Reputation Activity
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Unfortunately, I didn't do anything. It was mainly @Maxxxel with the help of @Titan
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Chibiterasu liked a post in a topic by shaulani in Position 4 in RPVEIt's not completely random. Position 1 and 4 always suffer from the same issue, while 2 and 3 are safe.
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Chibiterasu liked a post in a topic by Cocofang in DP20 OverhaulSome of you may be aware that the DP20 values that you find on ranged entities are not always reliable. While it is fine that they are rounded, some cards have values that are impossible for these cards to achieve.
It's been a topic for some time and I started compiling all values the other day in order to finally tackle this problem with the goal of updating tooltips, DP20 values and formulas used to calculate those. Let's begin by establishing what works.
Current formulas
Generic
The typical ranged attack in Skylords has an amount of damage it inflicts on the main target as well as an upper limit of damage it simultaneously inflicts in an AoE. And of course a time between attacks.
There are different ways to write this and still come to the same result but it's essentially this.
You take the damage the attack deals to a single target and add the total damage the attack can deal in an AoE. You then average that value out by dividing it by 2. Finally you take the time between attacks and divide it by 20 to get the amount of times the entity can attack within 20 seconds. Divide the previous result through this and you have your DP20.
Alternatively divide 20 by the time between attacks and multiply the previous result by this.
This formula works for the vast majority of ranged entities in the game. Unfortunately It just sometimes uses inaccurate values.
Ranged attacks without AoE and Flamethrowers
Used for any ranged attack that either does not have an AoE component or is purely AoE, in that the fixed damage value is distributed among all affected targets.
In that case "time between attacks" should technically be "Interval between damage application" but same difference.
Squads
Used for ranged Squads. There are no ranged squads with AoE but if there were they would use the generic formula multiplied by the number of entities in the squad.
You calculate the damage value as usual and then multiply it by the number of entities in the Squad. This is also the reason why damage output from a squad drops if individual squad members were killed.
Inconsistent values
Usually the AoE value of a ranged attack is 150% of the single target damage. So for example, an attack that deals 100 damage to the main target would consequently have an upper damage cap of 150 for its AoE.
Pretty straight forward but unfortunately far from consistent. Many entities in the game are off by a few digits, so they range from 148% - 152% on their AoE. Some of them because the single target damage value doesn't have a clean 150% value, which is fine. The recently released Bedrock for example has 633 single target damage on U3, the AoE being rounded from 949.5 to 950. But in many other instances the numbers are simply off. For example, Armored Tower has 110-170 damage but really it should be 110-165.
Another inconsistency is the attack time. After extensive testing there seem to be three internal values that define this. Cast Steps (the wind-up part of the attack animation after which the projectile fires), Resolve Steps (the wind-down part of the attack animation) and Recast Steps (independent balancing lever and cooldown between attacks), all expressed in milliseconds. The actual attack time appears to be:
But take Cannon Tower as an example. It has 200 Cast Steps, 1000 Resolve Steps and 2300 Recast Steps. The highest value being Cast Steps + Recast Steps, which is 2500ms. But the description and DP20 calculation assumes an attack speed of 2000ms, or 2s. Which is of course completely wrong.
Additionally, there is a small random delay added to every attack. This is an important aesthetic choice as it makes ranged battles feel much more frantic and organic. But it obviously affects DP20 and should be included in the calculation. Interestingly, this RNG delay doesn't affect entities that have higher Resolve than Recast Steps. Most airborne entities are in that category.
Abilities
As a general rule of thumb the DP20 calculation ignores abilities like Multishot or effects applied by the attack, like poison or debuffs that increase damage taken. Windweavers are notoriously powerful because their on-paper DP20 is doubled when they get to attack two targets. Same goes for Lost Horror or Rioter's Retreat. Other units like Gemeye P or Spirit Hunters have a powerful DoT attached to their abilities that drastically elevates their damage output.
This makes some entities look worse on paper than they are. Going back to Spirit Hunters, their measly 192 DP20 is actually 792 or 692 depending on the affinity. And that doesn't even consider the ability to attack multiple targets one after another in order to apply the poison to several enemies simultaneously. For Gemeye P the actual DP20 is somewhere around 5250 instead of 3250. But that assumes targets stay within the AoE.
Considering the huge variance it would introduce to DP20 calculations in addition to some affinity-variants getting different base stats they are simply not factored in. Sucks for cards that would get more attractive numbers but it's the most straight forward approach.
Outliers
This is where the real fun is. Ignoring abilities is simple enough but what if crazy variance is built into the attack itself?
For these entities there is no established norm as to how to even approach the calculation. The formula has to somewhat reflect the expected damage output when using the card. But how?
Let's look at all the relevant Outliers that are currently in the game and consider their damage output in various scenarios.
Single Target: Only one target available
Small AoE: Multiple targets available, all in one direction. Meaning while AoE is applied the same amount of turrets are active as if there was only one target.
Split Single Target: Multiple targets available, surrounded. Meaning all turrets are active (where applicable) but no AoE is applied.
