Jump to content

WindHunter

Lead Designer
  • Posts

    343
  • Joined

  • Last visited

Reputation Activity

  1. Sacriefice liked a post in a topic by WindHunter in Building Changes Round 2   
    As we announced in our Towers Deep Dive, our faction design team has been working on performing a balance pass across all attack buildings in the game. Some of these changes are relatively minor, while other changes are more substantial. This thread will function as the main thread for our second round of building changes. The original master thread can be found here. Minor changes are included here, while major changes have their own threads linked to below. Please note that all changes proposed here are provisional and as such as subject to change. 
    Substantial Reworks and Balance Changes

    The following buildings have significant enough changes to warrant their own threads.
    Previously Announced:
    Rocket Tower Stronghold Newly Announced or Updated:
    Armored Tower Ice Shield Tower Fortress Changes 

    One category of towers we spoke of in our Deep Dive were Fortresses. Fortresses are expensive towers from T3+ that have large models. Due to the way space works in BattleForge, larger towers should have higher stats in comparison to other towers as you can build less of them in a given area. We have decided, outside of the unique case of Church of Negation, to make 200p the base cost of Fortresses. This allows us room to pack more stats into a single building. Our goal is to move Fortresses in the direction of self-sufficient defenses that can hold positions even in those locations where you might only be able to build one or two.
     Deepgorge
    1. Cold Clutch radius: 25m ➜ 30m.
    While Deepgorge has substantially increased in strength since the most recent changes, particularly in connection with North Star(b) with which it naturally synergizes. Unfortunately, due to the tower's large size, its ability radius is still too small when the tower is placed behind a wall making it difficult even for a well-placed Deepgorge to hit all melee attackers on long walls. 
     Howling Shrine
    1. Essence Bolts damage: 600, up to 900 in total ➜ 750, up to 1125 in total (3750 dp20)
    2. Crowd control duration (both affinities): 10 sec ➜ 15 seconds
    Howling Shrine is feeling better after the buffs both to itself and to the root network in general. When the initial changes were proposed, some people suggested larger buffs to the card but we urged caution due to the difficulty in account for how things would change once the full set of root network changes came through. Now that we can evaluate the changes more fully, it appears that Howling Shrine is still a tad on the weak side. To remedy this, we are giving it a +25% damage increase and increasing the duration of both its root and paralyze to help it keep dangerous melee units at a safe distance. 
     Volcano
    1. Power cost: 150p ➜ 200p
    2. Damage: 581, up to 872 (3990 dp20) ➜ 766, up to 1149 (5270 dp20)
    3. Life points: 4390 ➜ 5690
    4. Infused Eruption's (red affinity) Rage:
       A. Rage scaling: 100%/200% ➜ 75%/150% 
       B. Rage timer: 7 sec ➜ 10 seconds
       C. Attacks per stack: 4 attacks ➜ 3 attacks
    5. Lava Sea
       A. Radius: 25m ➜ 30m
       B. Bugfix the ability so that it works
    Making Volcano more "dense" by increasing its power cost and then adjusting its stats accordingly. Total damage when enraged is slightly increased despite the nerf to Rage's percentile damage increase (12,000 --> 13175 dp20). Additionally, the rage should activate substantially sooner. Previously it took 29 seconds in combat to full scale, now it should only take 22 seconds. One thing we learned in the wake of Volcano's previous changes is that its Lava Sea ability is bugged and does not work. Fixing the ability to function as advertised should do much to make Volcano a larger threat. 
     Worldbreaker Gun
    1. Life points: 4500 ➜ 5400
    2. Descriptive: Add "Has a long range of 50m" to its Ground Attack description.
    WBG is the best defense in the entire game, but that is achieved primarily through its Heavy Snowball ability augmented by Skyelf Sage. In terms of functions as a tower, it is still good but has uncharacteristically low life points for its cost and tier. We are giving it a slight bump in total health, which should help it when functioning as a tower while leaving it unchanged as a long range artillery piece. 
    Minor Changes

