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ImaginaryNumb3r

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  1. ImaginaryNumb3r liked a post in a topic by Ladadoos in New quests and quest pools update!   
    Hello everyone!
    An update that has long been overdue: new quests. We are happy to finally be adding many more of them to the game. In total there will be 31 quests, which will hopefully offer a solid variety for the upcoming future. These quests were designed to be not too specific, as to not force people into doing things they wouldn't like. This update also contains the quest pool selection feature where players are able to select from what pool they want to receive daily quests. As of now there are three pools: PvE, PvP and PvE/PvP. You will only receive quests from the chosen pool, so this way PvE players can choose to receive only PvE quests and PvP players only PvP quests. Choosing PvE/PvP means you receive quests that are both PvE and PvP oriented.
    We have also been thinking about adding a fourth pool: "Specific PvE". The idea for this pool is that it would contain more specific (a.k.a less generic) PvE quests for those players who want to be more guided/pushed towards certain playstyles/actions. For example, instead of having generic quests like "Win PvE campaign matches" the pool would have quests like "Win Convoy on Advanced difficulty without using T4 units". Let us know via the poll in this thread if this is a pool you would enjoy having and whether or not you would choose it.

    In a future update we will be adding new achievements, which will likely take less time to add compared to the quests, so keep an eye out for that update!
    Anyways, here is a full list of all the quests in the game:
    PvE quests:
    - Nyn Won't Save Itself => Win 2 PvE Campaign games
    - Conquer Uncharted Lands => Win 2 Random PvE games
    - Treasure Hunter => Collect 7 gold chests
    - Skylords Unite => Win 2 Random or Campaign PvE games
    - Explore the Unknown => Play 3 Random or Campaign PvE games
    - A Quest for Booty => Collect all gold chests of a Campaign map
    - Rush for Random Riches => Collect all gold chests of a Random PvE map
    - Protect The Realm => Win 1 Campaign and 1 Random PvE game
    - A Lone Skywolf => Win single-player map X on difficulty Y or higher
    - A Dynamic Duo => Win duo map X on difficulty Y or higher
    - A Tough Tetrad => Win four player map X on difficulty Y or higher
    - The Spice of Life => Play 40 distinct cards in Random or Campaign PvE games
    - The Enchanter's Finest => Play 50 spells in Random or Campaign PvE games
    - We Are Many => Play 75 units in Random or Campaign PvE games
    - Unlimited Power! => Spend 18000 power from cards in Random or Campaign PvE games
    - Shady Business => Play 100 cards with shadow orbs in Random or Campaign PvE games
    - Back To Your Roots => Play 100 cards with nature orbs in Random or Campaign PvE games
    - Spicy Shenanigans => Play 100 cards with fire orbs in Random or Campaign PvE games
    - Just Chillin' => Play 100 cards with frost orbs in Random or Campaign PvE games
    PvP quests:
    - An Answer For Everything => Play 40 distinct cards in PvP games
    - The Heart of the Cards => Play 150 cards in PvP games
    - We Are Legion => Play 75 units in PvP games
    - And Now, For My Next Trick... => Play 50 spells in PvP games
    - That's Overpowered => Spend 12000 power from cards in PvP games
    - Climbing the Ranks => Win 2 Ranked PvP games
    - Remember Your Training => Win 3 Sparring PvP games
    - Battle Tourism => Win 2 Sparring PvP games on map X
    - Now It's Serious => Player 3 Ranked PvP games
    - Jousting Party => Play 4 Sparring PvP games
    - Double Trouble => Play 2 2vs2 PvP games
    PvE/PvP quests:
    This pool contains all the quests from PvP pool and PvE pool plus:
    - I'm a Skylord and I'm Okay => Play 3 matches in any game mode

    Some extra notes about the quests:
    -> The difficulty variable for quests like `A lone Skywolf` are chosen dependent on the players current PvE Rank. Starting from Commander rank the difficulty is Advanced and starting from Highlord the difficulty is Expert (click here for more details about what each rank is).
    -> All quests have universally applied requirements to them. These can be seen by hovering with your mouse over the "?" (alongside the new quest pool selectin dropdown). Please see the attached image.

  2. ImaginaryNumb3r liked a post in a topic by Eirias in Proposal: Locked, Composed Decks   
    Since two other threads have begun to get a bit derailed due to this suggestion, I thought I'd consolidate the proposal here, give pros and cons (and a poll) and discuss whether this should actually happen or not. For those of you interested in the origins of this conversation, read the threads "Starting Cards" and "Removing Upgrade System from PvP" (and I won't tell you where it happens, because those threads have some important conversations in them otherwise).
