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Chibiterasu

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Everything posted by Chibiterasu

  1. It's not clear right now what causes that bug. It probably has something to do with the "recast step" of the unit (The time between attacks in which the idle animation plays). Because if the recast step of a unit is set to 0 it seems to remove the randomness. Same with units like Tempest or Construct which have an attack that is independend of the idle animation. But if we change the recast step to 0, the unit attacks faster in general so it will lead to problems balancing wise. The weird thing though is that this also happens for Towers which clearly have no (visible) idle animation. Flying units are also not affected by that bug btw. The "randomness" is set once you play the unit. No matter how you attack with them, the individual unit will ALWAYS have a higher / lower attack speed than the other. For people who want to see it in action, you can see it very clearly in this video:
  2. On U0 of Forest Elder, it states that his active ability lasts for 60 seconds instead of 30. From U1 upwards, it's correct though
  3. - Stormsinger says she attacks every 2.6 seconds. However, her attacks are exactly at the same speed as Gladiatrix who has a 2.5 second speed. So change the description to 2.5 seconds instead. - Amii Phantom doesn't say that she becomes a melee unit when you switch her stance. Additionally I tested the DP20 values of every ranged unit with single target attacks and there are a bunch of inconsistencies when you compare their attack value with the dmg in their desciptions. The dmg in their descriprion is correct so we need to fix their attack value accordingly: Gladiatrix: From 790/810/840/880 to 840/864/896/944 Nightguard: From 450 on all upgrades to 400 on all upgrades Darkelf Assassins: From 570 on all upgrades to 576 on all upgrades White Rangers: From 528 on all upgrades to 440 on all upgrades Stormsinger: From 560 on all upgrades to 600 on all upgrades Amii Phantom: From 640 on all upgrades to 680 on all upgrades Since there is a bug where ranged units have a small random value when it comes to their attack speed, I can't say for sure that the attack speed in their descriptions are correct, but after a few tests, it seems correct.
  4. 2955 @Dallarian You wrote the correct number, great job! If your brain had send a slightly different signal to your fingers or your fingers had shifted slightly to one side while typing, you would have written a completely different number. Out of all the 105 keys you have on your keyboard, you managed to hit the correct key four times in a row. That's a ~ 0.00000082% chance. But even with such a low chance, you managed to do everything right. I'm proud of you
  5. Is it possible to implement a feature that lets you rename your replays ingame? I know you can go to the battleforge folder and change their name there, but I think it would be way easier to be able to rename your replays after you played the match. Especially if you have tons of replays, it's sometimes difficult to find the one you're looking for. So I think it would be a nice feature to add eventually.
  6. I just found out that it's actually pretty easy to reproduce this bug. Just play a twilight unit until you only have 1 charge left. Then let another Twilight unit transform into that unit and kill it during its transformation. It seems like the game waits for the transformation to finish until the cooldown of the unit starts. You pretty much can't play that unit from this point onwards. However I found one way to escape that softlock. If the bugged card is Abomination for example, you simply need to click on one of your abominations you have in play and transform it into another unit. This way the game gives you back your charge for abomination and you can play him again and he goes on cooldown normally when he reaches 0 charges. Needs to get fixed nonetheless.
  7. I already wrote that on discord a while ago but I feel like I should make a forum post now with a detailed proof: The passive of Batariel Purple doesn't say any details but when you hover over the debuff the enemies get after a few seconds, you will see that the first debuff is supposed to increase the incoming dmg by 35% and the second one by 75%. However those debuffs aren't percentages but flat dmg increases. The first debuff doesn't increase dmg by 35% but by 35 dmg. If you use an eruption (U3=300 dmg) on the debuffed target, it will deal 335 dmg. If you use lava field (U3=440 dmg), it deals 475 dmg. It's the same with the 75%. If you want to see a detailed description of Batariel's passive, I made a video where you can see the single steps and all the bugs that this ability hides. It's quite difficult to notice it because everythings happens really fast so I suggest watching the video in x0,5 speed or even x0,25 speed. You can see that the Altar of Chaos gets the debuff at ~0:14. From that point on the passive of Batariel deals 135 dmg (which can still be percentage because Batariel's passive deals 100 dmg per tick.) But when I use the eruption at ~0:18, the life points goes down from 4495 to 4160 (= 335 dmg). At ~0:25 the 75% debuff appears (it applies ontop of the 35% which is probably another bug btw.) 1 second later this leads to a situation where Batariel's passive suddenly deals 210 dmg (100 base dmg + 35 from the first debuff + 75 from the second one). And that dmg is applied 2 times almost at the same time (which is again another bug). One second after that, the 210 dmg are again applied 2 times for some reason. Then Batariel attacks one time and the shrine is now at 2608 life points. At ~0:28 I played another eruption right after the 35% debuff disappeared and that eruption brings the shrine down to 2233 (= 375 dmg which is the 300 base dmg + 75 flat dmg debuff). After that phase, the debuff goes down to 35 again btw, which is again not mentioned in the description since it says it becomes stronger and stronger. Video:
  8. Our main priority when it comes to the balancing is PvP, not Pve. We might have ruined a niche strategy for Pve with this nerf but there's still the option to transfer that role to strikers instead. For PvP it was a necessary step because generating energy out of nowhere was a very unpredictible design and turned out to be too strong in the long run.
