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ImaginaryNumb3r

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About ImaginaryNumb3r

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    Reaper

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    Male
  • Location
    South Western Wastes
  • Interests
    Raiding, pillaging, killing, chilling

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  1. ImaginaryNumb3r

    Balance Proposal: Mutating Maniac

    This card is a strong contender for a buff. Since if you make this card viable, it becomes an affordable version of Fathom Lord and a key card for beginners to create a strong fire/nature deck. Keep it's XL-counter but make it as non-pvp viable as possible and reward interesting mechanics that are of little use in pvp. In terms of stats, the only thing this card needs is a cost of 130 and you get very good stats for your money (along with a good range of fire and nature support). I agree with all points above. But as for the ability, I think Twilight units should excel in supporting other Twilight units. Similar to Twilight Pestilence you could provide healing or a damage-reduction buff to nearby twilight units. Twilight definitely needs some love and could encourage to play fully themed twilight decks.
  2. ImaginaryNumb3r

    (Suggestion) Detailed HP Bars

    I see, very nice job! It looks much cleaner to me now, the adjusted health bar size is also an improvement. Still, I would try to increase the small lines to 250. And maybe slightly lower the size of the small ticks. At first, you think that the Avatar of Frost has as much health as he does shielding. Don't want to sound nitpicky, but in games details do matter May I ask how you have implemented this? Can you actually control every pixel of the health bar or are you just applying some kind of texture on the health bar? I wasn't aware you could control such details.
  3. ImaginaryNumb3r

    More new cards

    I agree. But to be fair Battleforge already makes heavy re-use of recycling and making texts and textures (and even special effects) is not such a big deal when you got the models and animations already ingame. Special effects too are usually just textures with some kind of GPU transformation going on that can be done entirely in code (not a big deal once you know what you are doing and have a creative spark). But besides that there are still many neutral card monsters that could be turned into a playable card (just think of all the Twilight creatures. Heck, all Twilight creatures are just texture jobs anyway). Either way, I'm more in favour of re-balancing the existing cards before adding more content. Personally, I'd love to see more unique T4 faction creatures that rewards a "pure" playstyle, but overall I think rebalancing many of the useless cards yields more merit.
  4. ImaginaryNumb3r

    (Suggestion) Detailed HP Bars

    Is this actually ingame or just a photoshop job? It took me a while to understand the numbers behind the bars, but I like the concept. However, I think the bars add too much clutter to Northguards and Master Archers. We would need to see this in action, naturally. While cool, this feature should be added with a lot of care. Imho, such a feature should be use-case driven. For exmaple, fire T1 would benefit from separted health bars because it helps determining when an Eruption results in an instant kill. The same applies to other factions (like heals for Nature). Which leaves the question what the optimal box-size is. I think 250 is too smal for a single bar and 500 is too big. I guess the option of customizing your health bars would be a sensible option as well. Is it actually possible to adjust the total length of the health bar for individual units? Imo, it would make sense for Rifle Cultists to have a visually larger health bar than other units. I'm afraid that many small bars next to each other for s-creatures will lower readability. On another note: This would be extremely useful for units with an "ability bar", such as Death Rays or Tortuguns. If you could quantify their bar you would make reasoning about their abilities much easier. In fact, I think this feature is best served for ability bars (also including the Avatar of Frost, as op stated). Health indication is rather secondary. Just my 50 cents.
  5. If you want to solve the issues with Frost at the start of the game (lack of swift units), you would seriously need to re-think how the faction works in T1. Right now, the slow start of Frost is one of the things that stops the faction from being too good in T1. It's not ideal, but it's not entirely broken either. Another possibility would be to balance the maps and diminish the early game advantage of swift units. But that should be a topic of its own and should involve people such as RadicalX. As for the main topic: If a Fire/Frost faction would be made, it would realistically consist of re-skins of existing units (for the most part at least). I explored this idea many years ago and made some "coule-be" Fire/Frost cards accordingly. In case somebody's interested here are some of the edited cards and the link to the topic with all the cards I made.
  6. ImaginaryNumb3r

    Rate and suggestions for deck

    @Chibiterasu I've also played very similar decks and I changed from Grimvine to Overlord. For me, the selling factor was Healing Gardens that also boost Overlord's soul healing. As a result, you will burn through your Regrowth charges much slower. The L-counter of Overlord also accompanies Death Rays very nicely.
  7. ImaginaryNumb3r

    Improvement to Tortuguns AI

    +1 I really want to emphazise that Tortugun cannibalism should never be removed. It further limits a card that is already in a very niche spot (the way you play it as well as its orb requirements).
  8. ImaginaryNumb3r

