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Chibiterasu

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Posts posted by Chibiterasu

  1. 17 hours ago, DarcReaver said:

    Do you even read texts before quoting them? Yes, a Necrofury, along with most other XL units, performs better than Rifle Cultists. Which is what I wrote. So what's your point?

    It's a common issue that the splashable XL units in t4 overperform. Necrofury with nature spell support + unholy hero has among the highest burst damage in the game.
    That doesn't change the fact that Rifle Cultists ARE a good unit. Their ability range is longer than Necrofury, they can profit from + % damage from Corsair aura and they do not need nature splash cards to perform.

    Still XL units are easier to micro and because of that easier to use.

    When I didn't disagree with something you had written, what's your point? :)

  2. On 8/28/2019 at 9:21 AM, DarcReaver said:

    Dunno if you ever used the Dark Grenade ability, but the AoE damage is nuts, and it benefits from spells like Unholy Hero. It's a very cool and unique unit but as usual overshadowed by all the XL units running around.

    Rifle Cultist has the same orb requirements as Necrofurry and when you want a very strong burst attack, you would rather use that unit's ability because it's damage is even higher and it's normal attacks also deal lots of damage. And the 70 Energy difference (including the ability) isn't that much in t4. So even in Rifle Cultists biggest strength, there's still a unit that do a better job.

  3. Rifle cultist is purely an offering unit imo. You can play it for it's damage at least in terms of ability but I don't think it would be worth it even if we increase that damage. And giving a S unit steadfast isn't that fitting. When we buff it, I would rather see a new ability that synergies with offering. For example: When this unit dies, the next unit you play won't cost a charge. So you can offer it, get charges for t4 units and can then choose one of those units, that you can play twice.

    Edit: I know that this idea is not possible currently. But it's just the best idea for this unit that came to my mind ^^

  4. Fire Sphere:

     

    Card changes:

    - Change orb requirements from :fireorb::fireorb::fireorb::neutralorb: to :fireorb::fireorb::neutralorb::neutralorb:

    - Change damage from 2900 (max: 8600) to 6000 (max: 8000)

     

    Thoughts behind this change:

    These changes are meant to give Fire Sphere a place next to Cluster Explosion and Earthshaker.

    Currently Fire Sphere doesn't really have a use simply because there is Earthshaker to destroy buildings and Cluster Explosion to kill lots of units. Because of its strong competition in those roles a simple overall damage increase probably wouldn't be enough. So we decided to give Fire Sphere the missing role of a "boss killer". For that reason we will increase it's damage against single units drasticly while keeping it's maximal damage low. This way it will be able to deal massive damage to one or two XL units.

    Additionally it's orb requirements will be changed to give more colors access to this card. Fire Sphere isn't that special to keep it almost exclusively to pure fire.

  5. Since we are talking a lot about the balancing of weak Pve cards on discord, I though maybe we can just create a map that can fix many balancing issues as well. Currently one of the most played maps is the rPve. But you only (or at least 95% of the time) need to attack in that mode so some defensive cards are rarely played in general. Not because they are bad, but because there are only very few maps (which are also played rarely) in which they are actually usefull.

    So how about a defensive rPve? I don't know in what extend you can randomize the attacking units or even the map but just imagine it like this:

    You start in the middle of the map with t1. Then enemies attack you from all sides and you have to defend for ~5 minutes. Then a second monument with 2 wells appear and you have to defend for another ~5 minutes and so on. Maybe add a wall you can build and let the enemy attack you from only one or two sides in lower difficulties. There's also a 2 player and 4 player version and you get the same rewards as in the normal rPve.

    What do you guys think of this idea?

  6. Regrowth has a maximal healing. When this healing is reached, it will stop healing units. The healing of time after the initial effect also counts towards that maximal healing. So it's probably no bug.

  7. Serverity: 3, or probably even less important :D

    Location: Everywhere

    Reproducibility: Always

    Description: Whenever you move Nox Carrier to a location, it's sound stays in one place and will only update it's location when Nox Carrier reaches it's destination.

    Most irrelevant bug ever, additionally nobody even uses this card but since nobody wrote this yet, I though I do it :)

    Edit: Ups, probably client sided, so pls move ^^

  8. It's random Pve so a lot of things can happen. Also when you attack a camp, the adjusted ones start to attack you. And when you attack while those units walk through the camp you're attacking, it can lead to a huge army waiting for you there. That probably was the case in your match. I once had a rPve 6 against twilight where 8 of those eyes were waiting inside one camp. 4 were originally in that camp, 2 came from the left and the other 2 from the right.

    So it's not a bug, it's just bad luck.

  9. 14 hours ago, wanky said:

    Nerfing a card also means new players have it mutch harder to do PVE maps. They know maby 3mortars can defend a wall at GoL for 7mins. then mortar get nerft and they loosing games. Everybody know that only a few people will read card changes.

