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Alpha & Beta Tester
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Everything posted by Eirias

  1. Eirias

    F2P Expert Oracle Help

    Nightguard ftw Those bandit gunner can be swapped by nightguards. So just keep 2 ng around at all times, swap them when you are attacked. They bind no power so it's easy to get 20+ of them, and you can swamp the map at that point haha. I usually play shadow nature to heal/cc enemies with this strat. ....Oh wait, with only starter cards? Nvm then....I guess I'll leave this here in case anyone has trouble with the map in general. I might try the map with starter cards at some point at let you know if I succeed haha. If you want other challenges, I've been talking to @Weak1ings and I think he is going to build a "random deck builder" app. So you might enjoy trying to beat maps with some predetermined random decks (with certain conditions so you're not just getting garbage).
  2. Here I am with another behomoth of a post The idea of a 25 card deck has come up now and again, and with recent interest in heavily reworking nature/frost t1 I think it's time to put together a full case of pros and cons, as well as gameplay analysis. I am personally in favor of increasing card slots, although I could certainly be convinced otherwise. Also, I'm not suggesting that we add 5 extra cards immediately; in the balancing discord there is some talk of a complete rework of multiple core cards in nature/frost t1--such a rework would take at least a year to get right, and if we are ready to tackle such a long-term problem, I'd like us to know if 25 cards is a possibility. For example there is talk of buffing the card tunnel. If you spend a deck slot for it, you need to get value from the card in every game. So the card is a bit underwhelming atm. But if you had room for it to be useful in the right situation, perhaps a buff isn't needed. Another example in regards to the swift problem that frost has, we might add a "shrine of swift" and "spell of swift," the spell only works if the shrine is built up so you would be sacrificing 2 deck slots in t1 to get 10-15 seconds of swift. Spending 2 deck slots in a 25 card deck is much different than spending them in a 20 card deck, so I think we should decide if a 25 card deck is something to consider when looking at super-long term balancing discussions. Pros of a 25 Card Deck It allows more balancing tools. In some cases, certain factions don't have good allround counters (stormsinger, wildfire, shadow mage, etc). To address this situation, we are usually either 1) buffing a card to be more multi-purpose, or 2). buffing a new card to fill the gap. Option 2 is often unsatisfactory because it requires a new deck slot which may not be affordable. With more deck slots, we can fine tune balancing without resorting to giving all buffs to the same essential cards. It allows more deckbuilding freedom. Most decks have, say, 2 cards that aren't required to avoid autolosses. Without the slots to try some crazy combo, you usually just spend those spots on extra t3 options, or a tech card which helps against a specific faction (like global warming). It allows more anti-meta plays, and counters to anti-meta plays. Suppose you play a church camp shadow. That's not a common playstyle (although in our small community we know which players are likely to play it) and it can be extremely effective if your opponent is not aware that you have a giant t3 and tiny t2. With more deck slots, you could play this anti-meta deck more safely because you'd have slots that aren't being sacrificed in the hope that your opponent thinks you have it. (I often skip firesworn because people assume it's in my deck and don't rush with sundy). Additionally, your opponent would have more tools to counter anti-meta plays. Earthshaker, inferno, and backlash are not used in fire decks, but with 5 extra slots, it may be worth taking one to stop church camping. It allows more consistent plays. If you are pure shadow going against pure fire, you would probably like to play undead army. However, that card is mostly useless against the rest of the decks, so most shadow players wouldn't waste the slot on a card that is strong in 1/10 games. However, with 5 more slots, this card might suddenly be very appealing: you have all the cards you need to avoid autolosses, and you could play a card that is extremely strong against one of the most powerful factions. On the other hand, fire players would know that undead army is a likely option, so they will play more proactively to avoid it, rather than being surprised when they see it. The same is true for scorched earth--scorched earth is not super common, so players will often gamble whether their opponent has it. If they guess wrong, the game is instantly over. With more cards, scorched earth will be normal to have, so taking an orb in range of scorched earth would be considered a stupid play, rather than a calculated risk. It allows more interesting t3 fights. Most factions can have about 3 units in t3: an offensive nuke, a swift unit, and probably another nuke that's used as defense. Some factions have more slots available for t3 which gives them an advantage, but the gameplay is still largely straightforward. A richer t3 experience, where both sides have 5+ cards (and defense is not so strong) would be exciting imo. And players could have the