Average AoE: Multiple targets available, surrounded. Average AoE overlap (Single Target DMG + AoE DMG) / 2)
Max: Full damage application
Battleship
4 directional turrets, each dealing 100-150 damage every 2 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 2000
Small AoE: 2500
Split Single Target: 4000
Average AoE: 5000
Max: 6000
Ravenship (Ravenheart summons)
4 directional turrets, each dealing 70-120 damage every 2.5 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 1120
Small AoE: 1520
Split Single Target: 2240
Average AoE: 3040
Max: 3840
Corsair
6 directional turrets, each dealing 25-38 damage every 2 seconds. 3 turrets can attack a single target simultaneously. Except when the Big Fat Cannon cycles through. At which point all 6 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 1125
Small AoE: 1417
The above values are already wonky because they assume 4.5 turrets firing, as the average between the 3 drive-by turrets and all 6 blasting while Big Fat Cannon cycles.
Split Single Target: 1500
Average AoE: 1890
Max: 2280
Big Fat Cannon (regular formula)
Single Target: 580
Average AoE: 725
Max: 870
Ravenheart
6 directional turrets, each dealing 90-120 damage every 2 seconds. 3 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 2700
Small AoE: 3150
Split Single Target: 5400
Average AoE: 6300
Max: 7200
Spitfire
8 directional turrets, each dealing 75-110 damage every 2 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded. Only affects air targets.
Regular ranged attack with an AoE component, dealing 466-700 damage every 5 seconds. Only affects ground targets.
Single Target: 1500
Small AoE: 1850
Split Single Target: 6000
Average AoE: 7400
Max: 8800
Ground Bomb (regular formula)
Single Target: 1864
Average AoE: 2332
Max: 2800
Lost Spirit Ship
8 directional turrets, each dealing 80-100 damage every 2 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 1600
Small AoE: 1800
Split Single Target: 6400
Average AoE: 7200
Max: 8000
Howling Shrine
4 directional turrets, each dealing 750-1125 damage every 11 seconds. 1 turret, rarely 2, can attack a single target simultaneously, depending on positioning. All turrets can attack if surrounded.
Single Target: 1705
Small AoE: 2131
The above values assume 1.25 turrets firing.
Split Single Target: 5455
Average AoE: 6818
Max: 8182
Primeval Watcher
Chain attack dealing 660 - 330 - 220 - 165 - 132 damage as it affects up to 5 targets. Can only hit each target once per attack.
Single Target: 4400
Second Target: 2200
Third Target: 1467
Fourth Target: 1100
Fifth Target: 880
Max: 10047
Rocket Tower
4 omni-directional shots, each dealing 75 damage every 4 seconds. Cannot attack a single target simultaneously. Can shoot all if 4 or more enemies are in range.
Functionally similar to Multishot.
Single Target: 375
Max: 1500
Stronghold
8 directional turrets, each dealing 164-246 damage every 2 seconds. 3 turret, rarely 4, can attack a single target simultaneously, depending on positioning. All turrets can attack if surrounded.
Single Target: 3553
Small AoE: 4442
The above values assume 3.25 turrets firing.
Split Single Target: 8747
Average AoE: 10933
Max: 13120
Thunder Wagon
1 turret, dealing 350-525 damage every 4 seconds. 1 flamethrower dealing 150 damage every second.
Thunder Bomb (regular formula)
Single Target: 1750
Average AoE: 2188
Max: 2625
Flamethrower (regular formula)
AoE: 3000
What now?
A big problem with some of these outliers it the drastically different damage output depending on how many turrets can shoot at any given time, as they are directional. How do you account for that sort of variance in a static formula? Thunder Wagon is the most straight forward with its current design: Just add up the two AoE values. Rocket Tower could get a nasty low number like 375 DP20 or the rounded average between single target and max, which is 940.
There can be different formulas depending on the setup but ideally several outliers should be covered by one formula.
The questions to solve are:
Once the RNG delay is considered in the DP20 calculation, many ranged entities will end up with a lower DP20 value. This wouldn't affect their functionality at all though. Would that still be something to be concerned about?
Should the relation between single target and AoE be updated across the board to get as close to 150% as possible?
Which formulas could express the DP20 value of the outlier cards most accurately? They are clearly more tailored towards AoE clearing but a needlessly inflated DP20 value would give a false impression about their actual strength.
Do the outliers need expanded tooltips to clear up their mechanics or is the DP20 value enough?
How should the DP20 value be rounded? Single digit? Even 10? Even 100? Different rounding depending on the tier of the card?
Important to keep in mind that this is all just about the visual representation of numbers. The actual mechanical values are untouched (aside from potentially minor changes to achieve the 150% AoE value). But depending on which formulas you use you get a higher or lower number printed on the card. Which is certainly important for the "feel" and first impression.
If you have any ideas or opinions regarding this topic, feel free to share. Especially potential formulas for the outlier cards that can be used going forward would be valuable.
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Patch #400047 - Summer Swarm
Welcome to our newest patch. This update contains our thirteenth balance patch for the game and two brand-new cards!
Patch Preview
Two new cards are now available! Jump in-game to collect Swarm and Icespike! A large amount of balance changes, mostly to T3 cards, in preparation for our release of the new campaign maps later in the year.