    Another reason why we should nerf those cards BEFORE the release. So less people get used to those tricks.

    Besides when certain cards are nerfed, then the prices of those cards also fall. Therefore it will be easier for beginners to obtain those cards. And when those cards are very good in certain situations now, they will still be usefull in those situations after a small nerf.

     

    17 hours ago, LEBOVIN said:

    Well cause retreating circle only teleports to active tokens and since the amii does not exist on the map as token (these are orbs that are placed on the map in map editor) it doesn’t work. On soultree it looks for active spheres and amii provides one, so it counts.

    both not bugged 

    Retreating Circle: "Creats a Portal that teleports friendly units in a 15m radius back to the nearest Monument of their owner"

    Mission for Soultree: "x/5 Monuments needed to banish Viridya have been claimed."

    Both of those situations need a Monument. There's nothing written about any spheres. So when Amii-Munument doesn't count as a Monument, just as a sphere (as it obviously is in Retreating Circle), then Soultree shouldn't count it as a Monument either.

    MrDanilov likes this
  10. 18 hours ago, Cocofang said:

    I disagree. It's not a bug it is a logical consequences of introducing a card that lets you build your own orb. It is a legit orb, it should count as a legit orb for all intents and purposes. It is the expected behavior. I am telling you that if you change it so the amii orb doesn't count on that map anymore you would get people reporting THAT as a bug. Because it would make no sense. So what, the amii orb works consistently exactly the way you expect it to work EXCEPT for that one map? That's arbitrary and non-transparent balancing.

    Just a quick note:

    You aren't able to teleport your units to Amii-Monument when you use Retreating Circle. So it seems like in this case Amii-Monument doesn't count as a legit orb. Pick your bug ^^

    Kubik and MrDanilov like this
  11. 50 minutes ago, LEBOVIN said:

    Battleforge did not shut down immediately after release of Amii and back in the days already people found that mechanic and EA did not do anything about it. 

    So they kinda approved it (probably you can find discussions about it in the old forum).

    The energy cost is an amii specific thing and does not propose a map exclusive issue.

    Why not simply update the quest indicators so that no monument blinks. Pretty sure EA didn’t care about that and that’s why nothing was done about it.

    Skipping parts of the map (here a relatively small part as the core story is pretty much done and ur t4 already) is not necessarily a bad thing. Players can still play it without amii, but as advocate of freedom why do you have to enforce those that happily skip clearing the last part, to play what they don’t like.

    As I mentioned in my previous post if you really think you have to, do it in a 4th difficulty.

    Nobody forces you to play them all the time right now.

    Why does it sound good to you to force others stop playing what they like? 

     

    There were and still are many things in this game that are bugged. Just look at second chance. You can't tell me EA wanted to make make this card randomly fail for no obvious reason. At some point EA just stopped fixing bugs because they just want to make a bit more money out of the game before they shut it down. And it's not really a small part. It's the final area with the biggest units so you actually can call it a boss.

     

    You can also add a card that does infinit damage to every AI unit so that you win instantly. You don't have to play that card if you actually want to play the game after all...

    I don't want to remove the cards from the game. They will still be there after a nerf and people who like those cards will still play them. However people who just "like" them because they are the most effective way of playing don't really care about the cards. They just want to win the map and therefore it doesn't really matter for them since they will eventually play another easy strategy.

     

    2 hours ago, Pritstift said:

    Please define what is balance in battleforge for you? With the existing cards and how they work you can create a lot of different tactics - so why i should want to have balance changes in pve? I dont see any balance problems in pve - many players here try to see problems/balance problems but what about to accept the current mechanism and in consequence how the game works. Is this not the reason why you like to play battleforge?

    I will give you some examples:

     

    -Amii-Monument - i have no problem to play with or without Amii-Monument - for speedruns for sure i will use it - but is this really a balance problem? For speedruns you can use every existing option to make the run faster...Also for beginners this card can be helpful to finish expert maps. So some players here think that the same content will be better just after changing Amii-Monument? This makes no sence for me to be honest. To playblight or rpve with or without Amii-Monument will not change the balance - expert maps are still easy to play without Amii-Monument. So you should accept the Amii-Monument like it is and you can use it if you want or dont use it if you dont want.

     

    -SOW - this card is perfect to make the game fast and it does fit to many different deck-colour combinations. So is it really balanching to change this card e.g. to 3x fire orbs? The consequence will be that less players will use SOW and just because some players think it is cool to play pure fire we will not have a better balanching. You should try to accept this card like it is and you can use it if you want or dont use if dont want. Also sow is a big help when you play with randoms players that have no clue about any void manipulation...