    It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring the tower to the appropriate power level. All values below are U3. 
     Artillery
    1. Range: 50m ➜ 60m
    2. Increase turret turn speed. 
    Allow Artillery to damage siege units even when placed behind a wall.
     Fire Bomb
    1. Damage: 715 up to 1650 in total ➜ 720, up to 1800 in total
    2. Add "Fast Construction" - Construction time is reduced by 50%.
    3. Allow to hit air units & enable splash overflow fix.
     Hammerfall
    1. Increase turret turn speed.
    2. Breeze of Life (g) / Breeze of Strength (b):
       A. Maximum capacity: 1500 ➜ 3000
       B. Recharge rate: 15 per second ➜ 40 per second
       C. Radius: 20m ➜ 25m
    3. Breeze of Strength, Ice Shield cost: 495 capacity ➜ 600 capacity
    Increased turret turn speed should increase damage output due to faster target tracking. Change to affinity effects: Higher maximum capacity should make both affinity effects better, but especially the healing one which is only drained as required. Higher recharge rate means that a new Ice Shield can be bestowed every 15 seconds instead of every 33 seconds, even with the higher cost. Range increase to make it easier to place units around it. Total charge time is now 90 seconds. Additionally, Hammerfall's shields do not decay while within the aura. This makes them a stable source of extra health for allied units. Hammerfall's recharge and healing is still less than Healing Well's, a T2 60p card, with the same maximum capacity.
     Infected Tower
    1. Damage: 114, up to 172 in total (1215 dp20) ➜ 138, up to 207 in total. (1466 dp20)
    2. Splash Radius: 5m ➜ 8m
    +20% damage increase and small splash radius increase. Changes to Infected Tower's ability have been postponed until we can properly rework it.
     Kobold Laboratory
    1. Mason Mastery radius: 25m ➜ 30m
    2. Material Research: 
       A. Changed buildings ➜ buildings and walls
       B. Allow repairing while in combat
       C. Radius: 25m ➜ 30m
       D. New description: "Friendly buildings and walls in a 30m radius have 50 / 50 / 50 / 70% lower repair costs and are repairable in combat."
    Allow Kobold Laboratory to have a niche use in defense and to provide something beyond what Glaciation is capable of providing. Change is meant in preparation for DRPvE and will also be useful in maps with prolonged defenses, especially near walls.
     Lost Converter
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. Corpse cost to freeze: 200 ➜ 250 stored life points
     Morklay Trap
    1. Enable splash overflow fix
    2. Explosion Blast total damage: 2640 in total ➜ 4400 in total
    Increase total targets from 3 to 5 and enable splash damage properly transferred even when units die.
     Stone Hurler
    1. Damage: 100 damage, up to 150 in total (834 dp20) ➜ 120 up to 180 in total (1000 dp20)
    Align actual damage with stated damage on the card.
     Twilight Bombard
    1. Remove "Siege" from Infused affinity
    2. Add "Rage" to Infused affinity. 
       A. Stage 1: +25%; Stage 2: +50% damage
       B. Attacks per stage: 3
       C. Reset timer: 10 seconds
    3. Increase turret turn speed. 
    Twilight Bombard (r) has Siege as its affinity effect, which is largely useless. By changing it to Rage instead, we make the choice between the two affinities one of increased damage versus crowd control.
     Waystation
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. New passive, Fast Construction: Construction time is reduced by 50%.
    3. Infused damage buff: 30% ➜ 40%
    4. Tainted poison damage: 30 life points every second ➜ 40 life points every second
    5. Corpse storage: 2500 total ➜ 4500 total
    6. Corpse cost per potion/poison (both affinities): 180 ➜ 400 stored life points will be used up.
    7. Radius: 25m ➜ 30m
    The first step in what will eventually be a full rework of Waystation. For now, the addition of fast construction means it can be set up offensively as its name suggests and the addition of Soul Suction means it should be able to easily gather corpses to fuel itself. Gave a small boost to both affinity effects and increased the radius to require ranged units to enter its effective radius to damage it.
  2. ManGa liked a post in a topic by WindHunter in Wasteland Terror Dispel - Remove Required LoS and Animation   
    We would love to both improve the animation and remove the line of sight requirement, not just for this card but for others as well such as Northland Drake and Primeval Watcher, but we currently do not know how to do that. 
    This is a different issue, and also one we do not know how to fix.
  3. Volin liked a post in a topic by WindHunter in September Patch Feedback Thread   
    Small update on upcoming changes to Batariel. I am posting it here due to how much discussion has occurred around the card:
    Batariel:
    1. Stage Duration (both affinities):
       A. Stage 1: 4 sec --> 5 sec
       B. Stage 2: 4 sec --> 5 sec
    2. Stage Threshold Value (both affinities): 
       A. Stage 1: 1200 damage --> 800 damage 
    3. Damage per Stage Batariel (r)
       (a) Stage 1: unchanged
       (b) Stage 2: 150 dmg --> 200 dmg
       (c) Stage 3: 200 dmg --> 300 dmg
  4. Metagross31 liked a post in a topic by WindHunter in September Patch Feedback Thread   
    Small update on upcoming changes to Batariel. I am posting it here due to how much discussion has occurred around the card:
    Batariel:
    1. Stage Duration (both affinities):
       A. Stage 1: 4 sec --> 5 sec
       B. Stage 2: 4 sec --> 5 sec
    2. Stage Threshold Value (both affinities): 
       A. Stage 1: 1200 damage --> 800 damage 
    3. Damage per Stage Batariel (r)
       (a) Stage 1: unchanged
       (b) Stage 2: 150 dmg --> 200 dmg
       (c) Stage 3: 200 dmg --> 300 dmg
  5. DefAnske liked a post in a topic by WindHunter in Community Update #29 - November   
    Conjuration only works on spell charges.
  6. DefAnske liked a post in a topic by WindHunter in T1 cards for Twilight, Stonekin and Bandits etc.   
    While people should feel free to continue to offer suggestions and theory craft on how to make this work, there are no plans at present to release any hybrid faction cards for T1. We plan on continuing to flesh out existing factions and combinations for the foreseeable future. Making new cards takes a lot of time and resources and we still have the Amii faction waiting with only 4 cards to its name. 
  7. Metagross31 liked a post in a topic by WindHunter in T1 cards for Twilight, Stonekin and Bandits etc.   
    While people should feel free to continue to offer suggestions and theory craft on how to make this work, there are no plans at present to release any hybrid faction cards for T1. We plan on continuing to flesh out existing factions and combinations for the foreseeable future. Making new cards takes a lot of time and resources and we still have the Amii faction waiting with only 4 cards to its name. 
  8. Hrdina_Imperia liked a post in a topic by WindHunter in Community Update #29 - November   
    Conjuration only works on spell charges.
  9. SpiritAlpha liked a post in a topic by WindHunter in Community Update #29 - November   
    Conjuration only works on spell charges.
  10. Emmaerzeh liked a post in a topic by WindHunter in Building Changes Round 2   
    As we announced in our Towers Deep Dive, our faction design team has been working on performing a balance pass across all attack buildings in the game. Some of these changes are relatively minor, while other changes are more substantial. This thread will function as the main thread for our second round of building changes. The original master thread can be found here. Minor changes are included here, while major changes have their own threads linked to below. Please note that all changes proposed here are provisional and as such as subject to change. 
    Substantial Reworks and Balance Changes

    The following buildings have significant enough changes to warrant their own threads.
    Previously Announced:
    Rocket Tower Stronghold Newly Announced or Updated:
    Armored Tower Ice Shield Tower Fortress Changes 

    One category of towers we spoke of in our Deep Dive were Fortresses. Fortresses are expensive towers from T3+ that have large models. Due to the way space works in BattleForge, larger towers should have higher stats in comparison to other towers as you can build less of them in a given area. We have decided, outside of the unique case of Church of Negation, to make 200p the base cost of Fortresses. This allows us room to pack more stats into a single building. Our goal is to move Fortresses in the direction of self-sufficient defenses that can hold positions even in those locations where you might only be able to build one or two.
     Deepgorge
    1. Cold Clutch radius: 25m ➜ 30m.
    While Deepgorge has substantially increased in strength since the most recent changes, particularly in connection with North Star(b) with which it naturally synergizes. Unfortunately, due to the tower's large size, its ability radius is still too small when the tower is placed behind a wall making it difficult even for a well-placed Deepgorge to hit all melee attackers on long walls. 
     Howling Shrine
    1. Essence Bolts damage: 600, up to 900 in total ➜ 750, up to 1125 in total (3750 dp20)
    2. Crowd control duration (both affinities): 10 sec ➜ 15 seconds
    Howling Shrine is feeling better after the buffs both to itself and to the root network in general. When the initial changes were proposed, some people suggested larger buffs to the card but we urged caution due to the difficulty in account for how things would change once the full set of root network changes came through. Now that we can evaluate the changes more fully, it appears that Howling Shrine is still a tad on the weak side. To remedy this, we are giving it a +25% damage increase and increasing the duration of both its root and paralyze to help it keep dangerous melee units at a safe distance. 
     Volcano
    1. Power cost: 150p ➜ 200p
    2. Damage: 581, up to 872 (3990 dp20) ➜ 766, up to 1149 (5270 dp20)
    3. Life points: 4390 ➜ 5690
    4. Infused Eruption's (red affinity) Rage:
       A. Rage scaling: 100%/200% ➜ 75%/150% 
       B. Rage timer: 7 sec ➜ 10 seconds
       C. Attacks per stack: 4 attacks ➜ 3 attacks
    5. Lava Sea
       A. Radius: 25m ➜ 30m
       B. Bugfix the ability so that it works
    Making Volcano more "dense" by increasing its power cost and then adjusting its stats accordingly. Total damage when enraged is slightly increased despite the nerf to Rage's percentile damage increase (12,000 --> 13175 dp20). Additionally, the rage should activate substantially sooner. Previously it took 29 seconds in combat to full scale, now it should only take 22 seconds. One thing we learned in the wake of Volcano's previous changes is that its Lava Sea ability is bugged and does not work. Fixing the ability to function as advertised should do much to make Volcano a larger threat. 
     Worldbreaker Gun
    1. Life points: 4500 ➜ 5400
    2. Descriptive: Add "Has a long range of 50m" to its Ground Attack description.
    WBG is the best defense in the entire game, but that is achieved primarily through its Heavy Snowball ability augmented by Skyelf Sage. In terms of functions as a tower, it is still good but has uncharacteristically low life points for its cost and tier. We are giving it a slight bump in total health, which should help it when functioning as a tower while leaving it unchanged as a long range artillery piece. 
    Minor Changes