General Changes
Synced Map of the Day reset with Daily Quests, the achievement tip for Map of the Day now displays the full date with time when last completed. Added the statistic "time spent in matches" to the in-game profile. Using the text search in the achievements window will now also look for missing maps and missing cards. For example, if you search "Crusade," it will return all achievements related to the PvE map Crusade that are still incomplete. Added friend list and ignore list capacity indicator to the UI. Increased the friend list limit from 200 to 300 total accounts. Added more information to logs when getting errors or crashes, which should help us better diagnose the cause of game instabilities. Added "Don't show again" to multiple Yes/No dialog boxes in the game. General Fixes
Fixed game connections not being properly closed when the match ends. This should hopefully improve game stability. Fix AFK players BFP reserve drain considering more playtime than up to the last action. Fixed context menu items showing as white when clicked. Fixed visual bug of charge count not decreasing when removing upgrades.
New Cards
Icespike - 110p T3 Frost Unit
You will find the upgrades for this card on the map "Siege of Hope".
Active - Frozen Blanket:
Activate to bestow up to 5 friendly units within a 20m radius with an Ice Shield. Each Ice Shield absorbs up to 620/620/680/800 damage for 30 seconds and can be strengthened to absorb up to 2000 damage. Reusable every 30/20/20/20 seconds.
Passive - Brrrr!:
Attacked units are frozen for 15 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds.
For more information, check out Community Update - May 2024.
Swarm - 90p T3 Nature Spell
You will find the upgrades for this card on the map "Titans".
Spell - Beetle Infestation:
Summons a swarm of 4 Burrowers at the target location. The Burrowers have a lifetime of 20 seconds and do not provide ground presence to play out cards or claim structures next to them. Additionally, they are immune to revive effects and cannot be infected with the Twilight Curse. Reusable every 25 seconds.
For more information, check out Community Update - June 2024.
Card Balance Changes
[ Tier 1 Changes ]
Mark of the Keeper:
1. Removed enemy player card play block.
Since the introduction of Tectonic Shift, Mark of the Keeper + Tectonic has become a PvP combo capable of completely disabling the enemy player's ability to respond and defend themselves. We are removing the card block ability to allow players to still summon cards inside a MotK aura. This will have no effect on PvE and this change does not affect the NPC version of Mark of the Keeper.
Thugs & Strikers:
1. Add "Marauder" tag to the game and add to Thugs and Strikers.
2. Change "Gang Up!" from "orcs" to "marauders."
We have been quite happy with the Gang Up! ability on Strikers and Thugs, but it currently has some weird interactions with Twilight Minions who are orcs but not part of the gang. We would also like to expand the Gang Up! ability to other cards, so we are swapping the effect from the species tag "orcs" to the new "marauder" tag both Thugs and Strikers already possess.
[ Tier 2 Changes ]
Banditos (incl. Corsair summons):
1. Alliance friendly unit requirement: 3 per stage ➜ 2 per stage
2. Blessed Alliance Rework:
A. No longer based on nearby enemies
B. Now grants increasingly more damage reduction based on number of friendly units nearby.
C. Description - The unit will be incited to resist more damage when being surrounded by friendly units within a 25m radius. Per every 2 friendly ground units around them Banditos will receive 20% less damage up to a maximum of 6 units that will spur them on.
Part of our focus in the next 2 patches is to enable melee-based PvE strategies in the lower tiers. As part of this, we are enhancing Banditos' swarm identity by reducing the total number of Banditos needed to activate their bonuses. This will also indirectly buff Corsair. The new Frost affinity will grant scaling defensive bonuses, allowing Banditos (b) to act as a powerful frontline for Bandit armies.
Befallen's Curse:
1. Power cost: 100 ➜ 90
2. Tainted Disease (p) damage reduction: 25% ➜ 40%
3. Both affinities: Fix the last infection's damage to properly match infection duration (180 dmg ➜ 200)
Burrower:
1. Active ability Tunneling:
- Change availablity from only U1/U2/U3 ➜ all upgrades.
2. Active ability Acid Spit:
- Decreased damage from 850/850/1000/1100 (2550/2550/3000/3300 in total) ➜ 800/850/950/1100 (2400/2550/2850/3300 in total).
- Fixed incorrect handling of overkill damage.
- Fixed missing damage against mounted units on affected wall segments.
- Added a preview of the ability radius that is displayed on hover over the activation button.
- Changed display order on card visualization and tooltip from first ability to second ability to match activation icon order.
Deep One:
1. Tainted catch debuff strength: 25% ➜ 40%
Gladiatrix:
1. Sobering (both affinities) cooldown: 20 seconds ➜ 10 seconds
Icefang Raptor:
1. Blessed Reserve (b) damage reduction: 30% ➜ 35%
2. Infused Reserve (r) damage reflection: 35% ➜ 60%
Knight of Chaos:
1. Chaos range increased 20m ➜ 25m
2. Life Points: 900/900/950/950 ➜ 970/970/1020/1020
3. Fixed an issue where the aura would not affect units currently already affected by another instance of the debuff.
4. Added a preview of the ability radius that is displayed on hover over the unit, but only while the ability is active.
Pure Shadow is on the weak side in the current PvP meta. As a result, we are buffing Knight of Chaos to provide more reliable crowd control and to function as a better high health target for spell/ability combinations such as nasty surprise, mage bomb, and corpse explosion.