possibility for richer t3 fights without sacrificing their t2 or t1. Cons of a 25 Card Deck Possibly more intimidating to new players. Imo, 20 cards or 25 cards doesn't really make a difference here UI issues? I don't think there are any UI issues, although hotkeys would be a concern. Again, not an issue imo, but I'm curious if anyone else cares that much about hotkeys PvE will change. Zyna has mostly confirmed that 25 card decks would be a global change, not something he can change just for one game mode. I am not that qualified to speak about PvE, although I understand that speedrun strats rarely require even 20 cards (and imo it wouldn't be bad if this allowed better speedrun strats). For casual pve, I think more cards is strictly more fun, except for the new player. But I think there are much bigger issues facing new players. PvP balancing. Obviously I hope this is not a con, since the idea is that we'd start balancing plans for the long-term future were 25 cards is normal. However, adding 5 extra cards in the current pvp environment would affect things quite a bit. It would probably require at least some reworks to every deck. For example, stormsinger would be a good target for a nerf, since her role can be covered by 2 cards if deck slots allowed. PvP Changes If the devs suddenly changed the deck size tomorrow, how would PvP differ? Pure fire: this is pretty much a nerf. There are not enough pure fire cards worth using, so this deck gets less value than all others. Possible additions: global warming, red nomad, girl power, rageclaws, wrecker, spitfire, vulcan, virtuoso, magma hurler, earthshaker, inferno. None of these are especially interesting. I'd probably take global warming, magma hurler, wrecker, virtuoso, and rageclaws. These would help with pure frost, the worst matchup for pure fire. Wrecker would also be good against frost (and nature). Otherwise I'm not sure that the extra cards adds much, unless the meta shifted and I needed counter for a new meta card in a different deck (like mine, if undead warriors became meta?) Bandits: more cards would mean that bandits can use some of their overpowered combos (embalmers + phoenix +rallybanner, or super buffs) without sacrificing core defense. The deck would still need help, but it would be better able to use some of its extremely powerful combos. Fire Nature: this deck would get a full t1, mauler to counter stonekin, and maybe an extra t3 card or two, although it would still have the weakest t3. These changes would largely be QoL. Fire Frost: this deck would finally get to use some of the interesting combos like wintertide+ rageclaws, warden's sigil +termite, or tower of flames+architect's call. None of these cards are played in a regular fire frost deck because of slot issues. Additionally, there might be some fire frost players who start frost t1 to take advantage of a super large t1 where 1/3 of the cards translate into t2 (ice barrier, homesoil, wintertide, frost sorceress, lightblade, possibly even frost mage). Pure Shadow: this deck would get to use shadow phoenix, maybe embalmers for nice combos. It could have a 5-card t3 while also having room for knight of chaos and possibly undead army. Although church decks would be empowered, if they became more common then other factions would be able to afford 1 slot for t4 earthshaker or something, to close games. Shadow Nature: this deck is in a pretty nice place with 20 cards, but lifeweaving, burrower/ghostspear, and some t3 cards would make play a bit more consistent. Enlighten earthshaker might become a possibility! Shadow Frost: this deck has tons of good cards to choose from, but these cards would mostly be tech choices. Lyrish would be an obvious addition, maybe an extra t1 card and homesoil+rallybanner. I'd expect to see stormsinger nerfs coming, (stormsinger is not only a great card, but it saves deck slots) which would force this faction to spend slots on maybe templar or gravity surge. I'm not sure if 6 or 7 t3 slots would be much better than the standard 5 card t3. Pure Frost: glyph of frost would be standard, and possibly wintertide. that would be good for making frost a bit better in t1, and it would also feel like less cheese when you are surprised by one of these cards. In general pure frost doesn't currently benefit from extra slots as much as other decks though, in my opinion. Stonekin: more t1 for consistency, but this faction would become the strongest in the game, hands down. Currently there is a style of playing stonekin where you don't use t3 at all, just rely on superior t2 units to overwhelm your opponent when he goes t3. Stonekin has superior t2, so it's not like another faction can simply add a tech card to even the t2 matchup (mauler would help though). This incredible t2 combined with a solid t3 (stonekin also has a very strong t3, but usually not enough slots for it), would be oppressive in the current balance patch. Pure Nature: I'm not sure if deck slots helps this faction that much atm. It would allow root decks though, which would be a nice change option. It would also allow tunnel plays, and maybe timeshifter spirit. I made this post here so it can have a lot of thoughts in one place, since this will probably be a conversation that takes a long time. I'm curious what other people think, and if there are any pros/cons that I missed. TL;DR Let's talk about changing the number of deck slots from 20->25
  3. Eirias