    It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring the tower to the appropriate power level. All values below are U3. 
     Artillery
    1. Range: 50m ➜ 60m
    2. Increase turret turn speed. 
    Allow Artillery to damage siege units even when placed behind a wall.
     Fire Bomb
    1. Damage: 715 up to 1650 in total ➜ 720, up to 1800 in total
    2. Add "Fast Construction" - Construction time is reduced by 50%.
    3. Allow to hit air units & enable splash overflow fix.
     Hammerfall
    1. Increase turret turn speed.
    2. Breeze of Life (g) / Breeze of Strength (b):
       A. Maximum capacity: 1500 ➜ 3000
       B. Recharge rate: 15 per second ➜ 40 per second
       C. Radius: 20m ➜ 25m
    3. Breeze of Strength, Ice Shield cost: 495 capacity ➜ 600 capacity
    Increased turret turn speed should increase damage output due to faster target tracking. Change to affinity effects: Higher maximum capacity should make both affinity effects better, but especially the healing one which is only drained as required. Higher recharge rate means that a new Ice Shield can be bestowed every 15 seconds instead of every 33 seconds, even with the higher cost. Range increase to make it easier to place units around it. Total charge time is now 90 seconds. Additionally, Hammerfall's shields do not decay while within the aura. This makes them a stable source of extra health for allied units. Hammerfall's recharge and healing is still less than Healing Well's, a T2 60p card, with the same maximum capacity.
     Infected Tower
    1. Damage: 114, up to 172 in total (1215 dp20) ➜ 138, up to 207 in total. (1466 dp20)
    2. Splash Radius: 5m ➜ 8m
    +20% damage increase and small splash radius increase. Changes to Infected Tower's ability have been postponed until we can properly rework it.
     Kobold Laboratory
    1. Mason Mastery radius: 25m ➜ 30m
    2. Material Research: 
       A. Changed buildings ➜ buildings and walls
       B. Allow repairing while in combat
       C. Radius: 25m ➜ 30m
       D. New description: "Friendly buildings and walls in a 30m radius have 50 / 50 / 50 / 70% lower repair costs and are repairable in combat."
    Allow Kobold Laboratory to have a niche use in defense and to provide something beyond what Glaciation is capable of providing. Change is meant in preparation for DRPvE and will also be useful in maps with prolonged defenses, especially near walls.
     Lost Converter
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. Corpse cost to freeze: 200 ➜ 250 stored life points
     Morklay Trap
    1. Enable splash overflow fix
    2. Explosion Blast total damage: 2640 in total ➜ 4400 in total
    Increase total targets from 3 to 5 and enable splash damage properly transferred even when units die.
     Stone Hurler
    1. Damage: 100 damage, up to 150 in total (834 dp20) ➜ 120 up to 180 in total (1000 dp20)
    Align actual damage with stated damage on the card.
     Twilight Bombard
    1. Remove "Siege" from Infused affinity
    2. Add "Rage" to Infused affinity. 
       A. Stage 1: +25%; Stage 2: +50% damage
       B. Attacks per stage: 3
       C. Reset timer: 10 seconds
    3. Increase turret turn speed. 
    Twilight Bombard (r) has Siege as its affinity effect, which is largely useless. By changing it to Rage instead, we make the choice between the two affinities one of increased damage versus crowd control.
     Waystation
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. New passive, Fast Construction: Construction time is reduced by 50%.
    3. Infused damage buff: 30% ➜ 40%
    4. Tainted poison damage: 30 life points every second ➜ 40 life points every second
    5. Corpse storage: 2500 total ➜ 4500 total
    6. Corpse cost per potion/poison (both affinities): 180 ➜ 400 stored life points will be used up.
    7. Radius: 25m ➜ 30m
    The first step in what will eventually be a full rework of Waystation. For now, the addition of fast construction means it can be set up offensively as its name suggests and the addition of Soul Suction means it should be able to easily gather corpses to fuel itself. Gave a small boost to both affinity effects and increased the radius to require ranged units to enter its effective radius to damage it.
  11. WindHunter liked a post in a topic by Majora in Community Update #29 - November   
    Greetings Skylords!
    This Community Update is a few days ahead of schedule because we have two events that we don't want you to miss! From today until 2nd of November there is a special Halloween event, and on Saturday 29th October we have a PvP tournament with a participation prize! Let's get you up to date. 

    • Halloween Event

    The Lost Souls have altered the timeline for a special Halloween event! Instead of Encountering Twilight, Rogan Kayle finds himself in the face of new horrors. Enjoy a spooky experience on this adjusted map to celebrate Halloween, and the upcoming release of the new card "Evil Eye" with us!    

    You can find the full event details here. This is a temporary event which ends on 2nd of November. Check it out now to not miss out!

