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LagOps

Alpha & Beta Tester
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Everything posted by LagOps

  1. LagOps

    Analysis of the 25 Card Deck

    I would like to see 25 slots eventually, given that each faction was adjusted to allow for more diverse viable strategies - especially pure factions (with the exception of pure shadow to some extend, there is some build variety there) are quite reliant on must have combos. Right now, i feel that only universally strong cards are being played and more situational cards are maybe 2-3 slots at max in meta builds depending on the faction (for some faction this number is 1 at most...). With a more viable set of optional counters / combos, it will be much viable to adjust decks to personal preferences and slot-hungry t1s like nature t1 (and frost t1 if you would otherwise not play home soil/ice barrier) would be buffed by this change.
  2. @Halis Yes, you need rank 10 to get the upgrades. The rank is not easy to reach without heavy investment of time and resources into grinding pve maps. I find it to be very boring having to grind the same few time-efficient maps over and over again...
  3. LagOps

    How to make PvP more attractive (Discussion)

    @RadicalX mele units in t1 are in a decent state and as you pointed out it's the spamm occuring in certain matchups... which typically involves spamming ranged units to the point where mele units often don't feel viable anymore. that was pretty much what i meant when i said ranged units are too dominant - the point of them becomming opressive is reached too early in my opinion. As for nature t1 struggling against t2, well that's not exactly suprising considering how scaling-heavy the faction is, which often results in mid-late t1 being avoided by the non-nature player. After adjustments to the faction to adjust the power-curve, i would expect the matchup vs. early t2 to be a lot less of an issue. I really would like to discuss this in more detail, but i feel such a discussion would be pretty pointless as it would start all over again once balance changes can be implemented on a test-server.
  4. I would be really happy to see rank requirements for upgrades be removed. You can build a viable pvp deck in a week or so, so that's really fine, but i STILL don't have the pve rank needed to upgrade ultra-rares after 1 month or so of playing semi-actively. Yes, getting pvp rank is easy if you find someone actually playing ranked pvp, but i mostly enjoy sparring and don't want to be forced into ranked like that. Esepcially for new players i could see this being a major annoyance of having to play ranked first, just to be allowed to upgrade your deck.
  5. LagOps

    How to make PvP more attractive (Discussion)

    That's great news @Kubik! Can't wait to see both community maps turned official pvp maps and card changes on the test-server become a reality!
  6. LagOps

    How to make PvP more attractive (Discussion)