    A brief summary of the problem (for arguments regarding the problem see those threads):
    1. PvP is not viable with the normal F2P starter cards (don't even have t1 units for shadow and fire, for instance)
    2. PvP is not viable without upgrades
    3. For players primarily interested in PvP (such as old BF players, or players coming from other competitive RTS games like Starcraft), an inability to acquire cards and/or upgrades in a TIMELY MANNER will cause them to stop playing BattleForge before they ever get the "real" experience, i. e. playing lvl 120 decks with all the right cards.
    (4). Simply giving all players good cards and upgrades would destroy vital, non-PvP aspects of BattleForge.
     
    Now, on to my proposal:
    Each player gets a free, random, temporary, LOCKED, COMPOSED, fully upgraded deck every two weeks. After two weeks, another random one is given out. These decks will have the following properties:
    COMPOSED for PvP. Decks will be modeled after top players. They will be fully, 100% competitive. I may not like the faction I have during a particular cycle, but the best player in the world at that faction would have no complaints. This may encourage me to try new decks. Since the decks are made for PvP, they will not have t4 (except, possibly, in certain decks if top players call for it). These decks will be near useless for PvE, although of course there's nothing to stop someone from using them anywhere. Locked. Cards may not be added or removed from this deck. If I want to change cards so that F1 hotkeys to scavenger instead of eruption, too bad. I can't use these cards in any other deck, and I can't add any cards to this deck. They are not modifiable at all. Random cyclic. They will cycle out (like a tome deck) every two weeks (or other determined time). Each player gets one deck, and the odds of getting all factions are equal. This encourages player to try new decks, and possibly broaden the metagame. Fully upgraded. These decks will be lvl 120. A player using one of these decks can have no complaints about losing except that he's worse than his opponent (or possibly has a bad matchup). This will allow players to immediately have fully competitive access to PvP, without affecting the market (if you want to fine-tune your deck, or be able to reliably play it, you'll need to buy and upgrade the cards yourself. In the meantime, you're exposed to a wide variety of decks, so you can see which one suits your playstyle and get a feel for how things work at U3).
    Possible Cons: 
    If the decks are stale (for instance, if the composed fire-nature deck always contains mauler and I know this) an artificial metagame might develop. In that example, if I think the composed deck will mean a greater than "natural" number of maulers for me to fight, statistically, I might arrange my own deck so that it doesn't have mountaineer/ashbone, but might have Lost Reaver/Tremor instead. This con might actually be a "pro" though, if we can affect the metagame to make "lame" strategies less viable. Some players might multiaccount if they don't have access to the deck they want. This would require a lot of multiaccounting though, and I don't think it will really be a problem compared to other reasons to multiaccount. Variations
    All players get access to all (10?) locked, composed decks. This might be dangerous, because it may remove the need for PvP players to participate in the market at all Locked, composed decks are rentable (still 2 weeks) for a comparable price to a booster. Thus buying your own cards is a more permanent solution, but you can have good access to a faction "on demand" if you want it. Individual cards within factions are slightly randomized each time. There would still be an equal chance to get each faction, but--say within a fire-nature deck--variations exist. One might start nature, while the others start fire. Some might have sunderer, some might have mauler instead. One might have earthshaker. One might have no t3 at all. Etc. These variations of course would be subject to some "board of top PvP players" and the reason for variance would simply be so that a player doesn't know what EXACT cards he'll be facing, if he suspects he's facing a composed deck. What do you think? Should this be done? Should it be done in a different way? Comment below! (and vote!)
  3. ImaginaryNumb3r liked a post in a topic by Zyna in Adding PvE Map Difficulty Modifiers   
    @Yuah I really like this idea. I also think this is not too hard to implement. Maybe we can collect some ideas here for potential modifiers.
  4. ImaginaryNumb3r liked a post in a topic by AlexBlade in -Playerbase Increasing-   
    Hello, I am a old battleforge player dating back from the first launches. I was very disappointed by EA studios by poor management of the project since I am a firm believer that this project was not Only ahead of its time, but also offered PC gamers a huge advantage over others in the gaming experience they could be offered, SINCE today we live in a society where most played games can marketed mass media project with poor experience given to the agents of the game, we must find ways to spread the word of this game launch and recruit as many RTS/TCG fans to at least try this game out! I have been following this team for a longer time and can only deeply and firmly appreciate the time they've really spent to make this all happen. I am no upper economic-class, hence my donations are barely minimal, but the least I can do is spread the word to all my FELLOW BROTHERs and gamers to try this thing with me on release!! ALL SUGGESTIONS are welcome, please proceed!