  9. Chibiterasu

    Tortugun

    One of the most important things in a deck involving Tortugun is that you have a very good way to get back your energy. You need either shrine of war or fof with cultist master since those turtles will die very often. And therefore you definitely need offering as well. The strategy I use with them is quite simple: Every time a Tortugun would get hungry, you have two options: Either let another Tortugun eat it or use cards like offering or sometimes motivate on it. You just need to pay very close attention to their hunger bar and which tortugun is about to become hungry and tell them the target to eat early enough. Else you could end up with two tortuguns eating the other two you just played and since they get hungry very quickly after eating an undazed Tortugun, they will then eat each other so instead of having 3 full tortuguns, you only have 1 which may even be at low life. Also, keep in mind you can't use offering or motivate on Tortuguns once they are in the amok state. So from that point on you either have to feed or eat them (You can also tell them to move right before they get in the amok state and they will walk to their destination even though they switch to amok state right away. That gives you plenty of time to pick another Tortugun and let that one eat the one in amok state. Another method is using the spell amok. As long as they are affected by amok, they won't eat your units). Another little trick to that strategy: use both variations of tortugun and always play them in pairs. This way they get hungry simultaneously and you can tell one of them to eat the other. It's way easier to handle them like this. Oh and it's very important to upgrade them to at least U2. You not only need the lower consumption of food but also the charges. There are so many more things I could tell you about this unit but I think I covered the most important things. Anyway. If you play Tortugun correctly, you will have lots of fun with that unit. The hunger bar is one of the most unique abilities in the game and that's why I'm highly against a major change to it. I agree with the complaint about the animation though. It takes so long and because of that, it's barely useful to eat smaller units like Nightcrawlers from infect or the crawlers from Grim Bahir. A change I see fitting for Tortugun is to pause their hunger bar for a few seconds after they eat something. That would not only encourage people to play them the way it's intended, but it will also make up for the long eating animation.
  10. Not sure what you mean by seasonal cycles. We're currently working on the balancing and there will be several balance patches in the future which will definetly have an effect on the meta. Is that what you suggested? Or do you want balancing changes that intentionally make cards stronger than others so that we can actively control the meta? Would be a good idea to keep the game intersting in the long run. But I think the first step for this is to achieve a general acceptable balancing state.
  11. It's actually not that difficult to predict his behaviour once you understand how it works. Ever time Mountaineer gets his shield, he can't attack for the next ~5 seconds. Additionally if he gets his shield during the attack animation, the attack will get canceled. You can see this in the video I just did. Pay attention to the cooldown/duration of the ice shield. He just stands there until the durationd reaches ~50% and only then he will attack.
  12. Do you still have the replay? I think this would help a lot by finding the reason for the bug. If you didn't save it, it might be the auto save one unless you played another game afterwards.
  13. Dreadnoughts ability is misleading in the german translation. In english it says: "All friendly units in 25m radius take only 10% dmg. 85% of the remaining damage is absorbed while the rest will be transfered to the caster." In german it says "Alle verbündeten Einheiten innerhalb eines Radius von 25m nehmen nur 10% Schaden, wobei 85% dieses Schadens auf den Wirkenden übergehen." If you translate that, it means something like this: "All friendly units in 25m radius take only 10% dmg while 85% of that dmg will be transfered to the caster." This has a completely different meaning since it's missing the absorbation part.