    Your comments about t1 imbalance, i fully agree with. nature and frost t1 both are not up too par (for different reasons and it would be hard to find balanced fixes for this imo. damn, now i wrote an essay about it... again...). still, we should also examine fire and shadow t1 as well as they do contain some quite problematic elements. mostly it's the towers, but i feel that overall, ranged units seem too dominant in t1. in almost any matchup a ranged unit spam is par of the course (with some exceptions in the form of thugs spam, which needs a nerf), where as in t2 you can see much more variety in units being played. as there are 2 primary ranged units per faction, this often leads to a real lack of variety in what is being played and the ranged units matchup is a big part of why nature t1 and frost t1 fail as well. this is especially prominent in the nature t1 vs. shadow t1 matchup, where you can't even dare to start with a swift unit as the nature player on the vast majority of maps. you can forget about dryads as well for the most part and you usually start spearmen and hope your lack of swift does not get abused too hard when you so much as dare to take a well. your t1 basically got reduced to two s units, none of them swift (unless you play werebeast but i am not convinced of those yet). I don't see how your suggested changes would fix this. with the amazon buff, fire t1 would be in real trouble tho. I think the cost reduction on the swap is too much to ask for as it can already be quite usefull. I get that you want it to be better vs. split attacks, but this is going overboard. scavangers already need to avoid the unit due to the damage reduction, which helps quite a bit. Main problem with this is also that it doesn't help vs. shadow (pretty much nothing aside from -5 on werebeasts is), which means that we have a matchup specific solution only, which might get a problem if you want to further buff the faction to do better vs. shadow t1 as well. i'm not saying that counters should not exists, but in t1 it has gotten to a point where you can just entirely forget playing certain units in certain matchups. even in some very problematic t2 matchups, it is rarely this one-dimensional in terms of unit-viability. in t2 you see burrowers being played into pure fire decks and harvesters against frost-splashes. even if viable counters exist, those cards aren't just removed from the game like it is the case with t1 and can turn the game if used in the appropriate situation. T1 tho? Not so much. In some matchups you are basically playing half a deck and that just isn't going to work out. i feel this needs to be adressed if we want to have a properly balanced t1, but i don't think it would be possible to find the support needed to make this happen, so best can likely do is buff frost t1 and nature t1 into viability somehow, which comes with its own set of issues: nature t1 is amazing when there are 3-4+ units on the field and some power is avialable for spells. cc often gauarantees favorable trades and allows to kite back and heal units without much counterplay in open field. damage reduction, s unit counter spell, mele unit counterspell, units with heals, archers with multishot and a very good healing spell, not to forget shamans, all scale like crazy into mid and late t1. problem is, as you pointed out, that this advantage is gone when split attacks are used and the units are costly on top of it, so you can really abuse the faction hard. but what is the fix to that supposed to be like? Make the units cheaper and you will hit the power-spike sooner, making the faction really good in a mid-fight without wells and a terror in late t1. On the other hand, so much of nature t1's power comes from the synery with cc and heals, so you most likely can still chesse the faction as usual. Don't get me wrong, it's entirely ok that the faction has issues when dealing with split attacks or otherwise low power levels. It's just too extreme to properly balance that out considering just how well the faction scales. You often feel forced to just go t2 as otherwise you are pretty much guaranteed to get steamrolled if you don't play t1 towers. Personally i think some of the utility nature t1 has needs to adjusted while the units get a bit of a buff to be able to hold their own on low power levels. the t1 heal is really strong, especially considering cc and damage reduction can be used to juggle damage and keep units alive. root and hurricane destory the vast majority of staple units of other factions in late t1, which in my opinion is really out of line. the issues are not as prevalent in t2, where cc is ubiquitous and cost efficient aoe damage spells present some working counters. frost t1 is so map dependent and passive, it's not even funny. aside from the loss of map control and the voulnerability to swift unit rushes, the faction can barely fight in open field, has problems counterattacking (at large well distances. good luck grabbing a clost well tho, since the enemy would love to fight you in open field and you have no swift) and lacks any sort of meaningful engage to start a fight (if you do it right, you can just mass firesworn vs. frost t1 without giving much of a change for the enemy to go t2 and make them lose because they can't force a fight. it's just really dumb!). In short, 90% of the time you are forced to play reactively and hope the enemy messes up somehow (like walking into an obvious gylph of frost in a mid-fight). on the bright side, any non-cheese attacks likely don't get very far. home soil, glacier shell and ice guardians are so good at defending single wells, most player don't even try anymore. but how on earth do you buff frost? make the units good enough to reliably counter swift spamm cheese tactics? what about large maps? what about mid-fights? what if you want to engage without having your ig kitet around? let's say you managed to fix those issues somehow, but then what? how am i supposed to attack frost t1 then? standard attacks are not working out already it will only be worse if the faction is buffed. do i still get to try the swift unit cheese even if failure is much more likely? if that strat goes bad, it tends to go really, really bad. the matches would essentially be very volatile and still very map dependent. In short, frost t1 and nature t1 are problematic and fixing them without, making them op in situations those decks already excell at, will be much harder than excpected. As for pvp maps, i really think we should have a contest, preferably an official one where maps get added to the ranked pool. Making good maps takes quite a bit of effort and it sucks not seing them played at all and maybe just winning a few bfp in a contest. I agree that with some measure of care taken for cliffs, center of map balance, map size and t2 oppertunities, we can make some really good and interesting maps and it would be great to roll out new maps for when the game gets released. This should be really low effort for the devs, since the community is going to be in charge of making those maps and voting for them in the end. Since it was already possible to remove random maps from the ranked pool, i am hoping it should be rather easy to add maps as well.
  7. one more thing about the npe... since you get decent decks in a reasonable timeframe and get enough gold for upgrades, it is really annoying to be restricted by your pve rank. In particular ultra-rares have too high of a rank requirement to upgrade. getting to the required pve rank (gold 2) takes quite time some considering the exp you get for rpve and campaign maps. In addition, i feel the current reward system gives very little worthwhile rewards after doing your quests. I'm a bit worried about multi-accounting in that regard since you can reasonably do the quests in 30 mins.
  8. Honestly it would be best to have some handpicked and well designed community maps in ranked pvp instead of some of the EA maps. Especially layesh and wazahi are poorly thought out an ymria can be a problem (not nearly a bad tho and mostly due to cliffing only) as well. But you can take only so many maps away before ranked gets a little to repetetive and decks can be built to cheese certain maps if the pool is small enough. In terms of community-maps, well there would need to be some contest first to have properly designed maps to pick from. The focal point should be on playability and not on optics. If anything, it would be possible to have the optics to be improved when picks for new pvp ranked maps were made.
  9. i would rather avoid turning cards into gold, after all gold is used for account progression and such a conversion would make multiaccounting much more convenient. now rerolling a card for a card of the same rarity on the other hand...
  10. LagOps

