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Navarr

Beta Tester
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  1. Natiac liked a post in a topic by Navarr in The Stress Test Rookies! 23.02.19   
    Why do you want me to lose a lot of rankeds on purpose so I can participate?
  2. F4srt liked a post in a topic by Navarr in The Stress Test Rookies! 23.02.19   
    Why do you want me to lose a lot of rankeds on purpose so I can participate?
  3. Loriens liked a post in a topic by Navarr in The Stress Test Rookies! 23.02.19   
    Why do you want me to lose a lot of rankeds on purpose so I can participate?
  4. Lavos2018 liked a post in a topic by Navarr in nerf amii monument   
    To add to this, many cards from the core edition have been nerfed very hard since then. Surge of Light, Tremor, Silverwind Lancer, Home Soil, Wildfire, etc - the list is pretty long ^^
  5. Navarr liked a post in a topic by RadicalX in nerf amii monument   
    First of all I want to summarize some information about the Amii Monument as alot of arguments here are based on some missconceptions. 
     
    1. Void Level
    Amii Monument (U3) shrinks your voidlevel by 264. If the building gets destroyed and you are forced to reconstruct it you lose 39 power out of your voidpool. 
    Classic T4 shrinks your voidlevel by 300. If the building gets destroyed you lose 100 additional power to reconstruct. 
     
    Additional Information:
    - Amii Monument can be combined with Construction Hut to reduce the costs.  
    - Amii Monument does not trigger the T4 entrance Barrier, so if you lose any orb you can't rebuild it as you need to spend 300 Power. In order to circumvent this you need to deactivate your Amii Monument, rebuild your orb as "T3 orb" and activate the Amii Monument again. This takes some time but reduces permanent power loss to 114.
    - Temporary Power losses are irrelevant in PvE due to the easy access to void manipultion. This leads to alot of misscalculations.
     
    2. The market question (why is Amii Monument not as expensive as some other rare cards?) 
    First of all the Market doesn't reflect a cards strength perfectly. Some prices are inflated like the Shaman as he's somewhat of a fan favourite without being super essential for PvE.
    You don't need charges in order to use an Amii Monument effectively as it is restricted to a single use anyways. This has great implications on the market as it reduces the demand. 
     
    3. Stategic advantages 
    - You don't need to fight for your T4 spot (which is heavily guarded on some maps)
    - your permanent power loss is lower compared to normal T4
    - As you skip T3, you can save multiple deck slots in your deck
    - Since you can build Amii Monument at a save place, you usually don't need to defend it, which makes it easier to keep up with your economy. 
    - Specific map conditions like soultree T5 are somewhat pointless
     
    4. Can skill compensate the Amii advantages? 
    - The most skilled PvE players rely on Amii Monument in order to get top speedrun times on more than 60 percent of the maps. Without Amii Monument you can't compete with the top times. The data from so many months of speedrunning are crystal-clear in that regard.
     
     
    What change for Amii Monument is good from my perspecitve? 
    - Increasing the bound power to a point where Amii Monument always ends up being more expensive than a classic T4 (400+). With that cost you would have a risk when playing the card while keeping its identity of granting early T4 access. In order to find a good power number it  requires some stat cost efficiency analysis aswell as some testing in the first place. Once you removed the global Amii abuse fest you could lower the cost of the active ability to support strategic diversity based on orb switching a little bit. 
     
  6. Navarr liked a post in a topic by Treim in nerf amii monument   
    Where did i or anyone in this thread ever state that this has to happen now?
    I simply stated that Amii-Monument is the most broken card, at least from an PvE perspective. I agree that balancing things out will take a lot of time and should not be done before finishing the game. That does not mean that possible changes can not be discussed within the community. To add onto that when starting to balance things out you should most definetly start with the most glaring problems which Amii-Monument is definetly one of. This does not mean that i even think it should be the first card to be tackled. PvP should get that honor as its the main competitive game mode.

    The argument that everyone has the choice to play it is utter nonsense imo. Might as well add a card that instantly ends the game when hitting t3 and 500 power (as mentioned before) as you have the choice not to use it or find a way to beat the game even faster. After all creativity can beat anything right? Just find a better strategy and get good.

    Matter of fact however is that Amii-Monument is necassary for at least 80-90% of speedruns and speeds up the time considerably compared to playing without it. That in itself would have been fine if using the card took any skill at all, as in you have to fullfill certain requirements to use the card as is the case with many speedrun glitches in other games which often require crazy amounts of precise inputs, training etcetera. That is not the case while building Amiii-Monument.  Just plop it down and your instantly t4.
    You can argue that thats just how it is and deal with it, well then why bother with balancing at all -> just deal with it .
    I am aware that this change will impact how maps are played and there are other problematic cards that are blatantly way too good compared to other cards in the game. You might say that is because all the other cards are to weak and we should buff those (or just say deal with it), but you should quickly realize that there is a couple of really strong cards and a lot of really weak cards with a decent amount somewhere around viable. I merely suggest that those cards that are way too good get turned down a notch and buff the weaker cards so that the spread of useability gets a lot smaller.