Lost Dancer:
1. Blast damage: 80, up to 120 in total (670 dp20) ➜ 100, up to 150 in total (830 dp20)
2. Blast auto-cast range: 30m ➜ 40m
3. Tainted Blast human damage: 100% ➜ 50%
4. Infused Siege: 50% ➜ 30%
The +10m auto-attack range increase and +25% damage increase should improve Dancer's viability in both PvP and PvE. We reduced affinity specific damage bonuses to compensate for these other buffs, though the specific damage to structures and humans relative to each affinity remains largely the same.
Lyrish Knight:
1. Surge of Strength frozen damage buff: 50% ➜ 80% more damage
Rageclaws:
1. Class: "Human Soldier" ➜ "Human Marauder"
2. Add "Gang Up!" to Rageclaws
3. Add “Group Pressure” to Rageclaws
Rageclaws now have Gang Up! and combo with Thugs and Strikers.
Revenant's Blessing:
1. Infused Immortal (r) damage buff: 30% ➜ 50% more damage
2. Bugfix: Now properly stacks with Lost Manabeast's Immortalize ability.
Previously Revenant's Blessing, when combined with Manabeast's Immortalize ability, would cause Lost Wanderers and Lost Shades to instantly die. While we have fixed this instant-death issue, we have introduced an alternative issue where Immortalize, when combined with Revenant's Blessing, now makes the revenants of Lost Wanderer and Lost Shade live forever. While neither issue is ideal, we think it is better for the bug to benefit the players until we can figure out a permanent solution to the problem.
Stone Shards:
1. Blessed Fury: Ignore freeze damage reduction ➜ Ignore freeze damage reduction and deal 50% more damage to frozen targets
Stone Tempest:
1. Stone Wrath damage: 30/32/36/41 (45/48/54/62 in total) [840/890/1000/1140 dp20] ➜ 35/37/41/46 (52/55/61/69 in total) [870/920/1020/1150 dp20].
[ Tier 3 Changes ]
Aura of Pain:
1. Power cost: 100/100/100/90 ➜ 90/90/90/80
2. Duration: 30 seconds ➜ 40 seconds
3. Card charges: 6/8/10/12 ➜ 10/14/17/20
Slight changes to Aura of Pain to encourage stacking the spell on own melee units.
Backlash:
1. Power cost: 120p ➜ 110p
2. Cooldown: 30 seconds ➜ 25 seconds
Small buff to Backlash to allow Fire decks to counter Swarm in T3.
Corsair:
1. Assistance cooldown: 90 / 90 / 60 / 60 seconds ➜ 45/45/30/30 seconds.
- Toggle ability Concentrate of summoned Commandos (Shadow):
- Increased the activation cost from 10 power ➜ 20 power.
Infect:
1. Total targets: 7/7/10/10 ➜ 6/6/8/8 enemies affected
Infect is one of the strongest spells in the game. We are slightly reducing the total targets to reduce its strength in ideal scenarios.
Lost Banestone:
1. Bugfix: Everlasting: No longer extends the lifetime of other temporary entities, but only Revenants.
Lost Manabeast:
1. Bugfix: Increase attack speed to 3 seconds
Lost Manabeast has a slower attack speed than listed on the card, making the card deal around 25% less damage than originally intended.
Lost Vigil:
1. Celestial Blast damage: 90, up to 135 (1125 dp20) ➜ 108, up to 162 (1350 dp20)
2. Invigoration damage: 135, up to 200 (1675 dp20) ➜ 162, up to 243 (2025 dp20)
Lost Vigil has languished ever since its nerf soon after the release of the Lost Souls edition in Phenomic times. It was nerfed at the time due to being overpowered in PvP. Since then, we have significantly buffed T3 anti-air units in PvP, so we now feel safe to give her a 20% damage buff.
Magma Hurler:
1. Life points: 975/1000/1130/1270 ➜ 900/940/1020/1140
Slight tamper down on Magma Hurler’s life points. Magma Hurler has long been the go-to unit for Fire in T3 and it became more so when we buffed its damage several patches ago. While we are buffing up other Fire options in this and the next patch, we are slightly nerfing Magma Hurler to make space for those other options without killing the card.
Northland Drake:
1. Tornado general changes:
A. Duration: 15 seconds ➜ 8 seconds
B. Damage per second: 108, up to 162 ➜ 232, up to 348
C. Tornado length: 30m ➜ 35m
2. Blizzard power cost: 70p ➜ 50p
3. Blessed Blizzard (b) freeze speed: Every 3 seconds ➜ Every 1.5 seconds
4. Infused Blizzard (r) extra damage: 100 damage ➜ 200 damage.
The goal with these changes is to double the speed of the tornado and to adjust the other numbers accordingly to maintain existing damage and freeze numbers. The hope is that this will make the tornado more usable through higher responsiveness.