    Suggested card changes

    I know it's fun to speculate, but a sledgehammer approach never works when you want to improve the game. A change to a card must add something positive to the game, like allowing a faction to be more competitive, more fun or more balanced overall. Don't forget that every card belongs to a faction in one way or another (including orb restrictions + decks where it makes sense to play the card to begin with), looking at cards one by one hides the bigger issues. Some cards are utterly pointless and need a drastic revamp, while other cards are overshadowed and a simple change to their stats will achieve nothing. And other cards might be beneficial if re-imagined and seen from the perspective of the respective faction to make this faction more competitive / balanced / fun. Your end goal can never be to buff a card because individually it is subjectively regarded as bad or just because you can do so. Even worse, some cards are potentially toxic and buffing the wrong cards can do a whole lot harm than good. I say this because you obviously put a lot of thought into this, but I really miss a little justification behind your suggestions. And some seem really ill-thought out: Yes, Mutating Maniac has bad stats and is downrighter inferior to Fathom Lord. But a 2660/2450 for 140 power is just absurd (sorry), because it turns the unit into one of the most power-efficient T3 units in the game. And it would only remain a boring beatstick. Without question, Mutating Maniac absolutely needs better stats. But I'd change it's abilities so it is more interesting. Remember, Twilight also has access to Fathom Lord which has a powerful single-unit CC that combos well with it's anti-XL designation. Mutating Maniac could work as a multi-unit CC unit (and potentially become anti-L), which also debuffs units with its Toxic Cloud (no healing, damage reduction, slow enemy). It also has a transformation ability that nobody uses because it's too expensive and too situational. The transformation ability would be far more interesting if it was more powerful (like disallowing enemies to summon cards for a short time). I'll leave it at that. I don't mean this to be overly critical, but simply informative. The game has a lot of issues, but many of them are very delicate and require special care.
  9. ImaginaryNumb3r

    The Fire Worm Dilemma

    I'd say that rather speaks for the ridiculous power of Enlightenment and can't be conferred to Fire worm so easily . As for Bloodhorn, I'd say it simply makes the shortcomings of Fire Worm more obvious. Fire Worm would be a very useful card if you could utilize it as a damage dealer which isn't exposed to incoming damage at the front line (which is why range + maybe some damage would help a great deal). On top of that, make it require only 1 fire orb and I bet there are a lot of decks that will find good use of Fire Worm. After all, we already got a fire anti-L T4 creature which requires 2 orbs (Magma Fiend).
  10. ImaginaryNumb3r

    Must pick cards

    You should first say whether you mean PvE or PvP, as those modes pose vastly different card requirements. I agree with what @Treim and @Volin said. Nontheless, there are cards that offer so much in pve and pvp that it is hard to neglect them (which starts with T1 archers). I think Lavafield is one of the most universally useful cards, along with Curse of Oink. And then therer are cards such as Twilight Abomination that offers too much to a Twilight T4 to ignore it, but at this point you are extremely faction/lategame specific.
  11. ImaginaryNumb3r

    The Fire Worm Dilemma

    I mostly agree. Rage is the wrong way for this card and it would not do anything to address the problems with this card (because Rage plays/scales best with high HP units). Conceptually, high damage doesn't mean much when you don't have the HP to back it up. The range of Fire Worm puts him into the first lines of combat... exactly where he doesn't want to be. Taking this into account, its clear that giving it more range is the most sensible solution. Good range + good will promote hit and run tactics (for missions) as well as the role of a damage dealer (for battlegrounds). And if you consider its abilities, you can still use Fire Worm close to an enemy to deal strong damage, but it's a tradeoff. And tradeoffs are good aspects in the game because it makes you fall non-trivial choices. I'd even consider making it 1 fire orb, as I think it would make a very interesting splash card for other factions. However, that's just the icing on the cake.
  12. ImaginaryNumb3r

    Improve Shadow Deck / PvE

    As for T3, the primary advantage of Cultist master is to quickly gain back void energy by sacrificing your Nightcrawlers in the Furnance of Flesh. This works great in particular with spell-heavy decks. In general, you should try out Resource Booster for power management. When I was toying with a Shadow deck I found the biggest difficulty in having enough fire power in T3. Nightcrawler spam alone just doesn't cut it, but for normal circumstances mass Ashbone Pyro should do the trick. Personally, I think Frenetic Assault is a must have card becuase it offers you so much, up until T4. Regarding your T4, I'm not a big fan of Grim Bahir. I'd rather use Death Ray + Unholy Hero and heal them with Overlords. In general, Soul Collection is a very powerful trick and Embalmer's Shrine keeps being useful throughout the game. In T1, it boosts your Soul Splicer, in T2 you can use it to great success with Shadow Phoenixes and boost the Overlord Healing in T4.
  13. ImaginaryNumb3r