    • Evil Eye release and adjustments

    Evil Eye will release next week in a small dedicated patch (which will not break replays).
    Players participating in the Halloween event will have the chance to be rewarded with the new Twilight card the moment it comes out! After the event is over Evil Eye will also be eligible to drop from General and Twilight boosters as an uncommon card. So save your boosters till then!
    Since its original reveal, we have made some adjustments to the card based on testing feedback.
    The original design had a couple of issues, including a lack of splash damage, squishiness, mobility issues and increased susceptibility against crowd control. While the damage output of the card has a very high potential peak, in practice the card turned out to be hard to use and didn't add much to the Twilight faction besides a new transformation effect. 
    To make the card feel more rewarding to play, we gave it a new mechanic; a unit being attacked by Evil Eye explodes if it dies (thematically its insides are superheated and explode), dealing damage in a small area. Having on-enemy-death mechanics is already part of Twilight's identity (i.e. Twilight Warfare) and we found this could solve the splash issue in a more creative manner. 
    While this addition goes against the single-target attacker role we originally had in mind, it makes the card more fun to play and gives the player the option to either focus on a strong unit (i.e. a boss) by making use of its passive Rage ability, or micro it to benefit from Searing Sight's new on-death ability. 
    Lastly, we gave the card a much-needed health increase from 3300 to 3800. We are happy with how the card turned out, and hope you will enjoy playing it! 
     
     
    CHANGED: Searing Sight
    Casts a superheated beam that deals 200 damage to a target enemy every second. If a unit directly attacked by Evil Eye dies, its corpse explodes, spewing forth boiling liquids that deal 1000 damage in a 15m radius, up to 3000 in total. 
     
    Transform
    Evil Eye has the faction's ability "Transformation", allowing it to transform into other Twilight units. Because Evil Eye is already a strong tier 4 card, it has a special passive ability to make transforming it worthwhile. 
     
    Conjuration
    If the unit is transformed, it will restore spell card charges. The card of every Fire, Nature, and Twilight spell will be granted one more charge and will be immediately reusable. The maximum number of possible card charges for a specific card will not be exceeded.
     
    ADDED: Rage
    Unit does increasingly more damage the longer it attacks, up to a maximum of 300% more damage, but falls back to its original damage output if it doesn't fight for 5 seconds or changes target. 
     

    • New Card Reveal: Raven Walker

    While Evil Eye releases in the coming days, there are more new cards in development. We are hard at work adding a new legendary card into the game: the infamous Raven Walker.
    Raven Walker is a powerful tier 4 Legendary card, meaning only one can be summoned on the battlefield at a time (like i.e. Viridya or Ravenheart).  Besides being a strong ranged unit, Raven Walker has the ability to corrupt the very air around it, causing played out cards to backlash, dealing huge amounts of damage to both allies and enemies, including buildings! If Ravenheart or its summoned Raven Ships are nearby, Raven Walker will lose its slow passive ability and move like a general XL unit.
    Please note: We are still testing the card. While we are generally happy with it, numbers and effects might still change before release. 

     
    Slow
    Unit has Slow movement.
     
    Blackpowder Turret
    Every 4 seconds, unit fires an explosive shot that deals 920 damage to enemies in a 10m radius around its target, up to 1380 in total. Knocks back small and medium units. Affects ground targets only.


    Corrupting Aura (100p)
    Activate to cast a destructive aura of 30m radius at the target location. Every card played out within it will backlash, dealing 10 times their power cost times their orb count as area damage distributed among all hostile and friendly entities, up to 10000 in total. Lasts for 30 seconds. Reusable every 60 seconds.
     
    Fleet Support
    If Raven Walker is within 25m radius of a Raven Ship or Ravenheart, it will lose Slow.
     
    Some of you might be wondering why Raven Walker is a Legendary card, instead of a Bandit card. While exploring our options, we found two issues with a Bandit approach. First, we feel Bandits as a faction is currently quite complete in terms of T4 units, and this unit would not add anything interesting to the faction; it would not be much different from Construct-decks which already use double Shadow for Nether Warp.
    Additionally, Raven Walker's Corrupting Aura ability works on buildings. This means it can be used even with healing spells to destroy enemies and important structures, allowing for a wide variety of decks to build around it. But because of how Corrupting Aura works, it can be stacked infinitely, which is problematic from a balance point of view. It does not come up often that we want something to be limited to a single instance, making this the perfect Legendary. It is also a good opportunity to expand the existing Legendary deck and slowly add Blight's entire raven squadron to the game.
    Raven Walker is planned to release in an upcoming content patch. We are not ready to announce a release date yet. 
     
    • Tournaments / Events

    Since Community Updates are posted on 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 - Official Halloween Event - until 02-11-2022
    The Lost Souls have altered the timeline for this special Halloween event! Instead of Encountering Twilight, Rogan Kayle finds himself in the face of new horrors. Enjoy a spooky experience and celebrate Halloween and the release of the new card "Evil Eye" with us! More information.  
     
    • NEW - Official PvP Tournament - 29-10-2022
    On Saturday 29.10 we are hosting an official PvP tournament with prizes! The tournament starts at 14:00 p.m. CEST (Berlin time) and will also be livestreamed on our Twitch. Every player who participates will get a booster, so be sure to join even if you are inexperienced! More information. 

    • FINISHED - Battle of Tactics #2: Perfectly Balanced
    Ultralords latest contest has finished, and the winner reveal can be watched on Twitch. Big thanks to Ultralord for hosting this event, please let us know if you liked it! More information.  

    • 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 

    We are glad to announce two new members to the team behind Skylords Reborn. WaterMelonLord has joined us as a Global Moderator. Cool. 

    Mynoduesp has also joined the team as Quality Assurance (QA), helping with maintenance and player friendliness, for example by improving descriptions. 

    We also had a couple of replies to our translator roles, thank you! We could always use more translators, so if you are fluid in French, Russian or German, please consider doing some translations for us.



    • Contribute to the Project

    We have opened up a new staff role: Social Media Manager. We heard multiple times that people are intimidated to join the team as a marketeer, so we split up the responsibilities and tasks, making the entry barrier a lot lower. As a Social Media Manager, you are responsible for keeping our Social Media channels (Facebook, Twitter, Reddit) up to date. Help with our Twitch and Instagram account would also be greatly appreciated.  
    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. 

    There are also a variety of contributor roles like translator, that don't require you to join the staff, but still allow you to help out now and then. Please take a look. 
     