  5. ImaginaryNumb3r liked a post in a topic by Kessler in Daily Card Discussion   
    I'm going to give each affinity a seperate rating.
    The green affinity is rather bad and paralyze is rather uncommon , in pvp fathom lord and creeping paralysis are the common of form paralysis but including both fathom lord and stone warrior in a deck is rather inefficient due both of them fullfilling essentially the same role. Whereas fathom lord has a cheap single-target paralyse for 15 seconds, stonekin warrior has a rather expensive direct damage ability which is mediocore but it's aoe so yay?(ah wait it's up to 1392 , bleh). Well atleast it's not helpless against air units on its own.
    5/10 dissapointing compared to alternatives but still solid regardless due to stats and the abiliy to fight back against air
    The blue affinity on the otherhand is great because this card's ability can one-shot many other cards ,a fully upgraded stone warrior ability deals  2600 damage! Enough to one-shot every other T3 large unit and severely cripple the XL or even one shot in few cases. However paying 100 + for whatever you used to freeze the unit is a hefty cost just to get rid of one unit but the option is there and it's amazing for what it does.
    8,5/10 Would one-shot deepcoil worms again.
     
  6. Deadman liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  7. Chimaka( ͡° ͜ʖ ͡°) liked a post in a topic by ImaginaryNumb3r in Suggestion to rework Twilight Transformation: Twilight Evolve   
    I feel you. In pvp Fire/Shadow had the exact same problem with decks slots and it always felt like you were playing with only haf a deck. You miss out on powerful cards of pure faction and end up with a compromise, that forces you to patch your holes with additional cards.
    If I understand you correctly you want a mechanic that essentially gives you T3 monster cards for free. Given the slot pressure, that's not unreasonable. However, I don't think this is a "be-all end-all" change. With this ability, we first must have valid Twilight units to begin with.
    Realistically, the only T2 Twilight cards you play in pvp are Brute + Vileblood, of which both are mediocre. Vileblood could morph into Mutating Maniac and Twilight Brute into... Twilight Creeper? The target card for evolved Twilight units seems rather arbitrary to me. But admittedly, this is better than nothing.
    The proposed alternative is that units "level up", as you reach a new tier. But here I see the the big problem with player expectation and game readability. A "T3 Vileblood" must be visually distinct from a "T2 Vileblood", this is a must (I am speaking from experience). Otherwise you can confuse your opponents with mixing T2 and T3 Vilebloods and expect them to make a bad choice, this is just toxic. You are also introducing a whole range of new de-factor cards that need to be balance and tested, which isn't trivial.
    Now, this doesn't mean that we shouldn't explore this but in terms of deck building, I can't help but feel like using duct tape, rather than having a diverse deck. And again, this make the assumption that all of the Twilight Cards are worth using.
    To me, it is clear that the first step must be to make the Twilight Cards viable. I have reservations against "Twilight Evolution", but I'm not fully opposed to it. However, I think with this proposal we get ahead of ourselves. The first step must be to fix the Twilight Cards, there is no way around this.
    And I don't think the current "Twilight Transformation" is completely unsavable either. You are right about its issues, can't we fix those issues for the mean time? Just give transformed units full health and not make them use a charge. That alone could make it a good ability to have.
    On another note: You mention "players using Deathglider instead of hurricane" -> Why don't we just buff Death Glider instead? Death Glider has essentially the stats of Mana Wing and might be the worst unit in the game. A flying S-counter with S-knockback could be a powerful tool in F/N. I don't care how strong a "T3 Evolved Deathglider" would be, I want it to be good in T2.
    Back on the topic of deck slots: I think the deck-slot problem would be mitigated a great deal with more Twilight cards were like Gladiatrix. She's anti-L, she's anti-air and provides a slot-free Disenchant. If the Twilight Cards were multi-purpose oriented we would effectively mitigate the problem with free deck slots. In the Discord the idea has been raised to make Twilight Hag a T2 unit, I think she would be a perfect candidate.