     

    For me all existing maps are easy to play - so it makes no sence for me to change some important cards just with the idea to bring more balance and indireclty making the maps somehow harder...The maps are still easy to play even with a changed Amii-Monument , SOW....Afer you may have the idea to change other cards like cultist masters , englightment, batariel....

    You just destroying the mechanics in this game we love it for...better concentrate on totally useless cards to bring more options for strategies in pve/pvp instead of killing core mechanics of the game...

     

    "Also for beginners this card can be helpful to finish expert maps" Beginners shouldn't really be able to beat expert maps, should they? They are called "expert" for a reason...

    Of cause for an expert they are easy to beat. When you know how and what cards are usefull for that map. But like I said a beginner shouldn't be able to beat them as well just because of 2 or 3 cards. When a person is a beginner and he jumps into a mission at the highest difficulty, he should get stomped, that's good game design. There's no use in getting better in this game when you can beat everything without even knowing what 90% of the cards do.

    I wouldn't call it a mechanic when certain things can compensate your lack of skill :D

  12. 40 minutes ago, Kubik said:

    Agreed, but on the other hand it is also important to know who that person is.

    That's exactly what I mean. When you pay extra attention to the people you know, you balance the game in general for more experient players. That's why I think it's better to only look at the reasoning.

    The only real problem I see with discord is that one person mentions a card maybe with a good idea and then many other people discuss about that card forever, then another card get mentioned and so on until you have to scroll up for like 5 minutes until you see that good idea. I know you can search for it but when you don't know about that idea and just want to see which cards are suggested, it's almost impossible to find that idea after a few days.

  13. I would love to see some balance changes especially some nerf for those way too often used LSS, Amii-Monument and Enlightment/Batariel in Pve. However I think in the latter case there should be more of a change in the way it works instead of simple number changes.

    I think everyone in this community should be able to say which card they want to see changed. In many PvP games there is a class / strategy / whatever which is greatly balanced from the competetive view but just stupid for beginners and I don't think that's a good approach for this game. Beginners already get frustrated because of the amount of time they have to spend to get all the good cards anyway. So only picking some good players for every mode and let them decide isn't a good idea imo. Besides everyone has a favorite deck and therefore isn't completely objective. The more people can judge over a specific card, the more objective it is. Though it should also be necessary to tell the reason for the opinion. Not just buff or nerf. More like "Buff because I never saw that card" or "Buff because I used it and it was useless" or something like that.

    In my opinion the forum is a better place for that. It's way more orginized and you can read older posts more easily. Besides when you post something in a forum, you automaticly think more about the stuff you write and argue better. Therefore you read more well-thought-out ideas here than in discord. At least thats my feeling.

  14. I think removing the gold reward from PvP would lead to even less fun for beginners because like you said, most of the decks would have anything on U3 so the difference between experienced and non experience people would be even bigger than now. Additionally the change that you give only the winner the booster increases that even more because the beginner rarely wins a match so he doesn't get as much cards as he needs.

    We shouldn't reward people for winning in PvP when the reason why they won wasn't the skill but the time they farmed upgrades and Bfps in Pve.

  15. I'm not a mod or developer or something like this so you can't really rely on this but I think the reason for this rule is to prevent people from trading cards from their second account to their main account to gain double the rewards and therefore get an unfair advantage over others. I would say as far as you don't trade between your two accounts it should be fine.

    Though there's another reason why I write this post: Topics of threads are meant to give the reader a short overview of the content of it. And that topic doesn't tell us at all what you're talking about in it. So to keep this forum as organized as possible, I would pick a more informative topic name next time :)

  16. How about a second version of rPve? Currently the only thing you have to do in rPve is to attack the camps as fast as possible. So maybe some kind of defensive rPve. Everyone is positioned in the center of the map and enemys attack from every direction. After a few minutes of defending you can build t2, and so on. After defending for 20 minutes or so you win the game. I think it's not even that difficult to make this mode because you don't need to vary with different layouts of the map. It just needs one layout in 4 different styles (bandit, stonekin, twilight and ls) and the amount of attacking units have to be randomized dependent on the difficulty.

    Would give the people a completely other way of playing rPve and at the same time some defensive cards would also find their use in it.

  17. 16 minutes ago, Kilian Dermoth said:

    Another completely different aspect to break repitition is one of the game mechanics itself: the TCG part. A TCG should lead in people haveing diversity in decks but this somehow doesnt work for battleforge. I have nature as starter, so I put atleast windweavers and ensnaring roots in. Something else usually makes less sense. Yeah there are other ways to play nature as starter but they usually dont work as well as this combo. Or Fire as starter without Nomads (Green) or at least Mine? Frost as starter without Frost Mage? Ok good shadow can be played in many different (map specific) ways. Then i had to choose, spell based damage deck, tower / root based defense deck or unit based offensive deck? And based on this descion and the colors I have the deck should roughly be fixed if it should work. Its is finally the problem of balance among the cards that lead to this. For example: how often have you seen something else than church of negotian on bad harvest at position 3? Its really rare and if you try something else you get called out... This way the community even prohibits this kind of diversity.