    • 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 Lost Souls-booster: LOST-SOUL-TIME-LINE

    The code is valid until December 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 #28
  12. JarodDempsey liked a post in a topic by WindHunter in Forest Elder - Upcoming Changes   
    Purple Forest Elder is still getting the proposed changes. Multiple Forest Charms will be able to stack, same way all spell-effect style heals, such as Ray of Light and Regrowth, currently work. 
  13. Draconnor liked a post in a topic by WindHunter in Stronghold - Upcoming Changes   
    As part of our upcoming tower rebalance, Stronghold will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Power cost: 150p --> 200p
    1. Life points: 3600 --> 4500
    2. Cannon Turrets:
       (a.) Splash Radius: 5m --> 10m
       (b). Turret Firing Arc: Allow up to 3 turrets to attack a target at once. 
       (c). Damage: 74 damage, up to 110 in total --> 164 damage, up to 246 in total.
    3. New Active Ability - Bombardment (40p): Activate to shoot a mortar shell that deals 800 damage to enemies in a 15m radius around its target, up to 3200 in total. Knocks back small, medium, and large units. Has a long range of 40m. Reusable every 30 seconds. 
    4. New Passive Ability - To the Last!: If the fortress has equal to or less than 3000 life points left it will deal 25% more damage and take 25% less damage. If the fortress has equal or less than 1500 life points left it will deal 50% more damage and take 50% less damage. 
    5. New passive - Slowed Construction: Construction time is increased by 50%. 
    Iteration 1 Goals
    Stronghold is an Ultra-rare T3 Frost fortress. With a description like that and the name Stronghold the player might expect to encounter a powerful and immobile bastion able to hold off hordes of enemies by itself. Anyone who has seen Stronghold knows this is not true and that the card is a disappointment apart from its aesthetic design. We intend to rectify this. First, we are increasing Stronghold's single-target damage from 2420 dp20 to 4000 dp20. Second, we are giving Stronghold two new abilities. The active ability will allow the player to defend against 50m siege units like Lost Dancers without needing an additional unit or building, and “To the Last!” will make Stronghold more deadly as it loses life points. This will synergize well with Frost building supports like Glacier Shell and Shield Building, allowing the player to keep Stronghold at a lower health threshold without endangering their defenses.
  14. Draconnor liked a post in a topic by WindHunter in Armored Tower - Upcoming Changes   
    As part of our upcoming tower rebalance, Armored Tower will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Ice Bolt splash radius: 5m --> 8m
    2. Gift of Ice Rework
       A. Now grants Ice Shields instead of damage reduction, Ice Shields apply to walls
       B. Permanent mode-change instead of timed, can be swapped back to attack mode anytime.
       C. New Description: "Grants an Ice Shield every 3 seconds to friendly entities in a 25m radius without. Each Ice Shield absorbs up to 450 / 550 / 700 / 880 damage for 30 seconds. Target cannot currently have an Ice Shield. Lasts until deactivated."
    Iteration 1 Goals
    Armored Tower has a particularly small splash radius for a T3 tower so we are increasing it to reduce the possibility of it missing moving targets and dealing reduced damage to M-size squad units such as Bandit Lancers. We have decided to move a different direction with the ability to allow Armored Tower to take on a full support role. Right now, Armored Tower's damage reduction overlaps with both Glaciation and Ward of the North. By changing to Ice Shields and allowing the mode change to remain indefinitely without needing to be reactivated, Armored Tower can act as a continual sustain tool for T3 Frost defenses. With the current numbers, one Armored Tower will be able to provide up to 10 targets with an Ice Shield over a 30 second period. Additionally, we have added the unique ability for Armored Tower to apply Ice Shields to wall segments. This will stack with Glaciation's damage reduction and provide a niche defense option in some campaign maps and the upcoming defensive random PvE.
     
  15. SpiritAlpha liked a post in a topic by WindHunter in Twilight Slayers   
    One of the issues we face as a balance team is that we are often unable to release changes as completed wholes, instead things are released as they are completed. Twilight Slayers falls into this category as there are other changes to Twilight we plan to make which we aid it in its job as a defensive wall-based unit. It is hard then to determine if the current situation is due to a particular weakness in Twilight Slayer or due to an unfavorable environment around it until we actually fix said environment. Of course we very possibly could have gotten the numbers wrong with Slayers, it is our first ever attempt at a T3 S-archer and walls do not scale over time, so we appreciate the feedback and will continue to monitor its performance going forward.
  16. JarodDempsey liked a post in a topic by WindHunter in Armored Tower - Upcoming Changes   
    Our plans for Armored Tower have undergone substantial revisions in light of other changes we are making, including Ice Shield Tower. Below you can find the new proposal
    Iteration 1 Revised
    1. Ice Bolt splash radius: 5m --> 8m
    2. Gift of Ice
       A. Radius: 25m --> 30m
       B. Duration: 30 sec --> Until absorb limit has been hit
       C. Cooldown: None --> Reusable every 30 seconds.
    3. New passive, "Permafrost"
       A. Friendly wall segments within a 30m radius will regenerate 3% of their maximum life points every 2 seconds. Cannot be disabled by spellblocking abilities.
    Iteration 1 Goals
    Similar to what we did with Lifestream, we want to allow Armored Tower to remain in its defensive state for as long as its absorb limit has not been hit. This should reduce the amount of micromanagement required by the player to get the most out of the card. As it stands, the Gift of Ice ability has no cooldown, meaning the player can swap back and forth endlessly without consequence. We want to change that, so we are adding a 30 second cooldown for when manually swapping between each mode. Finally, we are giving Armored Tower a new passive called Permafrost which heals nearby wall segments. This should make wall segments more useful, which otherwise start to fall off heavily by T3, and in less need of babysitting. 
  17. JarodDempsey liked a post in a topic by WindHunter in Armored Tower - Upcoming Changes   
    Yes, its current damage reduction ability is not changing.
  18. JarodDempsey liked a post in a topic by WindHunter in Forest Elder - Upcoming Changes   
    We have been working on Forest Elder and have an update for its Forest Charm ability.
    Forest Charm Rework:
       A. No longer applies a healing buff to up to 10 units over a 30 second period. 
       B. NEW - "Every 2 seconds, restores 250 / 275 / 300 / 300 life points to allied units in a 30m radius, up to 2500 / 2750 / 3000 / 3000 in total. Lasts for 30 seconds."
       C. Cooldown: 60 seconds --> 50 seconds. 
    Forest Charm was previously implemented in an odd way whereby it applied a healing buff to individual units in range. This seems to have been a workaround to make Forest Elder's healing function similar to the way damage spells work where there is both a single-target and a splash damage component (ie. 300, up to 900 in total). Right now, healing is undifferentiated, meaning that a spell like Surge of Light which can heal up to 1320 life points will always divide that health equally among affected members. If there is only a single target, it will heal for all 1320 life points, if 3, each will heal for 440 life points each. Unfortunately, Forest Elder's workaround has its own issues. Namely, the healing buff cancels as soon as its target reaches maximum life points. If said target is then damaged, it will be buffed again, potentially taking two or more different heal buffs without actually needing them and significantly reducing the efficiency of Forest Charm in the process. Additionally, Lost Spellbreaker prevents the application of the healing buff, creating situations where it will never reach its intended target.
    We have worked to implement alternative healing methods and we can now make healing spells function like damage spells. This means we can have a healing spell affect a single-target for one amount, while healing for a different total amount. As such, we can and are changing Forest Elder's ability to this new healing format. This should lead to greater consistency and higher on average healing. 
  19. WindHunter liked a post in a topic by Titan in So you think you know your cards...   
    104/201, hard to know what is what edition lol.
  20. WindHunter liked a post in a topic by Dutchy in So you think you know your cards...   
    After a short discussion on our discord, I decided to make this quiz. 
    You need to name all the Twilight edition (first edition) cards that were in the original game. 
    The time limit is 20 min. 
    Feel free to share your results!
    https://www.sporcle.com/games/manawingbattlefo/ultimate-skylords-quiz
  21. Metagross31 liked a post in a topic by WindHunter in Building Changes Round 2   
    While not perfect, the plan is to use the existing animation for both Lost Converter and Waystation. Given they both have a Shadow orb it should be close enough. But it is interesting how Bandit's aesthetic is much more Fire than Shadow. If we were to do the same thing by adding a Fire animation to a Bandit card, I do not think anyone would question it. 
  22. Ggoblin liked a post in a topic by WindHunter in Stronghold - Upcoming Changes   
    As part of our upcoming tower rebalance, Stronghold will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Power cost: 150p --> 200p
    1. Life points: 3600 --> 4500
    2. Cannon Turrets:
       (a.) Splash Radius: 5m --> 10m
       (b). Turret Firing Arc: Allow up to 3 turrets to attack a target at once. 
       (c). Damage: 74 damage, up to 110 in total --> 164 damage, up to 246 in total.
    3. New Active Ability - Bombardment (40p): Activate to shoot a mortar shell that deals 800 damage to enemies in a 15m radius around its target, up to 3200 in total. Knocks back small, medium, and large units. Has a long range of 40m. Reusable every 30 seconds. 
    4. New Passive Ability - To the Last!: If the fortress has equal to or less than 3000 life points left it will deal 25% more damage and take 25% less damage. If the fortress has equal or less than 1500 life points left it will deal 50% more damage and take 50% less damage. 
    5. New passive - Slowed Construction: Construction time is increased by 50%. 
    Iteration 1 Goals
    Stronghold is an Ultra-rare T3 Frost fortress. With a description like that and the name Stronghold the player might expect to encounter a powerful and immobile bastion able to hold off hordes of enemies by itself. Anyone who has seen Stronghold knows this is not true and that the card is a disappointment apart from its aesthetic design. We intend to rectify this. First, we are increasing Stronghold's single-target damage from 2420 dp20 to 4000 dp20. Second, we are giving Stronghold two new abilities. The active ability will allow the player to defend against 50m siege units like Lost Dancers without needing an additional unit or building, and “To the Last!” will make Stronghold more deadly as it loses life points. This will synergize well with Frost building supports like Glacier Shell and Shield Building, allowing the player to keep Stronghold at a lower health threshold without endangering their defenses.
  23. Ggoblin liked a post in a topic by WindHunter in Building Changes Round 2   
    As we announced in our Towers Deep Dive, our faction design team has been working on performing a balance pass across all attack buildings in the game. Some of these changes are relatively minor, while other changes are more substantial. This thread will function as the main thread for our second round of building changes. The original master thread can be found here. Minor changes are included here, while major changes have their own threads linked to below. Please note that all changes proposed here are provisional and as such as subject to change. 
    Substantial Reworks and Balance Changes