    Now, with good Twilight units making up for the shortcumings of F/N you might not even need to change Twilight Transformation and we could play around transformation abilities. Imagine Twilight Minions costing 50e: Suddenly, you have a cheap way of increasing the damage output of your Twilight Units. I know it costs a deckslot, but I think this is a fascinating facet of the faction that shouldn't be discarded.
    In general, I think more abilities should trigger if Twilight Units transformed. E.g. if Nightshade plant triggered its effect on transformation, it would be an interesting unit for mass-CC.
    But again, I am not completely opposed to Twilight Evolution, I think this can only be a "second step" in making Fire/Nature better. And the Evolution should be very well thought out and designed. For example, a unit should only be able to use Twilight Evolution once. Otherwise a Twilight T2 card is effectively 3 cards (T2, T3 and T4 version), which is unfair towards other decks.
    But first things first :-)
    #MakeTwilightGreatAgain
    Edit: One thing I'm not keen on is forgoing orb restrictions. We should be making Twilight better instead of giving it more access to cards like Frenetic Assault. With Enlightenment and Amii Monument, there are already ways to ignore certain restrictions and I think adding more ways is hurting the game more than it helps.
  8. Chimaka( ͡° ͜ʖ ͡°) liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  9. fiki574 liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  10. Rankerz liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  11. RadicalX liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  12. gemeiner Lauch liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  13. ImaginaryNumb3r liked a post in a topic by Zyna in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    Greetings Skylords, Skyladies, and Skyfolks!
    As we're moving closer and closer to the release, we're looking to expand our team to bring you the best possible experience.
    Today we're proud to announce that there is a new addition to our team! Starting from today @ImaginaryNumb3r will be joining our team as a Balancing Developer. He will be one of the leading roles for guiding the card balancing process in Skylords Reborn, and the one who will implement card balancing changes in the future.
    He has proven himself to be a very capable developer in our tests and we're glad that he will be helping us out in the future!
    Best Regards, Zyna.
  14. LagOps liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  15. Ladadoos liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  16. Zyna liked a post in a topic by ImaginaryNumb3r in Introducing ... ImaginaryNumb3r, our new Balancing Developer!   
    I'm excited in working together with the great team behind Skylords. I'm astonished at how far the game has made it so far and I hope it will get even better from now going forward. I welcome the challenges that await us and want to forge the game into the best shape it can be. Balancing is delicate and there are many conflicting visions about the game, but I want to have an ear for every voice among us Skylords.
    - Imaginary
  17. ImaginaryNumb3r liked a post in a topic by Bini Inibitor in Overhauling or rebalancing Battlegrounds/rPvE   
    Greetings,
    after wanting to share my thoughts about the current state of Battlegrounds for weeks now and postponing it ever since because I am lazy, I finally got the drive to write this one up here.

    I want to share my thoughts and suggestions of multiple aspects of its current execution and how they can be improved because let's face it: it is far from perfect. This is not a thread about "hurr durr, nerf Lost Souls , because they are so hard on difficulty 9, the second highest difficulty of them all" and certainly won't start with phrases like: "I don't make suggestions, because I don't get paid when they get implemented."
    Obviously the feasibility varies and while some may be easy to integrate, others may be harder or even impossible to realize.
    I would like for this thread to become the go to discussion thread about Battlegrounds/rPvE and where it is supposed to go. I am eager to hear about your opinions, ideas and suggestions.
    Anyways, here we go:


    Map generation and its quirks
    Let's start off with something where I think most if not all of us can agree upon; map generation. It works for the most time, but there are times, where your monuments are really close to enemy camps. For Tier 2 and beyond this isn't much of a problem - in solo just build a bigger army than usual and for multiplayer your team mates may assist you with a coordinated push or help you hold your turf. But there are times where your first monument gets immediately attacked on game start before you even summoned any units in which case the game is pretty much over for you either because the camp has long range units that immediately pull the camp or the camp spawns right on top of your monument. This is an issue almost exclusive to difficulty level 10, but I have experienced it twice myself on difficulty level 9 against Lost Souls as well. While it is an extremely rare occasion on difficulty 9, it is much more common on difficulty 10 and happens regularly enough to be a concern. Personally I see this as a priority issue, if Battlegrounds/rPvE ever sees substantial changes.
