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Chibiterasu

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  1. Chibiterasu liked a post in a topic by WindHunter in Elemental Mastery Suggestions - Megathread   
    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.
  2. Hirooo liked a post in a topic by Chibiterasu in Frost bite (red) bugs   
    Summary: 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.
  3. doctor gami liked a post in a topic by Chibiterasu in Cleaning up and updating card descriptions - Megathread   
    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.)
  4. undead4ever liked a post in a topic by Chibiterasu in Dreadnought Attack while in Ability   
    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:
     
  5. Metagross31 liked a post in a topic by Chibiterasu in Dreadnought Attack while in Ability   
    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:
     
  6. Volin liked a post in a topic by Chibiterasu in Tortugun   
    No. 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.
  7. Xamos liked a post in a topic by Chibiterasu in Tortugun   
    No. 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.
  8. Chibiterasu liked a post in a topic by MarcoMaar in Introducing... MarcoMaar, our new client developer!   
    Glad to be part of the team!
  9. Chibiterasu liked a post in a topic by Majora in Introducing... Majora, new Community Manager   
    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!
  10. Chibiterasu liked a post in a topic by Ladadoos in Introducing... Tweeto, our new 2D artist!   
    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:
      
  11. Chibiterasu liked a post in a topic by Zyna in Fear of a slow death of a community   
    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 ~
  12. Chibiterasu liked a post in a topic by SunWu in Easing Cards Color Restrictions   
    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.
  13. Sebu liked a post in a topic by Chibiterasu in Mountaineer attack problem after upgrade   
    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.
     
  14. Pritstift liked a post in a topic by Chibiterasu in Shrine of Martyrs   
    There 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.
  15. Loriens liked a post in a topic by Chibiterasu in Shrine of Martyrs   
    There 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.
  16. Mynoduesp liked a post in a topic by Chibiterasu in Differing Rate of Fire between two spawns of the same Unit   
    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:
     
  17. ZombieSchnitzel liked a post in a topic by Chibiterasu in 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.
  18. Chibiterasu liked a post in a topic by Bini Inibitor in Cleaning up and updating card descriptions - Megathread   
    Greetings,
    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.
  19. LEBOVIN liked a post in a topic by Chibiterasu in Rename Replays ingame   
    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.
  20. Metagross31 liked a post in a topic by Chibiterasu in Rename Replays ingame   
    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.
  21. Mynoduesp liked a post in a topic by Chibiterasu in Batariel Purple still bugged   
    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:
     
  22. Torban liked a post in a topic by Chibiterasu in 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.
  23. Metagross31 liked a post in a topic by Chibiterasu in 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.
  24. Bkingn liked a post in a topic by Chibiterasu in 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.
  25. Chibiterasu liked a post in a topic by Eirias in BattleForge Discord Servers (List)   
    As far as I'm aware, there isn't a list of the BattleForge Discord servers (If there is, I guess the mods can lock this one and pin that one  )
     
    Please let me know if I missed any, and I'll add them here.
    Skylords Reborn: This is the main discord server, run by official moderaters from the Skylords Reborn team. Here you can find announcments, development updates, links to the test server, and general chat rooms. Skylords Reborn Balance Changes: This is an official discord, used for discussing balance changes. You can't participate in most channels unless you are voted as a "community representative," but you can read the discussion, offer thoughts in a general channel, or PM a representative with your suggestion. Skylords Tutors and Apprentices: This was originally for PvP tutoring, but has evolved to a place where anyone can ask for help (but most members are PvP players). I don't think it's an official discord, but @Ultrakool is still one of the moderators Skylords Reborn Creator's Guild: This is an unofficial discord. This is a discord for content creators to come together and help each other. If you are interested in growing the largest BattleForge youtube channel, this is the community to join. Skylords Map Community:This is an unofficial discord, for map creators! Skylords Reborn PvP: This is an unoffical discord for PvP matchmaking, set up by @felkin Allegedly there's a Russian discord server as well, for helping translate the game for Russians that don't speak another language. I don't have a link to that one though.... Please let me know if I missed any other unoffical discords! (I'm guessing there's a speedrun discord somewhere I don't know about?). If you make a BattleForge related discord in the future, you can also write a post here and I'll add it to the main list.
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