    The following buildings have significant enough changes to warrant their own threads.
    Previously Announced:
    Rocket Tower Stronghold Newly Announced or Updated:
    Armored Tower Ice Shield Tower Fortress Changes 

    One category of towers we spoke of in our Deep Dive were Fortresses. Fortresses are expensive towers from T3+ that have large models. Due to the way space works in BattleForge, larger towers should have higher stats in comparison to other towers as you can build less of them in a given area. We have decided, outside of the unique case of Church of Negation, to make 200p the base cost of Fortresses. This allows us room to pack more stats into a single building. Our goal is to move Fortresses in the direction of self-sufficient defenses that can hold positions even in those locations where you might only be able to build one or two.
     Deepgorge
    1. Cold Clutch radius: 25m ➜ 30m.
    While Deepgorge has substantially increased in strength since the most recent changes, particularly in connection with North Star(b) with which it naturally synergizes. Unfortunately, due to the tower's large size, its ability radius is still too small when the tower is placed behind a wall making it difficult even for a well-placed Deepgorge to hit all melee attackers on long walls. 
     Howling Shrine
    1. Essence Bolts damage: 600, up to 900 in total ➜ 750, up to 1125 in total (3750 dp20)
    2. Crowd control duration (both affinities): 10 sec ➜ 15 seconds
    Howling Shrine is feeling better after the buffs both to itself and to the root network in general. When the initial changes were proposed, some people suggested larger buffs to the card but we urged caution due to the difficulty in account for how things would change once the full set of root network changes came through. Now that we can evaluate the changes more fully, it appears that Howling Shrine is still a tad on the weak side. To remedy this, we are giving it a +25% damage increase and increasing the duration of both its root and paralyze to help it keep dangerous melee units at a safe distance. 
     Volcano
    1. Power cost: 150p ➜ 200p
    2. Damage: 581, up to 872 (3990 dp20) ➜ 766, up to 1149 (5270 dp20)
    3. Life points: 4390 ➜ 5690
    4. Infused Eruption's (red affinity) Rage:
       A. Rage scaling: 100%/200% ➜ 75%/150% 
       B. Rage timer: 7 sec ➜ 10 seconds
       C. Attacks per stack: 4 attacks ➜ 3 attacks
    5. Lava Sea
       A. Radius: 25m ➜ 30m
       B. Bugfix the ability so that it works
    Making Volcano more "dense" by increasing its power cost and then adjusting its stats accordingly. Total damage when enraged is slightly increased despite the nerf to Rage's percentile damage increase (12,000 --> 13175 dp20). Additionally, the rage should activate substantially sooner. Previously it took 29 seconds in combat to full scale, now it should only take 22 seconds. One thing we learned in the wake of Volcano's previous changes is that its Lava Sea ability is bugged and does not work. Fixing the ability to function as advertised should do much to make Volcano a larger threat. 
     Worldbreaker Gun
    1. Life points: 4500 ➜ 5400
    2. Descriptive: Add "Has a long range of 50m" to its Ground Attack description.
    WBG is the best defense in the entire game, but that is achieved primarily through its Heavy Snowball ability augmented by Skyelf Sage. In terms of functions as a tower, it is still good but has uncharacteristically low life points for its cost and tier. We are giving it a slight bump in total health, which should help it when functioning as a tower while leaving it unchanged as a long range artillery piece. 
    Minor Changes