    Other than that, it'd great to see more random/diverse generation. Seldomly you have maps where the path of your team mates directly connects to your Tier 2. I even had a map where my team mates' path after Tier 2 directly went to Tier 4 instead of intersecting at Tier 3. I'd wish to see more of that or completely different spawns, where two or even all four team mates spawn at the same location and have to push a single, more fortified path together. In addition to that more interesting paths or intersections to later camps, as in eight camps that converge to a single bigger area in the middle with each spawn meeting there, so you have one player dedicated to defending the onslaught, which would also promote decks oriented towards defense. Or maps with only few big or one huge camp that inhabits tons of enemies.
    Maybe even reverse the roles and have to defend against ever increasing hordes of enemies until the time is up like in Crusade or Defending Hope.
    I'll leave it up to debate if you can choose between defensive or offensive Battlegrounds/rPvE maps or keep it completely random.


    Balancing and strength between individual factions
    This is something where I think a lot can be done to even the odds, but in this small segment I keep it on a rather basic level and get more into detail later on. I think it is pretty much universally agreed on that Lost Souls is considered the most tedious of the bunch, where as Bandit and Stonekin are the easiest factions to play against. Twilight sits somewhere inbetween, although the scale tips more into Twilight's favor with the Evil Eye spam. For most players Lost Souls is the most tedious to play against. Some hate Lost Spellbreakers, others hate Lost Archfiends and some hate everything about Lost Souls. Personally I don't like Lost Vigils in Tier 3 and the inconsistency that Lost Wanderer pretty much only shields at the very beginning, which last indefinitely unlike Stonekin Earthkeeper's. But that's fine, each to their own. Often players want to remove or nerf something of the Lost Souls roster. These complaints often come from difficulty 9 players. 10 isn't up for discussion because it is seldomly played in comparison.
    Everybody can think what they like on the part that Lost Souls is "too strong" compared to other factions, the solution to that "problem" is certainly not a simple nerf to a single faction, but rather adjust all factions at once and equalize their power level. It is about the highest difficulty levels after all and Bandits/Stonekin are a breeze compared to Lost Souls or even Twilight. Real strategic gameplay only starts to show if you play difficulty 10, but I will get to difficulty scaling in a bit.
     
    Change up and increase the overall spawn pool
    One thing that bugs me about spawns in general are the mixed factions spawns. Lost Souls has Twilight units in early camps that for some reason are stronger than in actual Twilight maps. Stonekin is also less Stonekin and more like 50/50 with Bandits in snow maps. And I don't think that needs to be the case. There are quite a few unused AI unit types in the campaign that could be integrated into Battlegrounds/rPvE. Both types of Stonekin Grinder, Lost Shade, Lost Spirit Ship, Gemeye, just to name a few. And I believe that with additional units it will make balancing individual factions much easier.
     
    Difficulty rebalancing and scaling
    What I don't like about the current difficulty levels is the sudden jump in difficulty between 9 and 10 and the weird thing that lower difficulty levels are harder as in the case with Twilight's 8, where unlike in 9 Evil Eyes are present, but that's only one thing. I'd go as far and move all level but level 10 by one level, so difficulty level 1 is effectively removed and a new level 9 can take its place between 9, which would become the new 8, and 10 that evens out the sudden jump. One that starts out with a spawning camp at Tier 2 and stronger camps overall from T3 onwards, so you can get a taste of what 10 will have in store for you.
    This would also mean that when going and revising all 10 levels, all individual levels will have noticable jumps in difficulty which will be reflected not only in enemy strength but also how the map is generated. Unfortunately now difficulty 10's challenge comes from the very first camps pushing for energy wells and monuments and drops down noticably when you have your units ready, at least for Bandits/Stonekin.
    I believe the highest difficulties are only supposed to be for decks directly build for it, but as it is right now only level 10 requires a decent amount of game knowledge, coordination and team work, where as in level 9 you breeze through with relative ease, which shouldn't be the case for the second highest difficulty level. I know it is a bit much to ask for coordination and team play with one or more randoms, but the game should challenge you earlier for that matter.
    For two player and solo play your time limit is usually higher and suffices for it to be less of a concern.
    Another thing that has been mentioned a few times and what I certainly support is increasing map size along with higher enemy count and time limit.


    Integrating new factions into the mix
    Something that has been brought up by other players and where I think that is a nice idea and worthy to mention here is to add some more variety into the game mode by adding more factions as enemies.
    In some campaign maps we already fight against Nature, Fire or Shadow units and with the amount of units and buildings each faction has at its disposal, balancing them would certainly be quite easy.