Nox Carrier:
1. Infused Necrostrike (r) Ripper count: 2 ➜ 3 Rippers summoned
2. Tainted Necrostrike (p) poison damage 40 ➜ 50 damage per second
Sandstorm:
1. Power cost: 140p ➜ 100p
Sandstorm remains well outside of general viability despite the previous buffs. Instead of increasing card damage, we have reduced the card’s power cost again to encourage using it as a crowd control alternative.
Shadow Insect:
1. Damage: 1200 dp20 ➜ 1440 dp20
Sleet Storm:
1. Spell duration 10 seconds ➜ 15 seconds
Soulhunter:
1. Minefield damage: 80/80/100/100 against units and 21.25/21.25/25/25 against structures (240/240/300/300 in total) ➜ 160/160/200/200 against units and 20/20/25/25 against structures (480/480/600/600 in total).
Buffing up Soulhunter's ability to not be outcompeted by its T2 spell equivalent.
Spitfire:
1. Ground Bomb damage: 270/290/320/350 (405/435/480/530 in total) [5510/5610/5760/5920 dp20] ➜ 376/396/426/466 (565/595/640/700 in total) [5880/5980/6130/6330 dp20]
2. Siege: 100% ➜ 50%
Move damage out of siege and into the ground bomb itself to improve Spitfire’s usability outside of building siege situations. Damage to buildings remains identical while damage to non-buildings increases by 33%.
Stronghold:
1. Power cost: 200p ➜ 230p
2. Passive ability To the Last!:
A. Both stages of internal damage buff and damage reduction are now stackable with external sources of damage modification.
B. Both stages of internal damage reduction can no longer be disenchanted.
Since the buffs and the release of Tectonic Shift, Stronghold has been too strong in both PvP and PvE. We are slightly increasing its cost to fit its new strength.
Tectonic Shift:
1. Initial spell application timer (cooldown): 20 seconds ➜ 10 seconds
A. This is the spell application timer, not the teleport ability timer.
Allow players to apply Tectonic Shift to multiple towers more quickly.
Transcendence:
1. Orb cost: Shadow, Nature, Neutral, Neutral (T4) ➜ Shadow, Nature, Neutral (T3)
Give players access to Transcendence earlier, enabling more T3 army strategies.
Unity:
1. Card charges: 6/8/10/12 ➜ 8/11/14/16
Unstable Demon:
1. Demonic Rage:
A. Movement speed bonus and acceleration 60% ➜ 100
B. Duration 5 seconds ➜ 4 seconds
C. Cooldown 15 seconds ➜ 5 seconds
2. Critical Mass damage : 560/700/900/900 (2000/2500/3000/3000 in total) ➜ 560/700/900/900 (4000/5000/6000/6000 in total)
- Fixed incorrect handling of overkill damage.
Virtuoso:
1. Trumpet of Jelicoo building damage: 600/675/750/825 (1700/1800/2000/2200 in total) ➜ 600/675/750/885 (1700/1800/2000/2200 in total)
We are currently reworking Girl Power into a melee-support card, and once it releases, it will, alongside this minor buff, allow Virtuoso to one-shot small spawn buildings with its ability.
Vulcan:
1. Flamethrower damage: 120 per second (2400 dp20) ➜ 140 per second (2800 dp20)
2. Conflagrate damage: 265 per second ➜ 280 per second
Wrathgazer:
1. Power cost: 220p ➜ 200p
2. Disintegration speed: 150/150/150/165 ➜ 170/170/170/185 life points per second
[ Tier 4 Changes ]
Colossus:
1. Thunderous Roar Rework:
A. Releases a bloodcurdling roar that riles up Colossus. The unit will deal 75% more damage for 25 seconds. Additionally, Lumbering Step is activated for 25 seconds. Reusable every 30 seconds.
2. New ability, "Lumbering Step":
A. Turn Speed - Increase turn speed by 50% for the duration.
B. Damage: 200, up to 1000 in total.
D. Description: "While moving around unit knocks back small and medium units dealing 200 damage, up to 1000 in total to enemies. Affects ground units only. "
3. New Ability, "Colossal Birth": When being spawned the unit is undazed and displaces the earth, knocking back small, medium, and large units. Can be spawned nearby enemy units and structures excluding walls. Affects ground units only.
Colossus's rework design was previously decided upon with community help, but the final implementation never managed to happen due to a lack of implementation capacity and a later shift in priorities towards other factions. This rework will finally see the light of day and provide the long promised melee-partner for Forest Elder (b). Colossus's Roar gives it a major self-damage buff, allowing it to kill bosses quickly, while the Lumbering Step gives it a Thunder Wagon-esque ability to damage enemies just by walking through them.
Kobold Inc.:
1. Orb cost: 3 Frost, 1 Neutral ➜ 2 Frost, 2 Neutral
2. Blessed Speed-up (b):
A. Speed-up & Description: 50% faster ➜ Construction time is reduced by 66%
3. Tainted Speed-up (p) drawback: 400 damage ➜ 25% of maximum life points lost on spawn
4. Add Construction Hut cost reduction effect (-25% power cost) to both affinities.
5. Initial cooldown: 60 seconds ➜ 0 seconds
As part of our continual focus on creating a new building archetype, we want to propose several changes to Kobold Inc. As a T4 Frost building, Kobold Inc. should be the ultimate building support. One issue is its orb requirements. All other Frost buildings and their support requires only 2 orbs (this is similar to how all root network cards are available for 2 orbs), but Kobold Inc. uniquely requires 3 orbs. We think this unnecessarily constrains the card and limits what is actually available to use with Kobold Inc, which right now it really only Stronghold or WBG unless Kobold Inc is enlightened. After this change, other cards like Volcano, Deepgorge, Hatecaster, Artillery, or Comet Catcher when player's orb swap for Sages will become available for use with Kobold Inc.