    It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring the tower to the appropriate power level. All values below are U3. 
     Artillery
    1. Range: 50m ➜ 60m
    2. Increase turret turn speed. 
    Allow Artillery to damage siege units even when placed behind a wall.
     Fire Bomb
    1. Damage: 715 up to 1650 in total ➜ 720, up to 1800 in total
    2. Add "Fast Construction" - Construction time is reduced by 50%.
    3. Allow to hit air units & enable splash overflow fix.
     Hammerfall
    1. Increase turret turn speed.
    2. Breeze of Life (g) / Breeze of Strength (b):
       A. Maximum capacity: 1500 ➜ 3000
       B. Recharge rate: 15 per second ➜ 40 per second
       C. Radius: 20m ➜ 25m
    3. Breeze of Strength, Ice Shield cost: 495 capacity ➜ 600 capacity
    Increased turret turn speed should increase damage output due to faster target tracking. Change to affinity effects: Higher maximum capacity should make both affinity effects better, but especially the healing one which is only drained as required. Higher recharge rate means that a new Ice Shield can be bestowed every 15 seconds instead of every 33 seconds, even with the higher cost. Range increase to make it easier to place units around it. Total charge time is now 90 seconds. Additionally, Hammerfall's shields do not decay while within the aura. This makes them a stable source of extra health for allied units. Hammerfall's recharge and healing is still less than Healing Well's, a T2 60p card, with the same maximum capacity.
     Infected Tower
    1. Damage: 114, up to 172 in total (1215 dp20) ➜ 138, up to 207 in total. (1466 dp20)
    2. Splash Radius: 5m ➜ 8m
    +20% damage increase and small splash radius increase. Changes to Infected Tower's ability have been postponed until we can properly rework it.
     Kobold Laboratory
    1. Mason Mastery radius: 25m ➜ 30m
    2. Material Research: 
       A. Changed buildings ➜ buildings and walls
       B. Allow repairing while in combat
       C. Radius: 25m ➜ 30m
       D. New description: "Friendly buildings and walls in a 30m radius have 50 / 50 / 50 / 70% lower repair costs and are repairable in combat."
    Allow Kobold Laboratory to have a niche use in defense and to provide something beyond what Glaciation is capable of providing. Change is meant in preparation for DRPvE and will also be useful in maps with prolonged defenses, especially near walls.
     Lost Converter
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. Corpse cost to freeze: 200 ➜ 250 stored life points
     Morklay Trap
    1. Enable splash overflow fix
    2. Explosion Blast total damage: 2640 in total ➜ 4400 in total
    Increase total targets from 3 to 5 and enable splash damage properly transferred even when units die.
     Stone Hurler
    1. Damage: 100 damage, up to 150 in total (834 dp20) ➜ 120 up to 180 in total (1000 dp20)
    Align actual damage with stated damage on the card.
     Twilight Bombard
    1. Remove "Siege" from Infused affinity
    2. Add "Rage" to Infused affinity. 
       A. Stage 1: +25%; Stage 2: +50% damage
       B. Attacks per stage: 3
       C. Reset timer: 10 seconds
    3. Increase turret turn speed. 
    Twilight Bombard (r) has Siege as its affinity effect, which is largely useless. By changing it to Rage instead, we make the choice between the two affinities one of increased damage versus crowd control.
     Waystation
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. New passive, Fast Construction: Construction time is reduced by 50%.
    3. Infused damage buff: 30% ➜ 40%
    4. Tainted poison damage: 30 life points every second ➜ 40 life points every second
    5. Corpse storage: 2500 total ➜ 4500 total
    6. Corpse cost per potion/poison (both affinities): 180 ➜ 400 stored life points will be used up.
    7. Radius: 25m ➜ 30m
    The first step in what will eventually be a full rework of Waystation. For now, the addition of fast construction means it can be set up offensively as its name suggests and the addition of Soul Suction means it should be able to easily gather corpses to fuel itself. Gave a small boost to both affinity effects and increased the radius to require ranged units to enter its effective radius to damage it.
  24. SpiritAlpha liked a post in a topic by WindHunter in Ice Shield Tower - Upcoming Changes   
    As part of our second round of building changes, Ice Shield Tower will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Orb cost: 1 Frost (T1) ➜ 1 Frost, 1 Neutral (T2)
    2. Power cost: 50p ➜ 90p
    3. Life points: 1100 ➜ 1440 
    4. Ice Bolt:
       A. Damage: 66 damage, up to 100 in total (581 dp20) ➜ 96 damage, up to 144 in total (840 dp20)
       B. Radius: 5m ➜ 8m 
    5. Ice Shield:
       A. Change from active to auto-cast (30m range, add radius on hover).
       B. No longer affects flying units.
       C. *New Description:* "Every 6 seconds, tower applies an Ice Shield to a friendly ground unit that absorbs up to 690 / 730 / 800 / 880 damage for 30 seconds. Has a range of 30m. Affects ground targets only."
    Iteration 1 Goals
    Ice Shield Tower has long struggled to find a place alongside its T1 counterparts. Defense Tower is much more stat efficient and Northern Keep is a better support tower. In terms of Ice Shields, it competes with the more mobile Frost Sorceress which is favored over Ice Shield Tower in PvP. In light of this situation, we have decided to move the tower to T2 and make its Ice Shield ability auto-cast. This allows us to increase its strength and opens up the possibility of creating Ice Shield synergies in T2 and beyond, such as has already been done with Icefang Raptor, by creating a more readily available source of Ice Shields. One issue we ran into with this change was how strong it would be alongside War Eagles and Skyfire Drakes in PvP, leading us to removing its ability to work alongside air units. 
  25. SpiritAlpha liked a post in a topic by WindHunter in Building Changes Round 2   
    As we announced in our Towers Deep Dive, our faction design team has been working on performing a balance pass across all attack buildings in the game. Some of these changes are relatively minor, while other changes are more substantial. This thread will function as the main thread for our second round of building changes. The original master thread can be found here. Minor changes are included here, while major changes have their own threads linked to below. Please note that all changes proposed here are provisional and as such as subject to change. 
    Substantial Reworks and Balance Changes

    The following buildings have significant enough changes to warrant their own threads.
    Previously Announced:
    Rocket Tower Stronghold Newly Announced or Updated:
    Armored Tower Ice Shield Tower Fortress Changes 