    Suggestions, ideas for EndGame (mostly PvP)

    battleforge plays very differently from your average RTS. adding fog of war would make it very chaotic as armies can be spawned out of nowhere and scouting would have very limited effect. imagine playing any standard rts where both players are unable to scout. that doesn't play very well, does it?
  11. LagOps

    Netherwarp Green bug abuse

    It just encourages spam like in the replay, i am seeing that a lot in higher gold elo. Especially without damage spells, you are having issues. Stonekin has it the worst out of all factions actually and its just sad to watch... the only "real" counter is to get the shadow player to run out of charges. fixing it might actually encourage players to switch to blue nether warp in lower elos as well since shadow mages won't be an easy defense anymore (well, at least not THAT easy).
  12. LagOps

    Global Warming in Pure Fire to counter Pure Frost?

    sure a large t1 is worth it, but fire can afford to get a large t1 and still somehow manage to have global warming in there. if you really don't have a slot then that's fine too, it's just my opinion that it's propably worth playing.
  13. LagOps

    Global Warming in Pure Fire to counter Pure Frost?

    I am one of the players who prefers to pick optional cards to alleviate weaknesses in my deck instead of making allready quite winnable matchups easier. pure frost and fire-frost are tough for pure fire, propably the hardest matchups for fire and so i would suggest playing global warming. pure fire usually doesn't have many issues with deckslots and i see large t1s in this deck quite a lot. should be possible to fit global warming in there somehow.
  14. LagOps

    Are core pvp cards too rare?

    personally i do have an issue with core cards being too costly/rare. in my opinion, the core cards a faction is designed around and are required to play the deck should be uncommon at most. optional cards that offer adapation to matchups or have effects simillar to other cards should be the ones with higher rarity. you should basically be able start out with a bare-bones viable deck for an affordable price and then once you get more into pvp and feel like you need to adapt to the meta/matchups or just want some optional (but not cruical) cards, you need to invest more bfp. it's just not fun to grind pve until you finally "unlock" pvp once you have a bare-bones deck.
  15. you released this before the beta-testers have leaked it? what are we even here for at this point? THEY TOOK ER JERBS!
  16. LagOps

    Important Progress Update and Clarification

    @Kubik i can feel your pain! Just looking at how the game handles certain tasks, such as opening boosters etc. It's pretty clear that the game locks the ui when waiting for updates from the server... you know, the kind of flaws that would have gotten a 2nd semester university project i was once doing failed instantly (it's annoying to the user and also very, very error-prone if the server doesn't deliver exactly what you expect it to straight away and a clear sign concurency is foreign to the developer). Looking just at the surface issues in the programming... yeah "wtf" moments are pretty much expected.
  17. @Morathyls i still feel that a damage-cap would have been a better solution as the nerf does not adress the problem at all... but then they also nerfed corsair and masterarchers are still op, so...
  18. LagOps

    Important: Open Beta Status Announcement

    It was the right decision and i am happy it has been made despite the previously set release-date.
  19. LagOps

    Best Anime moment

    There are tons of great moments in anime, it's pretty hard to make a pick, so i will just go ahead and make several. SPOILERS AHEAD! For me personally: #1 Griffith's speach to princess Charlote from Berserk (the 97's version and movie version are pretty much on par here imo) (Such a pivotal moment and masterfully delivered, gives great insight into Griffith's character as well as Gutt's reflection on his own dream afterwards. Drives to plot forward in a masterfull way and sets up maybe one of if not the deepest and richest villan character i have ever seen with a whole bunch of forshadowing. This scene gives me shivers every single time and is my #1 moment with no contest) #2 Zero's requiem from Code Geas 2 (The ultimate redemption of the main character, which also did an incredible job at making himself (seemingly) utterly irredeemable during the last few episodes prior) #3 Assault of the Boars from Princess Monoke (I legit cried, what a scene! if you haven't seen Mononoke, you haven't lived yet. Was the first anime i saw over 10 years ago and i didn't even know what anime was. What a way to set up high standards...) #4 The ending of Wolf's Rain (Actually called Wolf's Reign, it's a misstranslation and yes that bothers me. Just when you thought things might actually work out in the end... also that soundtrack gets me every time!) #5 The ending/tank scene from Ghost in the Shell (Phillosiphical and quite unexpected. Also very nice symbolism and great cinematography) #6 Naruto vs. Sasuke fight in the valey of the end from the original Naruto (Insane buildup and great delivery. Felt very emotional and personal and the action was amazing as well. Great choreography, animation and cinematography really bring the sheer scale and power in the battle to life) #7 Final battle in Sword of the Stranger (Again beautiful horeography, animation and cinematography, even better than in Naruto in my opinion and also comes with amazing soundtrack and sound design. Didn't manage to be as emotional as the Naruto fight and that's why i rate it a bit lower)
  20. LagOps