    I don't really mind if there is cards that are generally stronger than others - that's just how it is, but the ones that are just so far ahead of anything else should be pushed down a bit to a reasonable level.


    Also would you be kind enough to explain to me this bigger picture that you seem to be so knowledgable about? Seemingly fixing a card that circumvents map design by its own design and therefor forces players to play the map the way it was originally intended seems to not be everything. You can not possibly mean deck building because those maps were created with a lot less (and often) weaker cards in mind and were still beaten by people so it doesnt make the game unplayable either. While Amii opens up interesting deck builds such as playing t5 you could still do that with most of the changes proposed. So you can't mean those either. So please enlighten me as you seem to be very knowledgable about this bigger pciture you're talking about
    Also which card do you propose should be up for balancing first if not Amii? Or is it all perfect as is and we should just work with it instead of trying to better the game?
     
  7. Navarr liked a post in a topic by MephistoRoss in Optionally hide open games in world overveiw   
    I totally agree, in fact I made the same suggestion once too.
    I personally like to play multiplayer expert maps, and I dont really care which map it is. So I was thinking of keeping the current world map as is, but create a new screen with a list of all open games where you could apply filters like the difficulty level, 2/4/12 player maps and custom maps. 
  8. Navarr liked a post in a topic by Flrbb in Optionally hide open games in world overveiw   
    I have played each campaign map on easy mode and almost each map on advanced, now trying expert level. Means, the lowest difficulty is quite boring to me. I do not want to brag about this. It just means I am not interested in any open games from the first difficulty level. Therefore I like to suggest an option to hide any open games from the world map (the sum per campaign mission) - not the map specific overview, of course.
  9. Navarr liked a post in a topic by Kubik in increase maximum deck number   
    EA do not bother to implement multi-packet transfer so this is hard limitation, but lucky for you we plan to add "saving" decks the way you will not have that deck, but by not yet finalized UI you will be able to create with few clicks as long as you will have less than 50 decks.
  10. Navarr liked a post in a topic by Kubik in Lack of imagination title   
    I can say it that way, that we do not play to shut down, so you do not need to worry about it, and as long as there will be people interested we will probably be able to keep it running.
  11. Navarr liked a post in a topic by Kubik in Bid for beta start   
    Can I cote too? And what is the price for the winner?
  12. Navarr liked a post in a topic by ikke2902 in Guide Navigation [New players--come here for all your needs]   
    Took me some time to dig this up, but I think it belongs here.
    It tells for example how the flame crystal works. Unit will attack damage will follow this pattern with each attack 1x,1x,1x,1.25x,1.25x,1.25,1.5 till crystal wears off or got destroyed.
    Also explains how the root network works and many more surprising hidden info.
     
     
  13. Navarr liked a post in a topic by Kubik in Remove possibilty to buy upgrades for cards with gold   
    There is one problem. PvP players do not get upgrades for matches, so they want to buy them with gold.
  14. Navarr liked a post in a topic by indubitablement in Best farming gold per hour rate   
    From first to fourth row:
    Gold/hour, if all players already have the upgrades. Doesn't include chests. Average gold per match. Single player map give 2 cards and multiplayer map give 4 cards, unless done solo. Average time per match. Based on the faster speedrun plus 2 minutes, unless the map is on a set timer. Degree of difficulty. Based on my experience of the speedrun I have tried.
    Spreadsheet format in the source below.
    [gold per hour] = [average gold per expert match from disenchant] * 60 / [fastest speedrun afaik] + 2
    Ranked PvP
    3000 - Gold/hour
    500 - Average gold per match
    10 - Average time per match
    Hard - Degree of difficulty
    Edit:
    The Guns of Lyr = Medium (Very good farming spot)
    King of the Giants = Easy
    Sunbridge = Easy (Decent gold if you can't do The Guns of Lyr)
     
    Sources:
    All-time fastest speedrun rankings by MephistoRoss
    Skylords Reborn Official Loot List - Upgrade Drops per Map (with color) by MrXLink and modified by DJ_Blyatman
    Skylords Reborn Gold Rates by DJ_Blyatman
  15. Navarr liked a post in a topic by Loriens in Build in Expert Strategy Replays   
    2 guys asked me in discord about Soultree regular strategy, so, here it is.
    I did some mistakes but time is ok. (11:43)
    Also I got agreement to share it.
     