    One category of towers we spoke of in our Deep Dive were Fortresses. Fortresses are expensive towers from T3+ that have large models. Due to the way space works in BattleForge, larger towers should have higher stats in comparison to other towers as you can build less of them in a given area. We have decided, outside of the unique case of Church of Negation, to make 200p the base cost of Fortresses. This allows us room to pack more stats into a single building. Our goal is to move Fortresses in the direction of self-sufficient defenses that can hold positions even in those locations where you might only be able to build one or two.
     Deepgorge
    1. Cold Clutch radius: 25m ➜ 30m.
    While Deepgorge has substantially increased in strength since the most recent changes, particularly in connection with North Star(b) with which it naturally synergizes. Unfortunately, due to the tower's large size, its ability radius is still too small when the tower is placed behind a wall making it difficult even for a well-placed Deepgorge to hit all melee attackers on long walls. 
     Howling Shrine
    1. Essence Bolts damage: 600, up to 900 in total ➜ 750, up to 1125 in total (3750 dp20)
    2. Crowd control duration (both affinities): 10 sec ➜ 15 seconds
    Howling Shrine is feeling better after the buffs both to itself and to the root network in general. When the initial changes were proposed, some people suggested larger buffs to the card but we urged caution due to the difficulty in account for how things would change once the full set of root network changes came through. Now that we can evaluate the changes more fully, it appears that Howling Shrine is still a tad on the weak side. To remedy this, we are giving it a +25% damage increase and increasing the duration of both its root and paralyze to help it keep dangerous melee units at a safe distance. 
     Volcano
    1. Power cost: 150p ➜ 200p
    2. Damage: 581, up to 872 (3990 dp20) ➜ 766, up to 1149 (5270 dp20)
    3. Life points: 4390 ➜ 5690
    4. Infused Eruption's (red affinity) Rage:
       A. Rage scaling: 100%/200% ➜ 75%/150% 
       B. Rage timer: 7 sec ➜ 10 seconds
       C. Attacks per stack: 4 attacks ➜ 3 attacks
    5. Lava Sea
       A. Radius: 25m ➜ 30m
       B. Bugfix the ability so that it works
    Making Volcano more "dense" by increasing its power cost and then adjusting its stats accordingly. Total damage when enraged is slightly increased despite the nerf to Rage's percentile damage increase (12,000 --> 13175 dp20). Additionally, the rage should activate substantially sooner. Previously it took 29 seconds in combat to full scale, now it should only take 22 seconds. One thing we learned in the wake of Volcano's previous changes is that its Lava Sea ability is bugged and does not work. Fixing the ability to function as advertised should do much to make Volcano a larger threat. 
     Worldbreaker Gun
    1. Life points: 4500 ➜ 5400
    2. Descriptive: Add "Has a long range of 50m" to its Ground Attack description.
    WBG is the best defense in the entire game, but that is achieved primarily through its Heavy Snowball ability augmented by Skyelf Sage. In terms of functions as a tower, it is still good but has uncharacteristically low life points for its cost and tier. We are giving it a slight bump in total health, which should help it when functioning as a tower while leaving it unchanged as a long range artillery piece. 
    Minor Changes

    It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring the tower to the appropriate power level. All values below are U3. 
     Artillery
    1. Range: 50m ➜ 60m
    2. Increase turret turn speed. 
    Allow Artillery to damage siege units even when placed behind a wall.
     Fire Bomb
    1. Damage: 715 up to 1650 in total ➜ 720, up to 1800 in total
    2. Add "Fast Construction" - Construction time is reduced by 50%.
    3. Allow to hit air units & enable splash overflow fix.
     Hammerfall
    1. Increase turret turn speed.
    2. Breeze of Life (g) / Breeze of Strength (b):
       A. Maximum capacity: 1500 ➜ 3000
       B. Recharge rate: 15 per second ➜ 40 per second
       C. Radius: 20m ➜ 25m
    3. Breeze of Strength, Ice Shield cost: 495 capacity ➜ 600 capacity
    Increased turret turn speed should increase damage output due to faster target tracking. Change to affinity effects: Higher maximum capacity should make both affinity effects better, but especially the healing one which is only drained as required. Higher recharge rate means that a new Ice Shield can be bestowed every 15 seconds instead of every 33 seconds, even with the higher cost. Range increase to make it easier to place units around it. Total charge time is now 90 seconds. Additionally, Hammerfall's shields do not decay while within the aura. This makes them a stable source of extra health for allied units. Hammerfall's recharge and healing is still less than Healing Well's, a T2 60p card, with the same maximum capacity.
     Infected Tower
    1. Damage: 114, up to 172 in total (1215 dp20) ➜ 138, up to 207 in total. (1466 dp20)
    2. Splash Radius: 5m ➜ 8m
    +20% damage increase and small splash radius increase. Changes to Infected Tower's ability have been postponed until we can properly rework it.
     Kobold Laboratory
    1. Mason Mastery radius: 25m ➜ 30m
    2. Material Research: 
       A. Changed buildings ➜ buildings and walls
       B. Allow repairing while in combat
       C. Radius: 25m ➜ 30m
       D. New description: "Friendly buildings and walls in a 30m radius have 50 / 50 / 50 / 70% lower repair costs and are repairable in combat."
    Allow Kobold Laboratory to have a niche use in defense and to provide something beyond what Glaciation is capable of providing. Change is meant in preparation for DRPvE and will also be useful in maps with prolonged defenses, especially near walls.
     Lost Converter
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. Corpse cost to freeze: 200 ➜ 250 stored life points
     Morklay Trap
    1. Enable splash overflow fix
    2. Explosion Blast total damage: 2640 in total ➜ 4400 in total
    Increase total targets from 3 to 5 and enable splash damage properly transferred even when units die.
     Stone Hurler
    1. Damage: 100 damage, up to 150 in total (834 dp20) ➜ 120 up to 180 in total (1000 dp20)
    Align actual damage with stated damage on the card.
     Twilight Bombard
    1. Remove "Siege" from Infused affinity
    2. Add "Rage" to Infused affinity. 
       A. Stage 1: +25%; Stage 2: +50% damage
       B. Attacks per stage: 3
       C. Reset timer: 10 seconds
    3. Increase turret turn speed. 
    Twilight Bombard (r) has Siege as its affinity effect, which is largely useless. By changing it to Rage instead, we make the choice between the two affinities one of increased damage versus crowd control.
     Waystation
    1. Add Soul Splicer's "Soul Suction" ability to the card, allowing it to gather corpses outside its passive range.
    2. New passive, Fast Construction: Construction time is reduced by 50%.
    3. Infused damage buff: 30% ➜ 40%
    4. Tainted poison damage: 30 life points every second ➜ 40 life points every second
    5. Corpse storage: 2500 total ➜ 4500 total
    6. Corpse cost per potion/poison (both affinities): 180 ➜ 400 stored life points will be used up.
    7. Radius: 25m ➜ 30m
    The first step in what will eventually be a full rework of Waystation. For now, the addition of fast construction means it can be set up offensively as its name suggests and the addition of Soul Suction means it should be able to easily gather corpses to fuel itself. Gave a small boost to both affinity effects and increased the radius to require ranged units to enter its effective radius to damage it.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use