    That's about it from my side. I believe on some things I mentioned here you agree and on other you surely don't, but that's perfectly fine and I want to hear your point of view about basically anything related to Battlegrounds/rPvE.
  18. ImaginaryNumb3r liked a post in a topic by Zyna in Math behind power well resource generation   
    It takes about 3 minutes and 20 seconds (200 seconds) for a power well to pay for itself, since it produces 1 power per 2 seconds.
  19. ImaginaryNumb3r liked a post in a topic by synthc in Balance Proposal: Thugs   
    For PvP, the big problem really is the lack of transparency with regard to how the card generates power (and how much power it generates).  I pretty much agree with everything Hirooo said here and I think that removing looter is an acceptable interim change while the ultimate goal should be to rework the ability so that it moves power from void rather than generating free power.
    I would suggest a slight buff in the meantime (5-10 power cost reduction or a slight stat boost), because I don't think that Thugs will be very useful if looter is removed.  They saw very little use before looter was buffed, and that's not because people didn't try to use them.  They would still be helpful (though far from essential) in fire mirrors, but not worth it vs shadow any more (still nice to have, but not worth the deck slot), I think; so they would only see use in a very fire-heavy meta.
    Your idea #3 may actually be a very good compromise for retaining the unit's usefulness in PvE, though I think it would need a slight buff to still be good in PvP (like cost reduction to 55 power) due to the greatly increased amount of micro needed to get use out of the ability with this change.  That said, I still think that reworking the ability to move power from the void is the ideal solution.  Your other suggestions don't really solve the PvP problems, though.  Waiting until Kubik figures out how to change abilities is pretty reasonable too; I don't think that the card is quite problematic enough to warrant immediate changes.
  20. Emmaerzeh liked a post in a topic by ImaginaryNumb3r in Suggestion to rework Twilight Transformation: Twilight Evolve   
    I feel you. In pvp Fire/Shadow had the exact same problem with decks slots and it always felt like you were playing with only haf a deck. You miss out on powerful cards of pure faction and end up with a compromise, that forces you to patch your holes with additional cards.
    If I understand you correctly you want a mechanic that essentially gives you T3 monster cards for free. Given the slot pressure, that's not unreasonable. However, I don't think this is a "be-all end-all" change. With this ability, we first must have valid Twilight units to begin with.
    Realistically, the only T2 Twilight cards you play in pvp are Brute + Vileblood, of which both are mediocre. Vileblood could morph into Mutating Maniac and Twilight Brute into... Twilight Creeper? The target card for evolved Twilight units seems rather arbitrary to me. But admittedly, this is better than nothing.
    The proposed alternative is that units "level up", as you reach a new tier. But here I see the the big problem with player expectation and game readability. A "T3 Vileblood" must be visually distinct from a "T2 Vileblood", this is a must (I am speaking from experience). Otherwise you can confuse your opponents with mixing T2 and T3 Vilebloods and expect them to make a bad choice, this is just toxic. You are also introducing a whole range of new de-factor cards that need to be balance and tested, which isn't trivial.
    Now, this doesn't mean that we shouldn't explore this but in terms of deck building, I can't help but feel like using duct tape, rather than having a diverse deck. And again, this make the assumption that all of the Twilight Cards are worth using.
    To me, it is clear that the first step must be to make the Twilight Cards viable. I have reservations against "Twilight Evolution", but I'm not fully opposed to it. However, I think with this proposal we get ahead of ourselves. The first step must be to fix the Twilight Cards, there is no way around this.
    And I don't think the current "Twilight Transformation" is completely unsavable either. You are right about its issues, can't we fix those issues for the mean time? Just give transformed units full health and not make them use a charge. That alone could make it a good ability to have.
    On another note: You mention "players using Deathglider instead of hurricane" -> Why don't we just buff Death Glider instead? Death Glider has essentially the stats of Mana Wing and might be the worst unit in the game. A flying S-counter with S-knockback could be a powerful tool in F/N. I don't care how strong a "T3 Evolved Deathglider" would be, I want it to be good in T2.
    Back on the topic of deck slots: I think the deck-slot problem would be mitigated a great deal with more Twilight cards were like Gladiatrix. She's anti-L, she's anti-air and provides a slot-free Disenchant. If the Twilight Cards were multi-purpose oriented we would effectively mitigate the problem with free deck slots. In the Discord the idea has been raised to make Twilight Hag a T2 unit, I think she would be a perfect candidate.