    Analysis of the 25 Card Deck

    Oh, well thanks for this. I didn't know they still made computers with screens <1080p
  4. Eirias

    Analysis of the 25 Card Deck

    By "I was surprised by how many players," how many does that mean? Because more than 5 people a day would be very surprising to me, but I guess the card size can just be shrunk--it's really hard to believe people *can't* play at 1080p. I'd also guess most of the people who play below 1080p just do it because they don't feel like changing the default resolution?
  5. Eirias

    Analysis of the 25 Card Deck

    Yes, that is my premise The question is if we want to go there eventually, because making that decision now can influence future balance changes, and the direction of our current prioritizes. Would you like to see a 25 card deck at some point? Assuming a game balanced around 25 cards, not 20. Or do you see some downside with this?
  6. Eirias

    MOBA game mode - Champions of Nyn

    i think castle wars is what i was thinking of, as I said not a fun map 1v1 but some neat concepts and maybe a good starting place
  7. Eirias

    MOBA game mode - Champions of Nyn

    I believe there is already beautiful map like this. I tried playing it 1v1 and it wasn't that fun, but maybe it would be good startling place.
  8. Confirmed this too.
  9. Eirias

    Balance Proposal: Thugs

    As an update to this apparently it's possible to make it so looter doesn't activate unless the thugs have been attacking (like batariel flames) PvE players want this so looter is preserved as a pve mechanic. If looter doesn't activate unless the thugs have been attacking for several seconds, any pvp player can micro units away from thugs so they don't activate looter. in Pve enemies don't run away. Biggest downside to this is that it's not very clear when looter is active. Imo that's not really a problem since only a couple people know what it does now, so this change could even be done "invisibly" and most players would not realize anything has been done.
  10. Pretty much everyone agrees that twilight transformation is a lame ability. If you don't know what that is, all "twilight" (cards which require nature and fire) have an ability theme which is to transform into another twilight card in your deck. Sometimes the transformation comes with an ability (the best one is twilight minions' ability which makes nearby twilight units do 30% more damage for 20 sec). The ability is lackluster because Transforming takes 85% of the cost of the regular unit (in most cases) +at least 60 power for the cheapest twilight unit, which is usually more expensive than just summoning the unit you want in the first place, and way more expensive than just using a breeding grounds Transforming does not heal the unit Transforming still takes charges Transforming does not allow you to exceed the unit limit The only upside of transforming is that your unit becomes unbound. Unlike similar abilities like shadow phoenix and mind control, twilight transformation continues to bind unit power. There are 3 uses where I have seen the twilight transformation effect in games: In PvP, if you want to launch a sneak attack with vileblood you could start with twilight minions and transform them, to spend 171 power for a 130 cost unit with a 20 sec damage buff. In my opinion this is not nearly worth 41 power. In PvP, if you use twilight curse on a vileblood it triggers the vileblood's transformation effect. This ability WILL spawn a full HP unit, but it cost 100 power for a unit that is actually worse than vileblood + lava ability. IMO this is still underwhelming and also requires TWO extra slots in an already slot-intensive deck In PvE, you can make a massive unbound army. I tried this once or twice and generally found it ineffective (thats because it's actually still bound). PvE speedrunners also say that it's not worth it (especially because twilight t4 units are not very good and there is no flexibility for other orbs). I suggest that twilight transformation become something like a "twilight evolution." Instead of a unit transforming into any unit in the deck, I suggest that the unit be able to transform into a specific unit with one tier higher, once that number of orbs is obtained. For example, perhaps vileblood could transform into mutating maniac once you get t3. Perhaps mutating maniac could transform into twilight abomination once you get t4. Alternatively, each unit could transform into a "better" version of itself. For example, the pvp vileblood could transform into the pve vileblood, with better stats and a powerful effect upon death. (I would totally play deathglider if it could transform into the pve deathglider ) My proposed solution has several benefits: It reduces the number of deck slots required. In PvP, fire nature requires many slots in t2. Many fire nature decks run a single t3 card (giant slayer). I could see players using deathglider instead of hurricane if the deathglider could turn into a t3 unit at that stage of the game (so when I'm t3, I spawn deathglider for 60p and transform it for say 100p). This is weaker than just spawning a t3 unit because it takes more micro, it's slower, it cost more, and twilight t3 cards are simply weaker than other t3 cards. However, with deck slots saved, it might be worth it (also the power is unbound, which is a big advantage). It allows more pve deck flexibility. Do you want to play a twilight abomination, but also use frenetic assault? If there is a t3 card which transforms into twilight abomination, then you could play that unit and transform it. Since the "evolve" effect only considers the number of orbs, not the