    Exactly was I was about to write. There are so many cards but most of them aren't played. Some cards are completely unknown for most people. For example do you know what cards like Bandit Sorceress does, lost converter or Fleshbender? Some cards are even completely broken like second chance or promise of life but nobody seems to care. That's exactly why balancing is also important in Pve. By nerfing some strong cards like amii-monument, enlightment or lost spiritship and maybe buffing some weak cards like the cards mentioned above you give people the option to play other cards and therefore make Pve more diverse and fun. And when you only nerf t4 or certain t3 cards you can be sure that PvP won't be effected by it anyways.

    I like to play rPve and I can play it for hours without getting bored despite the fact that I hate grinding. Sometimes I even collect gold and I don't know what to spend it on. Not because I like the variety of rPve but because I like the variety of my decks. In my opinion many people destroy their own fun by playing one and the same deck over and over again and some of those decks aren't even build by themselfs (not that it's a bad thing especially as a beginner but as soon as you know how to play a deck, you should consider other cards that may fit better in your opinion). People play a boring deck and expect it to become fun through the map. I think it should be the other way around. Play a boring map and make it fun through your deck.

  18. 14 hours ago, Flrbb said:

    And the current state is, that a unit seems (sometimes) to be immune to warp for some time, after it was warped. In consequence, you cannot use both NW in random missions to move faster.

    That was never possible. Every time an unit gets warped, it gets a debuff which makes it immune to every other kind of teleportations. At least that's what supposed to happen. The only way to bypass this debuff is to use Incredible Mo's 3rd ability. So maybe you saw that combination and thought it was a bug when you tried it later without the Increadable Mo?

  19. 2 hours ago, Kubik said:

    "friends are 2km ahead" should I understand it as you and your friends are using hacks to increase map sizes? :thinking:

    No. I think they just play on different maps. Everything is one single world after all...

    Seriously at least constructs XL-knockback is usefull. You don't have to walk behind your units with them the whole time. Play other units and when you see a boss, for example in rPve, just play the construct next to him and he will immidiately knockback the boss. Especially for colors with a weakness against single strong units like pure frost it's a good situational card.

  20. I think Construct is already in a good spot. It has good dmg and is the only unit that has a XL knockback on it's normal attacks which is the only way to stun bosses which is obviously a very strong ability.

    On the other hand I think battleship is one of the weakest t4 cards in the game. It doesn't do much dmg and hasn't much life either. So I'm totally fine with giving him a small speed boost. Though it shouldn't be as fast as spiritship. Both can attack while they are moving and that's one of the main reasons why spiritship is so overpowered in rPve.

     

    4 hours ago, Pritstift said:

    What about adding an exra ability to this cards - for some energy you can activate the speedbuff for some seconds - after there is a cooldown? 

    You also could add some extras like speedbuff increase is depending on level of void or same units around it and so on.

     

    I really like idea of a restricted speedboost for Battleship. Would make it faster but still keep the frost-style of this card. Though that got me on an idea that also buff some other weak cards like winterwitch: Make battleship only go faster when it has an ice shield. Ice shields are very weak in t4 anyways but are one of the main reason why you would play winterwitch so give battleship that ability and hit two birds with one stone.

  21. Motivated Foes:

    Wheel of Gift's first ability is that exact same effect.

    Cursed Wells:

    I don't know if that's possible but if you use Resource Booster and change the numbers to 5000 meters (global), -25% more Energy and 0% more used energy it should have that effect ^^

    Termites:

    Lost Disrupter Purple has a similar effect. Just change the duration to 1000000 seconds or something like that :D There's however an additional effect to that card so it's probably not possible to pick only the one half of that effect...

    Foreign Grounds:

    Ok that's probably not possible :D

    Unholy Gift:

    Again Wheel of gift. This time it's 3rd ability.

     

    I probably still didn't understand the problem fullly and my ideas aren't possible but I wouldn't know why.

    RuneSeeker likes this
  22. 7 hours ago, Kubik said:

    first of all I like the core of the idea, but unfortunately that is not how the game works :( and I think none of the listed options would be easy to implement :( we do not have source code for the game :( so our options are very limited :( 

    I always wondered. What exactly can you do without the source code? You can implement new cards and balance them, right? So does that mean the card information isn't written in the source code? I'm assuming the information for the maps isn't written in the source code either because there's actually a way for other people to create custom maps. If both of that is the case, couldn't you just place a building on the Pve map and "balance" it's effect to the specific effect the modifiers say.

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