    Now, with good Twilight units making up for the shortcumings of F/N you might not even need to change Twilight Transformation and we could play around transformation abilities. Imagine Twilight Minions costing 50e: Suddenly, you have a cheap way of increasing the damage output of your Twilight Units. I know it costs a deckslot, but I think this is a fascinating facet of the faction that shouldn't be discarded.
    In general, I think more abilities should trigger if Twilight Units transformed. E.g. if Nightshade plant triggered its effect on transformation, it would be an interesting unit for mass-CC.
    But again, I am not completely opposed to Twilight Evolution, I think this can only be a "second step" in making Fire/Nature better. And the Evolution should be very well thought out and designed. For example, a unit should only be able to use Twilight Evolution once. Otherwise a Twilight T2 card is effectively 3 cards (T2, T3 and T4 version), which is unfair towards other decks.
    But first things first :-)
    #MakeTwilightGreatAgain
    Edit: One thing I'm not keen on is forgoing orb restrictions. We should be making Twilight better instead of giving it more access to cards like Frenetic Assault. With Enlightenment and Amii Monument, there are already ways to ignore certain restrictions and I think adding more ways is hurting the game more than it helps.
  21. fiki574 liked a post in a topic by ImaginaryNumb3r in Card Balancing and the Future of the Game   
    You are completely right. It was in the heat of the moment and I got carried away...
    I sincerely apologize to the people who are still doing all the maintenance, bugfixing and all other aspects that we don't notice from the outside. And it seems like there is actually some progress in making balancing changes for the better.
    Thank you @Devs
  22. MephistoRoss liked a post in a topic by ImaginaryNumb3r in Suggestion to rework Twilight Transformation: Twilight Evolve   
    I feel you. In pvp Fire/Shadow had the exact same problem with decks slots and it always felt like you were playing with only haf a deck. You miss out on powerful cards of pure faction and end up with a compromise, that forces you to patch your holes with additional cards.
    If I understand you correctly you want a mechanic that essentially gives you T3 monster cards for free. Given the slot pressure, that's not unreasonable. However, I don't think this is a "be-all end-all" change. With this ability, we first must have valid Twilight units to begin with.
    Realistically, the only T2 Twilight cards you play in pvp are Brute + Vileblood, of which both are mediocre. Vileblood could morph into Mutating Maniac and Twilight Brute into... Twilight Creeper? The target card for evolved Twilight units seems rather arbitrary to me. But admittedly, this is better than nothing.
    The proposed alternative is that units "level up", as you reach a new tier. But here I see the the big problem with player expectation and game readability. A "T3 Vileblood" must be visually distinct from a "T2 Vileblood", this is a must (I am speaking from experience). Otherwise you can confuse your opponents with mixing T2 and T3 Vilebloods and expect them to make a bad choice, this is just toxic. You are also introducing a whole range of new de-factor cards that need to be balance and tested, which isn't trivial.
    Now, this doesn't mean that we shouldn't explore this but in terms of deck building, I can't help but feel like using duct tape, rather than having a diverse deck. And again, this make the assumption that all of the Twilight Cards are worth using.
    To me, it is clear that the first step must be to make the Twilight Cards viable. I have reservations against "Twilight Evolution", but I'm not fully opposed to it. However, I think with this proposal we get ahead of ourselves. The first step must be to fix the Twilight Cards, there is no way around this.
    And I don't think the current "Twilight Transformation" is completely unsavable either. You are right about its issues, can't we fix those issues for the mean time? Just give transformed units full health and not make them use a charge. That alone could make it a good ability to have.
    On another note: You mention "players using Deathglider instead of hurricane" -> Why don't we just buff Death Glider instead? Death Glider has essentially the stats of Mana Wing and might be the worst unit in the game. A flying S-counter with S-knockback could be a powerful tool in F/N. I don't care how strong a "T3 Evolved Deathglider" would be, I want it to be good in T2.
    Back on the topic of deck slots: I think the deck-slot problem would be mitigated a great deal with more Twilight cards were like Gladiatrix. She's anti-L, she's anti-air and provides a slot-free Disenchant. If the Twilight Cards were multi-purpose oriented we would effectively mitigate the problem with free deck slots. In the Discord the idea has been raised to make Twilight Hag a T2 unit, I think she would be a perfect candidate.