    Community run YouTube channel

    @Eirias It's true that you are making the most content on the community channel right now, but with the start of the open beta i plan on doing new videos and i also would expect other members of the community channel to be more active and post streams and stuff. Maybe you should wait and see how things go after the start of the beta and then make your choice.
  21. LagOps

    [Important] Open Beta Delayed

    It was the right decision and nobody can say you didn't try really hard. Even if it is "just" an open beta launch, it needs to be in a playable with minor bugs remaining. Launch may be delayed, but that's definately better than having a dissapointing launch. Thanks for your dedication! Edit: I am not so sure about the two free boosters tho. i would be more happy if players were to start with more untradeable stuff, primarily gold. 2 boosters might get players to multiaccount. Just give us plenty (fixed) starter commons and gold for upgrades and we will be just fine.
  22. LagOps

    Current Proposal: Tokens & Gold

    @BFlove123 I am not sure where you are getting this from. I suggest keeping both currencies to promote deck diversity and deck viability for new players. How hard it will be to progress afterwards depends on how much bfp and gold players gain while playing. I just want the new player experience not to suck while not affecting the long term progression.
  23. LagOps

    Current Proposal: Tokens & Gold

    I really think we should stick with gold and bfp; one tradeable and one untradeable. The main reasons for this are multiaccounting and new player experience: the npe in the old battleforge was pretty bad. you were stuck with starter cards and no gold etc. for upgrades. For the new skylords reborn, you could start with a lot of gold and 4x all starter cards (you can get them 4x anyways with multiaccounting and players will use that if you give them upgrade currency but no cards for charges) and so you could upgrade and charge a basic deck to some extend. this way, you could play pve, and maybe even pvp, without being a total liability to your team. Alternatively you could try to get bfp while saving some of your gold if you have a specific deck you want to transition to early on. Gold gives you choice in how you advance in the game with cards that you allready own and bfp allows you to aquire more cards. If you only had one currency, you couldn't be given any of it at the start of the game due to multiaccounting=free money. of course with gold+bfp you could still do dayly quests on multiple accounts, but your main account only has limited amounts of gold. While you could get many costly cards, you still wouldn't be able to upgrade them without playing on your main account (especially since rare cards need more gold to upgrade). While this doesn't get rid of multiaccounting entirely (this is hard to do in an open economy) it at least disincentivizes it to a certain extend. Additionally having only one currency and taking the importance of upgrades and charges into account, players would be incentivised to upgrade existing cards over trying to expand their collection as this would slow down upgrade progression. why spent 10 bfp on cards if you can upgrade 10 cards by one level and be more competetive instead? What if you are a new player and screwed yourself over as you didn't realise this?
  24. LagOps

    My Improved CardBase

    The card database is really nice! I would like it if you could generate code to have the mini-deck link to the full deck as it may be hard for players to differentiate affinities and know the card names from the artwork.
  25. LagOps

    Problems with the lovely "Tobbezockt" :)

    @YT Tobbezockt Xlink's feedback he has given you in that thread has summed things up pretty well: Overall just try to calmly accept criticism instead of starting arguments. Getting feedback is not about you being right, but about getting a second opinion and possibly inspiration. There is no need to defend your position. Wether or not to follow that criticism is your choice in the end and it's perfectly ok to do things your way if you feel that the criticism was unfounded or a poorly informed opinion etc.. I would suggest to respond to criticism only in case you are unclear about what exactly is being criticised, need further information or many forum users have the same/simillar criticism to offer. Please refrain from acting passive-agressive, making fun of others or any such things as this will only lead to arguments and not a constructive discussion. I hope this helps
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