Next, we want to equalize the different affinities. We are increasing the frost affinity's speed-up while making the shadow affinity's penalty percentage based. This will make it a choice between rapid construction or instant construction with health loss. It also removes edge cases like U0 Altar of Nihil which is instantly destroyed by Kobold Inc. because it only has 400 life points. Additionally, we are adding Construction Hut's discount to Kobold Inc., which seems like an obvious addition. T1 cards shouldn't outcompete T4 cards in the same role. Last, we are removing the initial cooldown from the card as it functions as an unneeded time penalty. This is only step one of the changes to Kobold Inc., as we have more changes planned for the frost affinity to ensure it is a compelling choice instead of players defaulting to the shadow affinity.
Lost Evocation:
1. Power cost: 140p ➜ 110p
2. Blessed Revenant damage reduction buff: 50% ➜ 60%
3. Infused Revenant damage buff: 100% ➜ 120%
4. Affected units can now receive the buff again if they re-enter the area of effect and the previous buff's duration has expired.
Lost Warlord:
1. Add affinity effects to revenant's spawned by Revenant's Doom.
Spore Launcher:
1. Remove slow, now moves at normal XL speed (6.4 m/s).
2. Remove Siege, add XL-counter
3. Add L-knockback to Explosive Spores
We are trying out a minor identity change for Spore Launcher, making it more mobile with stronger built-in crowd control. We realize this is unlikely to make it the preferred choice for root network absent changes to Razorleaf.
Tortugun:
1. Eruption:
A. Remove affinity effect from Eruption, change both Eruption affinities to current Fire affinity with the Fire affinity description (50m range).
2. New Devour Affinities:
A. Blessed (b) Devour: "Additionally, unit receives 50% less damage for 20 seconds after consuming a unit."
B. Infused (r) Devour: "Additionally, unit deals 100% more damage for 20 seconds after consuming a unit."
Tortugun's affinities are wildly unequal with one having 30m range and the other having 50m range. We are making both affinities have 50m range and moving the affinity effects to Devour. Players are now encouraged to strategically time feeding their Tortuguns to gain access to a large damage reduction or damage increase buff for a short time.
Map Changes
Uro (PvP Map):
Removed both red-colored fortification walls (incl. official spectator version of the map).
King of the Giants (PvE Map):
1. The unlikely event of Jorne dying now results in game over instead of soft-locking the players into the map.
2. Increased the detection range for both Rogan and Jorne near the final cave to end the map by 15m. This should decrease instances of players failing to complete the map despite successfully guiding Rogan to his objective.
Blight (PvE Map):
Fixed a rare crash that occurred when players were destroying the objective spawn buildings as the timer ended.
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Elemental Mastery Suggestion - Megathread
Our intention as a team is to create a new category of mini-achievements specific to each faction called elemental masteries. These masteries will be split into two categories:
Individual - these will track specific card actions, such as the number of spawns erupted to death. General - these will will track player progress with the overall faction, such as how many maps a player has completed with Pure Fire. Each category will reward minor rewards along the way, mostly in the form of faction-specific cosmetics. Our goal is for this topic to function as a brainstorming area for which masteries we want to track.
The goal is for each faction to track 5 interactions per tier, as well as 5-10 general faction progress trackers. We are interested in the community's ideas for what types of card actions they would like to track, with focus on things which are commonly repeatable. Focus can be either PvP or PvE, though the final choices will be a mix of both.
Examples of Trackable Actions
Due to recent advancements in our understanding of the game, we can track most internal and external card interactions. Below are a list of some of these trackable events, all of which have been taken from Fire cards.
Number of units charged by Enforcer Enemy spawn buildings erupted to death Buildings suppressed (Sunstriders + Suppression) Enemies knocked back with Lava Field Total time Batariel has spent in his stage 3 burning phase Total damage dealt by Fire Dragons Void returned with Shrine of War
Further Discussion
Brainstorming is also taking place in our official discord dedicated to discussion of card balancing in Skylords Reborn. Please join us there if you would like to see more elemental mastery suggestions or if you would like to participate in discussions relating to proposed changes to the game before they happen.
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Hirooo liked a post in a topic by Chibiterasu in Frost bite (red) bugsSummary: There are multiple bugs with this card's effect that mainly affect the outgoing damage of the target.
Description: The card says that the unit "fight's at a slower pace". (In this case it coded as 50% slower)
However there are a few things with that part, that is definitely not intentional:
1. The slower fighting pace is only true for melee units. Ranged units still attack at the same pace as before.
2. The card has a hidden 25% damage nerf in its effect. This applies to melee and ranged units. So it kinda makes up for the missing effect on ranged units.