    Now, with good Twilight units making up for the shortcumings of F/N you might not even need to change Twilight Transformation and we could play around transformation abilities. Imagine Twilight Minions costing 50e: Suddenly, you have a cheap way of increasing the damage output of your Twilight Units. I know it costs a deckslot, but I think this is a fascinating facet of the faction that shouldn't be discarded.
    In general, I think more abilities should trigger if Twilight Units transformed. E.g. if Nightshade plant triggered its effect on transformation, it would be an interesting unit for mass-CC.
    But again, I am not completely opposed to Twilight Evolution, I think this can only be a "second step" in making Fire/Nature better. And the Evolution should be very well thought out and designed. For example, a unit should only be able to use Twilight Evolution once. Otherwise a Twilight T2 card is effectively 3 cards (T2, T3 and T4 version), which is unfair towards other decks.
    But first things first :-)
    #MakeTwilightGreatAgain
    Edit: One thing I'm not keen on is forgoing orb restrictions. We should be making Twilight better instead of giving it more access to cards like Frenetic Assault. With Enlightenment and Amii Monument, there are already ways to ignore certain restrictions and I think adding more ways is hurting the game more than it helps.
  23. Chibiterasu liked a post in a topic by ImaginaryNumb3r in Card Balancing and the Future of the Game   
    I absolutely believe you. But how many people like you are there? Certainly not all of the current players. 
    And for most people, this will be the third time they need to start over from zero. Can't say that sounds like a recipe for fun. And ultimately, there is no new experience to be had.
    By now, most people already had their fair share of nostalgia, there is little more to be gained from now on. And all of this only takes the veteran players into account. If the game wants to be a success, it needs to attract more players. Really, you need to keep new players as much as possible.
    *Start Rant*
    This can only be addressed with careful game design that should have been addressed years ago. Card Balancing is one obvious major factor, but achievements and unique rewards for trying out new and weird things also factors into this. But all I can see is a painfully slow process on a questionable re-work of the BFP income.
    For those reasons, I fear the worst for the longevity of the game.
    *End Rant*
    Edit: Just today I decided to log on again... and nobody was hosting even a single game. It doesn't feel like there are many people left that feel in charge and do their best for the future of the game. *Sigh* And now with Kubik gone, I just don't know man... I try to stay positive, but I can't help but feel a little naive for that.
  24. Loriens liked a post in a topic by ImaginaryNumb3r in Card Balancing and the Future of the Game   
    I absolutely believe you. But how many people like you are there? Certainly not all of the current players. 
    And for most people, this will be the third time they need to start over from zero. Can't say that sounds like a recipe for fun. And ultimately, there is no new experience to be had.
    By now, most people already had their fair share of nostalgia, there is little more to be gained from now on. And all of this only takes the veteran players into account. If the game wants to be a success, it needs to attract more players. Really, you need to keep new players as much as possible.
    *Start Rant*
    This can only be addressed with careful game design that should have been addressed years ago. Card Balancing is one obvious major factor, but achievements and unique rewards for trying out new and weird things also factors into this. But all I can see is a painfully slow process on a questionable re-work of the BFP income.
    For those reasons, I fear the worst for the longevity of the game.
    *End Rant*
    Edit: Just today I decided to log on again... and nobody was hosting even a single game. It doesn't feel like there are many people left that feel in charge and do their best for the future of the game. *Sigh* And now with Kubik gone, I just don't know man... I try to stay positive, but I can't help but feel a little naive for that.
  25. Treim liked a post in a topic by ImaginaryNumb3r in Card Balancing and the Future of the Game   
    I absolutely believe you. But how many people like you are there? Certainly not all of the current players. 
    And for most people, this will be the third time they need to start over from zero. Can't say that sounds like a recipe for fun. And ultimately, there is no new experience to be had.
    By now, most people already had their fair share of nostalgia, there is little more to be gained from now on. And all of this only takes the veteran players into account. If the game wants to be a success, it needs to attract more players. Really, you need to keep new players as much as possible.
    *Start Rant*
    This can only be addressed with careful game design that should have been addressed years ago. Card Balancing is one obvious major factor, but achievements and unique rewards for trying out new and weird things also factors into this. But all I can see is a painfully slow process on a questionable re-work of the BFP income.
    For those reasons, I fear the worst for the longevity of the game.
    *End Rant*
    Edit: Just today I decided to log on again... and nobody was hosting even a single game. It doesn't feel like there are many people left that feel in charge and do their best for the future of the game. *Sigh* And now with Kubik gone, I just don't know man... I try to stay positive, but I can't help but feel a little naive for that.
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