    Balancing Discussion: The T1 imbalance in PvP

    Out of all the aspects that affect balancing in Battleforge, pve balance is honestly a relatively minor concern. For the most part, pve and pvp have completely different must-have cards. Really, pve is fairly easy if you know the map and there are a multitude of combos and factions that allow you dealing with the challanges from the levels. There were some neat fringe tactics that got removed because of pvp (Spore Bomb with Nasty surprise comes into mind), but I can't think of a single instance where it massively affected pve. Having separate card profiles is not a new idea, it was proposed countless times during the days of Phenomic. In fact, I bet that it isn't even possible. Imagine you have 2 different profiles for Thugs. Which profile is stated on the card in the AH? At this point you need to completely re-work and re-design the front end of the game lol. Balancing a game is an iterative process that takes time. You can only ever approximate balance until you are at a point that is "good enough" in a way that the better player will actually succeed (effective counterplay is all that is necessary). The real major problem of Battleforge was that it introduced a massive influx of cards with each release, impacting the meta and the balance in a significant way. You can't work with an ever-shifting meta. Similarly, EA likely did not have the intentions to have a completely balanced game and wanted to encourage certain key cards to enforce monetization. PvP was primarily a "premium" mode that required you to have expensive cards multiple times (charges) if you wanted to compete in higher levels. The game is full of overly cost effective and broken cards that can only be countered with other overly cost effective cards. It's essentially a car that is held together with duct tape and works mostly well for the majority of factions. The question is how much effort you want to put into the game. You can just fix the most broken aspects and make it overall more fair, but some things will always end up messy. To truely fix the balance of the game you first need a gameplay narrative and work on a schema for the game and it's factions. This can be achieved with detailed knowledge of the game, frequent patches and good coordination. I don't know how much time the devs are willing to invest into proper balancing, but at least we got people who have the necessary in-depth knowledge that can serve as a starting point (such as RadicalX).
  14. ImaginaryNumb3r

    Playable neutral cards units and structures

    Let's remember that these faction cards were originally made to serve as an opposing force. They do not necessarily follow the theme or the gameplay of the factions which were released later on. I mean seriously... a Bandit Healer? And we don't need cards such as Bandit Vanguard. And then we have the case where we just got blatant reskins of existing units without anything new (Bandit Hornblower, Twilight Horror). The focus of adding new cards should be entirely around what a faction needs or what they could add to make a faction more interesting. A twilight T4 Evil Eye would add some fun subversion to the faction, the same thing applies to Twilight Whisperers that can only heal Twilight units. As for Bandits, they essentially need a well designed version of the Bandit Sniper to make them somewhat competitive in pvp. There is a lot of merit that can be found in adding further cards, but this can be heavily misused as well. In any case, mindlessly throwing content at the game doesn't make it any better.
  15. This "full fldeged studio" was responsible to make the content for the game (models, textures, animations, audio, maps, scripting etc.). And even then, one studio never fully commits its entire crew to just one game. Even-more, towards the end of the game, this "full fledged studio" boiled down to one guy: "The Black One". TBO was no designer, he was a programmer and had other priorities than balance. Nonetheless, I think the balancing in Battleforge was noticeably improved over time. Virtually every Lost Soul card was broken on release (Lost Shade, Grigori Bombs, Lost Vigil + Ice Barrier and even Lost Reavers were nerfed) and a lot of toxic combinations were fixed towards the end. Again, balance is an iterative process that takes time to refine over time. You are fortunate if you got a single guy dedicated to balance because. Game devs usually change from one project to another and because they are expensive, they are usually not employed on balance for a long time. The problematic aspect is that proper balance takes so much time, as you can only fix one aspect of the game at a time. Your hypothesis that a non-studio developer cannot fix the balance also doesn't hold because it is not uncommon in the RTS genre to have community created balance patches. Such modders don't require pay and put in their free time to come up with time intense tests and adjustments. And the chance is community members have a deeper understanding of the game's meta because they have been playing it for years. Balance is not rocket science, it's a craft that takes precision and insight to get right. You are doomed to fail if you don't know exactly what you are doing. Chances are that you are making everything worse if you randomly tweak numbers. And compared to games like Starcraft, Battleforge has really easy mechanics that usually allow for good counterplay in terms of faction design. Effectively, the game only has several core cards that most of the game resolves around, along with some good and situational cards. I repeat, you are doomed to fail if you tinker around without having a methodological approach. You might wonder why I know? I've been working on balance patches, and my own current mod project is all about balancing atm. I've added content over a long time, but only when you got a stable amount of content you can iterative and improve the balance of the game.
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