    Soultree.pmv

  16. Navarr liked a post in a topic by Urmeli in Build in Expert Strategy Replays   
    Hello together,
    as the cretor of this thread I have acutally realized that I totally underrated the efford some players put into the game to achieve these speed run results and the competition some of you have within the speed run "functionality". Therefor I totally agree now, that my proposed idea will destroy the game experience of speedruns.
    Therefore I will try to turn the discussion back in the direction my idea was based on.
    I, as a player without a "group", am dependent on other players who are willing to play 2 or 4 Player maps. And if I open the game and look for expert game lobbies to play in, I only find RPVE, Guns of Lyr and Dwarven Riddle.
    In my opinion the reason for this is that RPVE can be won without any knowledge and for Dwarven Riddle and Guns of Lyr some 100% working strategies are existing, so that the winrate of these expert maps are nearly 100% if you have at least 1 Player in the team who knows what to do.
    Even if it was formulated differently my main purpose of this proposal was to make working strategies (not best speedrun strategies) for expert maps easier accessable so that more players dare to play these maps. Especially if they are not premade and rely on communicting by chat. For my feeling, Kubiks view on this is "look at youtube, you find all necessary information there" but I think the number of open expert lobbies show, that this is not enough to resolve the problem I described. (Side comment: Another disadvantage of youtube is, that you only see the view of the video recorder. But sometimes you are intersted in whats happening on other positions of the map, for example another players position.)
     
    Therefore I like to propose a slightly adjusted request:
    Is it possible to show a working expert replay (maybe replays which have been voluntarily shared by players or maybe random replays  which are significantly slower than the speedrun results) in the lobby creating screen? (see Screenshot)
    The only requirement these replays should fulfill is, that they have been recorded with the proposed numer of players for the map and all players have survived until the end.
    With this kind of feature I think that even players who dont have an own group to develop strategies can organize each other. "Hey lets play it the way as it is shown in the actual replay" and they have a chance to do so and they dont need to worry that they ruin the experience of others due to their lack of strategy knowledge.
    I surely would favor that these "examplary replays" change once a month or a week, so that players can follow different strategies.
    I am highly interested about your opinions on this Idea
    Best Regards
    Urmeli

  17. Navarr liked a post in a topic by InsaneHawk in Introducing... freund17! Our new Web Developer   
    Hello Skylords!

    We hope you're having a good time in the open stress test and enjoying back the game!
    On our end, the development is still ongoing on many aspects, some that you can see directly in-game, some that you may not, but a lot of progress has been made since this stress test started!

    And we're proud to announce that we now have a Web Developer! Welcome in the team @freund17 
    He'll be working first on a internal web interface for the staff, but, when we'll have that working/in place, he'll be able also to work on some web interface for you guys, so you can expect a lot of improvements and new features on our actual websites and (possibly?) new ones!

    Thanks everyone and we'll give you more updates soon about what's next, in the stress test!
  18. Navarr liked a post in a topic by alexx-serg in Build in Expert Strategy Replays   
    Even if you can see the cards in the deck , you can make a deck that will not let you know who did what . )) Guess not everyone, each mission has its own nuances .
  19. Navarr liked a post in a topic by Urmeli in Build in Expert Strategy Replays   
    Hello together,
    today I spend some time looking at the PvE Rankings. And i was very suprised/impressed about some teams which were able to finish maps within only a few minutes.
    It would be very interesting to watch the replays of these games. Therefor I like to request a feature adding the game replays to the Ranking page, so that everyone can watch how the impressive Map times have been achieved.
    It would be nice if this feature can be added.
    Best Regards Urmel

  20. Navarr liked a post in a topic by RadicalX in The Stress Test Open#4 26.01.19   
    And just for that comment I managed to get home earlier xD 
  21. Navarr liked a post in a topic by Ultrakool in 1-Disconnect when starting Ranked PvP Match   
    NAME: 1-Disconnect when starting Ranked PvP Match
    SEVERITY: 1
    LOCATION: Loading Screen
    REPRODUCIBILITY: 30-40% seems random
    DESCRIPTION: After loading into a ranked PvP Match, you would disconnect after loading screen, game would crash and bring you back to desktop(.exe closes) crashdata.mdmp log.txt log_gd.txt 
    SCREENSHOT/VIDEO: 
    ADDITIONAL INFORMATION: Watching DasToggy Stream, it seems like when we queue at the same time, we both matched against the same person. Ultrakool(thereafter person A), thelight288(Thereafter person B ) and DasToggy(thereafter person C) gets matched with each other. 
    A got matched with B in match 1
    B matched with C in match 2
    A disconnected, (assumed that B didnt?) in match 1
    B disconnected (C didnt, I saw it on stream) in match 2.
     
  22. Natiac liked a post in a topic by Navarr in The Stress Test Open#4 26.01.19   
    So sad now :p
  23. Navarr liked a post in a topic by RadicalX in The Stress Test Open#4 26.01.19   
    I'm not gonna play as I'm busy this time. So gl to everyone who is participating!  
  24. Navarr liked a post in a topic by Th3S0uL in Rerolling Cards   
    Good evening everyone,
    today I took some trashcards in the AH and hope they gonna get sold. While doing this I got an idea.
    I played a lot of League of Legends. While playing you get Skins for Champions. You can reroll three Skins into another new one. Maybe better, maybe worse. Just RNG.
    Won't be it a cool feature for Skylords? You have trashcards you will never use and which will never get sold. Just put them in a craftingbox and get a new one.
    What do you think guys?
     
  25. Navarr liked a post in a topic by ImaginaryNumb3r in 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).
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