color, you could use this workaround to create an army of twilight abominations with nat-fire-shad-shad orbs. (If this is too strong for pve, we could make it check both the number and color of orbs). It saves charges. Pure twilight decks don't have access to offering, so this is another way to bypass charges. Use a t3 card with 8 or 12 charges and transform it to get 8 or 12 t4 units. Of course it requires more total power spent this way. I'm not sure how t4 creatures could evolve, but they could also just keep the regular twilight transformation effect. Not like anyone would use the new or old effect on t4 units, even if the effect was somehow good. EDIT: Just to clarify for those not following the discussion in the balance discord, the current proposal is for units to transform/evolve into a better version of themselves. So when you are t3, you could transform your vileblood into a t3 vileblood similar to the pve enemy. Zyna has a working demo of this effect. For t4 units, the transformation will be based on power instead of having another orb. The bound power will be the same as the original unit, hp will be the same fraction (1/2 hp t2 vileblood turns into 1/2 hp t3 vileblood), and the transformation cost will be cheap or possibly free. We have the ability to balance a new version of every twilight card, so I'm working on this proposal over the next few days. EDIT 2: Deckbuilding options Since some people don't know what is in a typical FN deck, here is a standard one: The t3 is a bit larger than typical for FN (smaller than pure fire), so you could replace mortar or sunderer for t3 cards, but you will need to make some t1 concessions to do that. I currently play with sunderer-->vileblood because I think the L units is strong against the meta options right now (although vileblood is probably the weakest L unit in all of T2). Another option is sunderer-->virtuoso, which gives higher odds of winning t3. Assuming that all the changes go as I want, I would experiment with the following deck which is designed for heavy t3 fights like 2v2: So sundy-->vileblood sacrifices t1 options (esp against shadow) to have some better t2 matchups against some factions (pure shadow, lost souls, Pure fire) and a t3 unit which is like virtuoso. Gladi-->twilight hag (assuming it becomes t2) because hag will be able to 1-shot + erupt skyfire drake, which is the main reason gladi is needed. Gladi would be a better L counter and swift unit (as I am thinking about this though, FN still struggles a bit against L units so I wonder if hag would need the exact same stats as gladi, but without swift and disenchant) Scythe fiends-->deathglider means you'll struggle against defenders and spirit hunters. If deathglider got a t2 buff this might be viable. In 2v2 though, my partner's darkelves can take care of enemy s uniits as long as I provide knockback via hurricane or deathglider. In 1v1 i might keep scythe fiends and use deathglider instead of hurricane if I really wanted to include this card. Ghostspear-->twilight minion is the most obvious substitution. Ghostspear is better because it has slightly better stats, has reach to kill rooted melee units, and can switch to S counter. All of these bonuses are nice, but rarely dealbreakers. In this deck I'm also assuming that twilight hag get some kind of cc buff in t3, so perhaps I could try dropping mortar-->thunderstorm to really round out a t3-heavy deck. Analysis: this deck will suffer against S units and L units (depending on twilight hag t2 stats) in t2 but this can be overcome by a shadow partner's Aura of corruption and darkeleves. In return I get 3 below-average t3 cards, 2 above average t3 cards (deathglider and giant slayer), and thunderstorm (currently available but makes no sense because if t3 lasts longer than 2 minutes FN is out of charges and dead). The "below average" t3 units would help round out unit counters (twilight hag is AA and L counter, minions can defend silverwind or enemy giant slayers) while also added more overall charges to FN. Lack of charges is one reason that FN loses t3 to other decks. Even if all 6 "t3" cards were at the average power level of a t3 card, this t3 would still not be too strong. Consider that lost souls typically plays a 5 card t3 where all cards are significantly above the average power curve, and if players really want to emphasize t3 it's possible to use 7-8 t3 cards in shadow frost, pure shadow (I've even seen 10 card t3 in 2v2 pure shadow), and aragorn-style stonekin. Having these cards as a t3 option would not make fire nature too strong, but it would provide a "win more" feature which FN completely lacks. I expect this deck would become a strong meta option in 2v2 because t3 is more important there, but in 1v1 most high-level games are ended in t1 or t2 (unless you're fighting a defensive deck that just wants to save slots and go t3). In 1v1 I could see twilight minions being played most of the time, with vileblood and twilight hag also played some of the time depending on the player and meta. Scythe fiends are also important in many matchups, so deathglider is a hard sell unless it could replace hurricane by changing its its attack pattern (like frost mage) to more reliably knock back s units. (although don't forget that frost mages have better stats than deathglider and stonekin players still usually play both frost mage and hurricane).
  11. If you want people to submit results early (and esp so people have an idea of the time to beat) maybe you can set a specific time to tally results, like midnight in GMT+0, and send some small reward for whoever has the current best time by each daily deadline?
  12. Eirias