3. And now the funny part: Generally the damage, melee units deal, is automatically calculated based on the length of the attack animation. So a slower attack animation leads to higher damage. This is something that applies to all melee units in the game and exists to reach the same damage over 20 seconds no matter which attack pattern a unit uses. But this is also true for the slow down effect of Frost Bite. So frost bite slows down the attacks of the target by 50% but then the mentioned mechanic kicks in and buffs the damage of those attacks by 50% again to reach the same original damage over 20 seconds. However because of the hidden 25% damage reduction, it's not as noticable and still has an overal Damage nerf on the target.
You can see this last part very well in the video here. Normally a Batariel attack against air units deal 697 damage as you can see in the first example. This is always the case as Batariel only has one attack animation against air units. However once frost bite red is applied, the damage turns to 784 damage. The attack animation got reduced by 50%, which increases the damage by 50% and then the damage get reduces again by 25% (697 x 1.5 x 0.75 = 784).
And another very interesting point if you look closely is that the damage aura of Batariel triggers in the second example. This ability is supposed to have a 1000 damage threshold. The reason why it triggers is because the internal damage of the attack got increased from 697 to 1045 damage because of the slow down. This modification affects the threshold. However the 25% damage reduction doesn't because the threshold is uneffected by "normal" buffs and debuffs.
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doctor gami liked a post in a topic by Chibiterasu in Cleaning up and updating card descriptions - MegathreadYou 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.)
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Description: If you use some kind of melee disarm ability on Dreadnought and then switch Dreadnought into his ability, he will be able to attack after the disarm runs out.
The reason for this is that his ability applies a permanen disarm to himself while in that stance. But that disarm won't overwrite an existing one. So as soon as the previous one runs out, he is able to attack like you can see in the video.
Media:
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Description: If you use some kind of melee disarm ability on Dreadnought and then switch Dreadnought into his ability, he will be able to attack after the disarm runs out.
The reason for this is that his ability applies a permanen disarm to himself while in that stance. But that disarm won't overwrite an existing one. So as soon as the previous one runs out, he is able to attack like you can see in the video.
Media:
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Volin liked a post in a topic by Chibiterasu in TortugunNo. Imo it shouldn't. The reason why I suggested this is because it's especially ineffective to eat smaller stuff. And with many potential supports like Grim Bahir, Infect or even Undead Army it's therefore almost useless to eat the units because the animation of Tortugun is way too long. So my goal was to especially improve the effectiveness for smaller units.
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Xamos liked a post in a topic by Chibiterasu in TortugunNo. Imo it shouldn't. The reason why I suggested this is because it's especially ineffective to eat smaller stuff. And with many potential supports like Grim Bahir, Infect or even Undead Army it's therefore almost useless to eat the units because the animation of Tortugun is way too long. So my goal was to especially improve the effectiveness for smaller units.
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Chibiterasu liked a post in a topic by MarcoMaar in Introducing... MarcoMaar, our new client developer!Glad to be part of the team!
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Hello everyone,
I am excited to announce that I will join the Skylords Reborn team as Community Manager!
As Community Manager I will be responsible for the communications between the Skylords Reborn team and the community. This will allow the team to focus more on their own positions, bringing you content and balancing patches faster, where I will be keeping you up to date about everything Skylords Reborn. This also includes on our social media channels, such as Twitter and Facebook.
One of the ways you can expect this to work is with biweekly status updates, highlighting things you might have missed and giving you sneak previews on what is being worked on.
I will also be making notes on frequently asked questions and the hot topics that are being discussed in the forums, discord or in-game. If you have any questions or ideas, feel free to post them in the forum or discord page, just as you are doing now. I will make sure to forward your ideas and questions to the team.
I'm happy and honored to join the team, being a Battleforge fan from the very first hour and I look forward in helping the project. If you also want to help, please take a look at the open staff positions here.
For now, please give me a bit of time to get up to date with the things happening behind the scenes. After that you can expect the very first biweekly status update, which I hope will result in a positive tradition.
I hope you are as excited as I am about the future of Skylords Reborn, and I look forward to working (and playing!) alongside all of you!
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Greetings Skylords, Skyladies and Skyfolk!
Today we are happy to welcome @Tweeto to the team as a 2D artist. He has shown interest, commitment and skill through numerous art pieces he has worked on in our official Discord server. Two of those pieces are attached to this announcement: one is a rework of the Amii Phantom card artwork and another one is artwork for a possible new Amii card. The end result looks very promising and we are thrilled to have him on the team, as having new artwork for cards makes it that much more exciting to add new cards. Although card artwork is a prominent task moving forward, he has shown to also have skills in other areas such as UI. This means that besides card artwork, he could also help with creating new UI elements to be used in the in-game UI. All around a very solid addition to the team!
Do not forget that we are still looking for new members! You can read all about it in our open staff positions thread:
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It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
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I don't like the idea of every deck being nature + X. You can totally play lost souls with bloodhealing. Yes, regrowth and equilibrium are easier to play and stronger but heals aren't a necessity, they are a convenience.
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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.
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Pritstift liked a post in a topic by Chibiterasu in Shrine of MartyrsThere were several reasons for this change:
1. The protection of Martyr didn't stack with most other protection spells frost has. It doesn't work for ice shields, it doesn't work for dreadnoughts ability, it doesn't work for ward of the north.