  14. This is also the case for the spell mine once you trigger it.
  15. I want to throw in the idea of some map specific one time achievement. I had to play through encounters with twilight a few times lately and after a while I gave myself a challange that would make a perfect one time achievement imo. Once you reveal the bottom right corner of the map, there's an NPC frost mage that gets attacked by Twilight enemies. She dies pretty quickly and my goal was to protect her and keep her alive until the end of the mission. It's quite hard but I managed to do it after a few attempts. Another idea is to complete the mission defending hope without losing any of the 4 default towers. I think you can find one of those achievements for most maps in the game. Not sure if those are even possible to implement but I would love to have small optional things in missions as achievemts in the game.
  16. Many units deal 50% bonus dmg against specific unit sizes with their normal attacks. That's nothing new. But when it comes to their abilities I noticed that it gets really unreliable. For example Magma Fiend deals bonus dmg against L units with its normal attack and with its ability. But Brannoc who has XL dmg and a similar ability doesn't deal bonus dmg against XL units with his ability, only with his normal attack. So I tested all dmg abilities I could think of if they stack with the units bonus dmg against sizes. The result is that for most abilities the 50% additional dmg works as intendet but there are a bunch of exceptions: - Fire Worm (Its passive has L dmg but his active hasn't) - Batariel (His active and his passive both lack the bonus dmg against XL units) - Soulhunter purple (His dmg aura when being spawned doesn't deal bonus dmg against L units. His mines however do) - Unstable Demon (You could argue that it's intendet because he dies before he deals dmg with his explosion but Slaver who also deals dmg after he dies, has bonus L dmg on the explosion) - Lost Dancer (Her "corpse explosion" doesn't deal bonus dmg against S units) - Mountain Rowdy purple - Phalanx (Doesn't deal bonus dmg against L units when they being trampled) - Brannoc - Twilight Brute - Mutating Maniac (toxic cloud) - Nightshade Plant (Similar to Unstable Demon he deals dmg after he dies but again: Why does Slaver work then?) - Jorne - Forest Elder purple - Fire Stalker (his ranged attack doesn't deal bonus dmg against L units which is probably because he gets siege by the stance switch. But it doesn't mention that he loses his L dmg.) - Infernal Chain (You could argue that it's intendet because it's originally a spell and only becomes an ability later on, but its dmg can get buffed by unholy hero so I think the size dmg of the unit using it should also apply here) I'm pretty sure I tested every ability. But if you find another ability that doesn't get buffed by the units size bonus, you can post it here and I'll add it to the list. Would be great if those inconsitencies can get fixed eventually (The reason for this is that the majority of the damage effect mentioned above have the abilityline "DamageOverTime" while a lot of other damaging abilities use "DamageRadialArea" instead. DamageRadialArea has a specific parameter that determines the size damage while DamageOverTime doesn't have anything like that.)
  17. You can write it like this or you can simply write the actual number like they did with every other ability in the game (dmg against units is 100 btw.)
  18. It's just supposed to serve as an overview over all changes for the test server. The upcoming balance changes for the live server will be announced in details leater on. But you can get a pretty good idea what potential changes might be if you look at the changes with the green check mark next to it.
  19. I think it will create a second account automatically which leads to a violation against the rules and therefore a permaban.
  20. I agree with most points. Especially with the ground presence. The lack of that feature in combination with the fact that there are spells with wrong classifications (arcane and spells) leads to some wrong assumptions when testing. The only idea I don't like is the unlockable point. The forge is a place where you test interactions. For it almost has some kind of scientific flavor to it. Even though I also think we need more unlockable stuff in the game overall, I don't think the forge should be one of those things. If you buy a calculator, you also don't want to unlock the multiplication first. You got that idea from smash bros? Did you ever play other fighting games because smash bros is probably the worst example when you want to show lots of features in training modes
  21. They are not allowed to earn money from the game. All the money they get is from their patreon. That's also the money they use to pay the server. How the econemy works in the game doesn't affect their income at all. And even with 500 bfp per day, the common cards won't be 4k. You don't want to fully play over a week to get one common. I think the prices overall will change a bit but not by that much.
  22. Promo Mountaineer doesn't exist. You probably just misread it. Unless the Person who drew the Promo Mountaineer was Zyna. Then you might just discovered a leak for a potential future promo card
  23. I guess that most people in the community know the game from back then. Therefore there's a high chance that the average person in this community is older than in most other online game communities.
  24. 2953 Four different digits combined to one single number. Writing your own number like this correctly almost feels like building your own stable home with mere stones and sticks... I'm so proud of myself for being able to build this four-digit number correctly out of all those other infinite amount of numbers I could have written there...
  25. Or your friend is just really good at poker ^^ Is it really unequally though? I feel like all the 4 factions have the same probability of showing up in 4rpve.
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