    Skylords Reborn Championship (11.07)

    We could play on custom maps with all walls remove
  13. Since when? Revenant ability does not define lost souls, and even bandits lifesteal and stonekin armor (actual good abilities) don't define the factions, just give it some flavor. I mean I'm making compromises to choose worse t2 units which also function as t3 units, so at t3 there would be 5 useful units, much more than the 1 or 2 usually used right now The same way I'd consider lifeweaving to be a t2/t3 card because it is never played on t1 units.
  14. I edited my original comment to show some concrete deck analysis.
  15. If you have a lot of upgrades, you may have noticed that opening the upgrade tab in your inventory causes a severe slowdown of the game. That's because each upgrade counts as a unique card, and BattleForge's card sorting algorithm is terrible. The proposal is a fix that will prevent the upgrades tab from showing "used" upgrades. In other words, when you click the upgrade tab, you will now only see the upgrades which have not been applied to cards. This will stop your game from freezing when you open the upgrade tab with many upgrades.
  16. Eirias

    Possible Fixes to the Upgrade Tab

    Both parts haha. But mostly when I open the window. i added like 3-4 new decks this week when I started noticing the issue, but then I deleted them so I guess it's not related to having to load too many decks?
  17. Yeah, fire shadow is a whole different story without such an obvious solution. It has multiple problems, not just one Still we talked a lot about some solutions in the discord... For almost free. The compromise is that you have to use inferior cards. Sundy is almost certainly better than vileblood. Ghostspears are better than Twilight minions. Gladiatrix would be better than the proposd t2 twilight hag. And scythe fiend/hurricane will be better than deathglider even if deathglider is buffed. A t3 S squad doesn't exist, but t3 twilight minions would be worse than bandit lancer. T3 vileblood would be worse than virtuoso. T3 twilight hag would be worse than (magma hurler? An already terrible card). T3 deathglider would actually be pretty good in the way I imagine it, since there would be no other reason to play the card. As I've said many times before, I expect that most top FN players would still prefer the current, more optimal cards, but at least there would be a use for twilight units and it would allow an alternate playstyle and a way to have counterplay vs lost souls in tournament games or something. By the way, here is my suggestion as a starting place to look at stat changes, in case people have not seen it on the discord: Case in point: All fire nature player STILL spend a slot on disenchant. Even considering that the gladi disenchant is cheaper than the card version. Nobody wants FN t2 to be stronger It's already strong, that's why we use so many deck slots. It would be like suggesting that stonekin get a buff in t2. I think it's great that stonekin has many optional cards so you can play t2-heavy or t3-heavy. FN only has the option to play t2-heavy, and I think twilight transformation is the perfect way to allow weaker t2 and receive a stronger t3. If players want to play that way. Yeah that idea is gone. We are only looking at the 1-to-1 transformation which can only be used once (well I guess we could make an exception for something, maybe slaver can transform twice and somehow become an OP t4 XL unit )
  18. Eirias

