength of camps with a Lost Converter as the building should now do something. Hotfix Fixed the 12 player rankings tab crashing upon opening it.
  13. Making both affinities of a card equally viable is a difficult task. It is something we have achieved on probably less than 20% of all cards with affinities. It is also why we do not add affinities to a lot of the new cards we introduce into the game, because we do not want to contribute to an already substantial problem. In terms of Banditos, I think it is fine if the green affinity's primary use is in combination with Corsair. But even then, I think you underestimate how important damage scaling is on S-units. While Bandits might lose to Thugs in an army vs. army match-up, this is hardly representative of scenarios players will encounter in PvE. The new Girl Power (Fire Force) will provide damage reduction scaling, giving Banditos more survivability, while the natural limitations of melee S-units means more damage per squad member is one of the highest prized stats. Melee units have an attack limit against enemies and S-units are the ones most affected by this. There reaches a point where more squad members simply cannot attack the enemy. The damage scaling of Banditos is a creative way around this limitation. Will this be enough? Honestly I am not sure. Melee S-units will likely never be top tier strategies, there are simply too many structural issues at play for them to thrive. But we are hoping they become viable, which is a different standard entirely.
  14. First of all, great post. You did a good job of analyzing the state of the card and you did so through the lens of the existing literature we have on card rarity and the Bandit faction. We as a dev team agree with your assessment and we actually have proposed some Banditos changes for next patch in our official card balancing discord. Banditos - Iteration 1 1. Alliance friendly unit requirement: 3 per stage ➜ 2 per stage 2. Blessed Alliance Rework: A. No longer based on nearby enemies. B. Now grants increasingly more damage reduction based on number of friendly units nearby. C. Description: "The unit will be incited to resist more damage when being surrounded by friendly units within a 25m radius. Per every 2 friendly ground units around them, Banditos will receive 20% less damage up to a maximum of 6 units that will spur them on." With these changes we want to buff the swarm aspect of the card by giving them access to their scaling buffs earlier. We think this is a better approach than trying to turn Banditos into a trading card or a one-unit wonder. As you pointed out, the blue affinity simply lacks the tools to be an anti-swarm card, so we are giving it scaling damage reduction, like the red affinity has a scaling damage increase, and making it into a swarm card as well. We have also proposed changing Girl Power into a melee unit swarm support card on our balance discord. If these changes both go through, we hope it will help to carve out a new melee swarm archetype in Fire T2 splash decks. We also know this will constitute an indirect buff to Corsair, and we think that is perfectly acceptable.
  15. It is the same dancing flame, yes. And glad to hear you are enjoying the game, that is really why all of us continue to do this.
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