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LEBOVIN

Card Implementer
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Posts posted by LEBOVIN

  1. 6 hours ago, synthc said:

    Your idea #3 may actually be a very good compromise for retaining the unit's usefulness in PvE, though I think it would need a slight buff to still be good in PvP (like cost reduction to 55 power) due to the greatly increased amount of micro needed to get use out of the ability with this change.

    Well the current proposal is complete removal,

    this change allows for easier kiting for the opponent and therefore increases skill to use the card. Sounds like a fair price i think.

    for the m counter change remember that only 1 s unit squad can attack the m unit they would fight against, so in an open fight of 2 thugs vs 1 now trooper 1 squad could only watch 

  2. I would be fine with no change at all, but here are several potential suggestions to nerf the unit other then removing looter

    1. decrease hp pool,

    2. (not sure if that’s currently the case already) deactivate looter while dazed,

    3. Make looter a toggle at the cost of movementspeed (my favourite),

    4. increase summoning cost,

    5. change counter to m size 

     

    ofc combination of the above is possible

    If technical limits exist maybe just delay until Kubik has it resolved

  3. On 10/25/2018 at 9:33 AM, Sarsch said:

    Maybe we should make some sort of wiki for all those enemy buildings, with pictures and what their function is. On the other side, when playing the campaign you'll learn slowly what each building will do to you.

    I have to agree that T1 fire (green Nomad + Mine) is possible the fastest opening, but as far as I can observe from teammates, it fails misserable when you underestimate the first camp or the second camp is to close or you have a lost souls map.

    For T4 I would add (the not often seen) Fire Drake (or is it Dragon?), imo that unit kills single xl targets very fast. It is basically the couterpart of lost spirit ships, those cannot focus fire on a single target. :)

    There is a wiki already, feel free to add those desired articles after proper research and testing. I will be happy to help with formatting.

  4. 3 hours ago, Halis said:

    It is still the same in SR. But you can get much longer freezes than 5 seconds in some extreme cases. If you use Nether Warp for 500 Units at once or other extreme stuff can let all players freeze for a much longer time.

    I am not sure if really all players experience same lag in that case, as I am playing on a shitty laptop now and others already continue to play normally while I still experience the freeze.

  5. Try to describe it with words. 

    The replay file shouldn’t be too big. Attach it to ur message here and give a timeframe. Maybe images do help.

    Otherwise on Discord. But the limit is not too big there either.

  6. 10 minutes ago, DarcReaver said:

    Making it 4 orbs is not for speedrunning but making it an options for players to play more creative decks.  Full color t4 + an additional 5th color for healing, CC or different support units etc.

    You said yourself you don't need it for speed running, it only lowers the time for finishing certain maps, which makes the use of this card questionable anyways.

    Or switching orbs to feature a larger variety of multi orb units throughout the game.

    How is the use in speedrunning questionable right now , if IT SPEEDS UP - that’s what speedrunning is about 

  7. 21 hours ago, DarcReaver said:

    If the amii monument is doing exactly as intended answer following questions pls:

    Why is it that if you play a 4 player map in single player that the other starting locations have no orbs? And the other orbs on the map are usually guarded by L and XL creatures?

    Easy answer: because each tier gets exponentially more powerful. So gaining an easy way to get an additional tier level lowers the map difficulty. And on Soultree this even leads to winning the game instantly.

    The card should be reworked to require 4 neutral orbs to allow 5 multicolor splashes. This would indirectly buff pure color decks because you could mix in different 1-orb t4 abilities to support your pure color creatures instead of breaking map difficulty on several maps.

    Everybody stating stuff like this needs to be banned from development processes. This statement is utter ignorance.

    Because in the tokens are sometimes exclusively assigned to players. For instance play King of the giants, and only the tier 1 orbs are missing but all other ones are there.

    if amii had a 4 orb requirement the card would have absolutely no use for speedrunning lol

    and on soultree you already have t4 for the last camp anyway, so it should be easily doable 

    last statement: I am not a developer, secondly when you care for preserving speedrun tactics you ignore pvp but it is vice versus just the same, depends on your priorities - but banning people’s opinions is not this forums intention

  8. 2 minutes ago, Dion said:

     you have speed runner vs pve vs pvp .. nerf one and the others will nerdrage... ^,^

    Not sure if u got my point, so just for clarification: I propose a solution in which a  card has 2 versions 1 for pvp and one for pve, that way the balancing of the modes DOES NOT interfere 

  9. honestly as common ground is hard to find here, @Kubik can u deliver the pvp and pve specific balancing for cards? If yes, even if it takes a long while, the remaining issues like how to make it visible on the cards or make it new player friendly are easily manageable later but the conflict between Pvp and speedrunners would be resolved 

  10. Then add to my banner that tells you about the different strength of cards based on pve and pvp a basic info about pvp / a pvp tutorial ( the old tutorial is sadly currently hidden away)

    smth along the lines:

     

    welcome to pvp 

    Just some important notes for your first game Skylord:

    - losing orbs and wells is a permanent loss of power, try to protect them

    - dying cards or structure‘s energy slowly returns into your power pool

    - destroy all entities of your opponent to win

    good luck

     

    And below a button ok (skip)

    Anonymos likes this
  11. On guns or lyr the „cheaty“ way as u call it has become standard. The other player‘s decks are therefore not ready for a quest following playstyle. 

    So if one person now does not communicate their intention to play a different style in Lobby already the others cannot cope with the different incomes etc . 

    But guns is pretty much the only map where that is the case I think, all others have no real „meta“

  12. 3 hours ago, Chibiterasu said:

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

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

     

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

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

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

    monument is the display text ingame.... sphere and token are the developers terms

    Pritstift and wanky like this
  13. 5 minutes ago, Kubik said:

    :thinking: where did you get the game?

    if you would get it from this official link you would know

    Maybe one stops reading after the download link 

  14. 3 hours ago, Chibiterasu said:

    Just a quick note:

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

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

    both not bugged 

  15. Nobody should be afraid of judgement because of the way they write in English lol

    I can recommend https://www.deepl.com/translator

    for quite good translations.

    —— 

    wanky did expect you not to balance or rule out changes based on your opinions 

    (which is probably a misconception cause whenever I say Kubik i mean MrXLink cause he is decision maker and ofc Kubik is free to express his opinion

  16. 28 minutes ago, Kubik said:

    and again what about maps that are both PvP and PvE at same time?, and no one of you mentioned NPCs using same units so changing unit that is played only by PvP players, can affect game of PvE players even if they do not use the card

    You can simply introduce multiple versions of one unit as npc for the pvp npc mode as there are in the map editor already available. 

  17. I mean the whole balancing discussion started because some people want every card to be viable (to an extend) in pvp (not that many also wanting it for pve) and achieving this by nerfing the currently viable ones.

    So far only the supposedly far smaller pve community has partly voiced disapproval about their beloved strong card option‘s demise. 

    I wonder why for instance the plenty of pvp fire mains do not say anything about the by non fire pvp players demanded nerfs for example for thugs

    ___

    what about we take a different approach and do try to balance by buffing the weaker choices to some extend instead of weakening the currently strong choices.

    in a pvp scenario both parties would benefit from the aligned strength and in pvp more options become viable but the old one not per se dismissed 

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