    Possible Fixes to the Upgrade Tab

    Oh cool Btw something I just noticed today was a lot of lag and hanging when I wanted to change decks. Usually it's like a second or two, but today it was like several seconds every time. Any changes that would have affected that?
  19. Update on this @Zyna was able to make the change i requested in like 1 min But it creates an unbound creature. Right now spawning a bound creature is impossible (update he just said he thought of an idea) So another idea is to just make the transformation unbind the unit power (so unit--> same unit but boundless), but maybe add a 30 sec initial cooldown or something.
  20. NAME: Ranged symbol on most fire cards not appearing SEVERITY: 3-purely cosmetic LOCATION: In the card pool (on the left of the screen, opened by clicking the tab) REPRODUCIBILITY: Always DESCRIPTION: The ranged attack symbol for fire creatures does not show up in the cards list. There is one exception to the rule: Fire Dragon. I don't know if that is because it is card specific, or if the ranged attack symbols for S, M, and L are missing. Once the card is added to a deck and hovered over, the ranged attack symbol appears clearly. SCREENSHOT/VIDEO: ADDITIONAL INFORMATION: Other players do not seem to have this bug I don't know why it wouldn't let me upload this in the previous post, but here's the screenshot
  21. As far as I understand based on what @Kubik has mentioned about previous possible changes, this is actually an easy change that he knows how to do. I believe there is just a unit ID, and when you transform your twilight unit you click something in your deck and it feeds that ID to the transform ability. So it should basically only require a number change to make pvp vileblood into pve vileblood. For transformations to units that don't have a stat-buffed version in pve, it would require creating a new unit and unit ID. Kubik as already showed that this is easy to do (for example, by making a playable bandit sniper) as long as you piggyback off of an existing card. The current transformation effect does have a selectable unit ID--if it's not so easy to just replace that with a constant ID, you could instead use the twilight curse ability which always has a constant ID to twilight bug.
  22. well, that would be a huge buff. I'd love to run around with my 60p vilebloods But I don't see what the 1 tier restriction even matters, since I could twilight minion-->mutating maniac-->twilight abomination while still only going 1 tier at a time.
  23. Oh rip. Then I guess there is no advantage haha.
  24. Eirias

    Balance Proposal: Curse Well

    Since we're talking about this again, I want to re-iterate my suggestion: turn curse well into a "disenchant well." Make it function like purple disenchant but just for wells. When you play it on the enemy well, it loses any existing building protects and can't be protected again for X secs. Maybe we can start with 100 power and 15 sec curse time. This would allow it to be used as a counter to break through frost defense, while not being useful in other scenarios. Lost souls players can't just enter really high power levels, defend and slowly snipe enemy wells with curse well. They'd have to be able to kick the well too.
  25. Eirias

    BF Music Parodies

    So the forums have been a little quiet recently, hopefully this will help liven things up I was watching a Smash Bros. parody song, and that inspired me a little bit. (It's here, if anyone is interested in smash). So I was thinking: what if we all work together to come up with battleforge parody song lyrics? I was thinking about something for The Sound of Music, to start, and here's what I have so far. To the tune of "My Favorite Things" Amazons and a half dozen treespirits, Hurricanes that toss all S units near it. Knocking back units with red razorshards, These are a few OP Nature-Frost caaaards! Frosty aggressors with L unit knockback, Homesoil buffs to my ranged units’ attack. Fighting off beasts with a fleet of stone shards, These are a few OP Nature-Frost caaaards! Timeless ones, tremors, and silverwind lancers. Shield building for the most defensive answer. Curse well and Brannoc if feeling try-hard These are a few OP Nature-Frost caaaards! I haven't thought of anything for the "when the dog bites/when the bee stings" part (mostly because I don't know what cards stonekin hates). I'm also not entirely sold on the repeating part. Could be "These are a few of the best Stonekin cards," Or just: "These are a few of my favorite cards." I originally tried some lines with fire but ran out of rhymes (shards is a pretty good rhyme for cards). Here's what I had for fire, in case anyone thinks that's more viable: Nomads and Wreckers and Banners of Glory, Firesworn, Mortars, and hard-hitting Sundy, Quick-witting scavengers dart toward the scene, These are a few of my favorite things. When the freeze hits, When the eagle screams, When I’m fee-ling, maaaad: I think about all of my favorite things, And then I don’t feeeeeel, sooo baaad. Post your own ideas for BF music parodies, or help this one out! UPDATE: For those who haven't carefully read through the entire conversation, the lyrics we've decided on (for a "My Favorite Things") are as follows: OP Stonekin Things (we still need to work on the title though) Amazons and a half dozen treespirits, Hurricanes that toss all S units near it. Knocking back units with red razorshards, These are a few OP Nature-Frost caaaards! Frosty aggressors with L unit knockback, Homesoil buffs to my stormsingers’ attack. Fighting off beasts with a fleet of stone shards, These are a few OP Nature-Frost caaaards! Timeless ones, tremors, and silverwind lancers. Shield building for the most defensive answer. Curse well and Brannoc if feeling try-hard These are a few OP Nature-Frost caaaards! When the mortars strike, When the juggers charge, When I'm feeling mad: I simply recall the OP stonekin cards, and then I don't flame so bad. (repeat)

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