2. In 4 player maps the old martyr was useless because as you already said, one Player normally uses Shrine of War so you won't get any protection out of this effect anyway. The current Martyr is also not perfect for 4 player in combination with sow but at least you have an alternative to sow. (Therefore your idea with the effect for freezes depending on your void will also be useless in 4 player maps because you won't have void thanks to the one player who plays sow)
3. Frost has a lot of expensive abilities and spells. Some of them are quite important and without a proper void return tool, frost struggles in long fights. This is pretty much the opposite of the intentional design behind frost. That's why a void return tool is so important for pure frost.
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Loriens liked a post in a topic by Chibiterasu in Shrine of MartyrsThere were several reasons for this change:
1. The protection of Martyr didn't stack with most other protection spells frost has. It doesn't work for ice shields, it doesn't work for dreadnoughts ability, it doesn't work for ward of the north.
2. In 4 player maps the old martyr was useless because as you already said, one Player normally uses Shrine of War so you won't get any protection out of this effect anyway. The current Martyr is also not perfect for 4 player in combination with sow but at least you have an alternative to sow. (Therefore your idea with the effect for freezes depending on your void will also be useless in 4 player maps because you won't have void thanks to the one player who plays sow)
3. Frost has a lot of expensive abilities and spells. Some of them are quite important and without a proper void return tool, frost struggles in long fights. This is pretty much the opposite of the intentional design behind frost. That's why a void return tool is so important for pure frost.
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Mynoduesp liked a post in a topic by Chibiterasu in Differing Rate of Fire between two spawns of the same UnitIt'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:
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ZombieSchnitzel liked a post in a topic by Chibiterasu in TortugunOne 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.
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Chibiterasu liked a post in a topic by Bini Inibitor in Cleaning up and updating card descriptions - MegathreadGreetings,
cutting straight to the chase. Some cards in the game either have very vague or confusing card descriptions, that make understating attacks or abilities hard to understand or leave out important details. Some statements are also simply wrong.
Church of Negation
Disintegration values.
Commandos
States they attack each second, which should be every 2s.
Curse of Oink
Doesn't state radius of 15m. Change debuff description to avoid confusion with Twilight Transformation.
Dryad
Wrong attack time - 2.5s instead of 2s.
Emberstrike
List radius for Fiery Birth (15m).
Energy Parasite
Change description to "enemy power well".
Fire Stalker
Attack time is 4s instead of 5s.
Fire Worm
List radius for Percussive Birth (15m).
Frost Shard
Show number of targets affected (currently 7).
Giant Slayer
Change "Stalwart" to "Steadfast" for consistency (identical functionality).
Hammerfall
Doesn't state at which rate it refills the Shield/Healing Pool. Max capacity is stated only for Nature affinity. Also Typo: "Last" instead of "Lasts" for blessed affinity.
Healing Well
Doesn't state that it has 0 initial healing pool, neither does it state at which rate it refills.
Hurricane
Knocks units off walls. Isn't stated.
Lifestream
Has unlisted damage mitigation cap.
Lost Evocation
Show units stats.
Lost Grigori
Disintegration values.
Lost Launcher
Change description from unit to building on "Infused Rage".
Mindweaver
Doesn't state post mind control immunity of 10s.
Neutral Cards
State in the description that only one can be played per team.
Promise of Life
Typo in description. Ressurect instead of resurrect.
Protector's Seal
Clear up, whether it absorbs incoming damage on affected targets or prevents damage dealt by affected enemy targets.
Rage
Show values for Fire Dragon, Rageclaws, Giant Slayer, Lost Launcher (Fire), Blaster Cannon (Fire), Flame Crystal, Abyssal Warder (Fire), Volcano (Fire).
Revenant's Blessing
Typo: "Last" instead of "Lasts
Revenge
Has an unlisted damage mitigation cap.
Rioter's Retreat
States it attacks 3 targets as baseline, even though this is only true for upgrade level 3.
Bandit faction trait: Lifestealer
German description has a typo: "Gebäute" instead of "Gebäude".
Second Chance
Doesn't state that revived units have an immunity to revival, which lasts for 30s.
Shadow Worm
Disintegration values.
Shrine of War
Global buff description shows wrong values.
Snapjaws
German description for the debuff of "Infused Dilution" on opponents wrongfully states that they take less instead of more damage.
Soulshatter
Doesn't list a maximum limit of 10 targets marked for explosion.
Soul Splicer
Consumption on infused affinity.
Stormsinger
German description for ability doesn't state it has to be an enemy flying unit.
Time Vortex
Void Power thresholds.
Voodoo Shack
Show average damage.
Volcano
State that Lava Sea only affects ground units.
White Rangers
State ability attack time.
Wrathgazer
Disintegration values, fix value or state it is premitigation damage on "Pain Link".
Long term goal
Show correct DP20 values for ranged units.
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LEBOVIN liked a post in a topic by Chibiterasu in Rename Replays ingameIs 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.
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Metagross31 liked a post in a topic by Chibiterasu in Rename Replays ingameIs 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.
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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: