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indubitablement

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  1. indubitablement liked a post in a topic by WatcherOfSky in (New Card Suggestions) Frost/Fire don't go well together? I say nay!   
    So this will be my first real post in quite a while, so I do wonder if anyone remembers me.
    Anyways, I always remember everyone trying to come up with ideas on how to properly mix Fire and Frost as a dual faction, but with no real resolution or agreements. I just recently realized last week that I could actually play the limited beta of BF and I have been playing religiously since then. I then remembered about the dilemna that concerned this debate for years, and decided that I might give it more thought. And give it more thought I did! I'm very confident in my idea mostly because it just sounds fun to me.
    There has never been a "spell slinging" strategy in this game yet compared to many other TCG games, and when I realized this, inspiration hit me like a brick. What if we made Frost and Fire a spells matter faction? So my logic begins from here, everyone who has thought of the idea of making this Fire/Frost faction has always battled with the fact that offense and defense do not combine very well in a way that doesn't make it a little more on the broken side, so I said, what does the heat and cold create? Storms and even tornados if the conditions are right. So from there, I came up with a theme. So I combined the storm idea with spells, and obviously enough, their main mechanic could be "Spellstorm".
    Before I go through what Spellstorm is, I also thought about the lore of this Fire/Frost faction. I deemed them the "Apostles of the Storm". They just want to see the world churn (in a storm). They attack as fast as lightning and can ride the oncoming winds to victory. This faction could easily set up for another part of the campaign where you have to save the world again again from these guys. 
    So what is this new mechanic called Spellstorm. Well, my idea is that it activates whenever you cast a spell (be it a normal or arcane), to add buffs or create additional effects. Here's an example card I came up with (Keep in mind these are first drafts, so numbers might be a little scewed to powerful or weak):

    So here, Spellstorm would read in the sense, "Whenever you play a spell, Storm Raptor gains 15% damage for 10 seconds; this effect and stack up to three times". That means if you were to play a Homesoil or Eruption with this guy on the field, he would basically gain 67.5 damage not including homesoil, and if you add other spells, it will buff up to three times which makes its attack a wopping 652.5 for a couple seconds, which is pretty decent.
    Spellstorm needn't only apply stat buffs, it could even do other things like this guys:
    --> He should probably be a rare yeah?
    So his Spellstorm would read, "Whenever you play a spell, this unit gains an Ice Shield that absorbs up to 120 damage for 10 seconds; this effect can stack up to 3 times". I would compare him to a mini Avatar of Frost, only now you have access to cards like ravage and disenchant (ooh scary). I don't think there is much more to say about this guy. But how do we play so many spells when the more important ones have large costs and cooldowns. Well I've thought about that too, and here are some neat enablers:

    Refresh reads, "Reduces the cooldown of all other spells in your deck by 20 seconds. Additionally, all spells you play for the next 10 seconds require 15% less of the usual power cost". Now that's a spell enabler if I ever saw one. Here would be a great way to be able to spam more spells to get those Spellstorm procs off. Though what if you just want to play a spell for cheap?

    Invigorate reads, "Invigorates targeted friendly unit with a newfound strength: it gains swift speed for 20 seconds and takes 15% less damage for 10 seconds". Something cheap and simple. Can be useful as a way to let a unit get past some obstacles, or just let's you get in a very cheap Spellstorm proc. Though I don't want to think of a Construct with swift .
    So we've gone past some of the basic synergies for the faction, but what do the big spells do? Where's the "wow" factor? I've even thought of some cool cards for that too, so let's start of with an interesting shrine that could be:

    Storm the World reads, ""Activate (costs 50 power) to cause all of your spells played in the next 10 seconds to immediately refund 50% of their power cost and then they are immediately reusable ". I'll let you guys think about that one. So many possibilities. >:D
    Now we go on the Magnum Opus of the Apostles of the Storm, the big spell to end all other spells:

    So let's go through what the ability does, shall we? "Casts a massive spell storm that deals 150 damage per second to enemy units and buildings in a 30m radius, up to 600 in total, for 10 seconds. If another spell is played within this radius, the duration is extended by 5 seconds, and the damage dealt is increased by 50, up to 200 in total. This can only be extended a total of 10 times. Additionally, enemy units can only move at walk speed inside the radius". Here is what will be able to kill everything, especially when there are more players . I'm sure the spectacle will be more than worth the cost.
     
    So that's what my idea for the Fire/Frost faction would be. You can definately point out whats overwhelmingly op, but I'd like to think I made things decently fair. What do you guys think about the name "Apostles of the Storm"? What about the Spellstorm mechanic? I do eagerly await your thoughts on the faction, have a good day!
     
    Edit: Before we go on, there is still a lot of things to consider about Spellstorm. I was thinking of it being a spellspam deck, but perhaps it can be left to only 1 instance of the proc at a time, but with more powerful buffs added, then casting another spell after the first would just refresh the timer on the proc. Which sounds better? Also, should it also count buildings played? (Ice Barrier?)
    Edit 2: it just occurred to me that it might be possible for Spellstorm to count your opponents' spells too. How would that sound?
    Edit 3: I think I might need to clarify, but this thread is more to showcase what might be possible with this mechanic and cards that can synergize with it. The specific cards don't matter too much.
  2. indubitablement liked a post in a topic by LagOps in [PvP] Delete/Change Yrmia/Wazhai from the mappool !? + Random Maps   
    Honestly it would be best to have some handpicked and well designed community maps in ranked pvp instead of some of the EA maps. Especially layesh and wazahi are poorly thought out an ymria can be a problem (not nearly a bad tho and mostly due to cliffing only) as well. But you can take only so many maps away before ranked gets a little to repetetive and decks can be built to cheese certain maps if the pool is small enough.
    In terms of community-maps, well there would need to be some contest first to have properly designed maps to pick from. The focal point should be on playability and not on optics. If anything, it would be possible to have the optics to be improved when picks for new pvp ranked maps were made.
  3. indubitablement liked a post in a topic by RadicalX in Current Proposal: PvP Rewards (AOT rPvE)   
    Hello MrXLink,
    First of all thanks for making this thread. I'm really convinced that a remarkable part of the PvP community would benefit from higher gold incomes and it can clearly enhance the overall game environment. Sorry for the upcoming wall of text, but I really need to talk about this topic!
     
    Current PvP Values 
    I would like to start with some basics about the current reward system and potential problems. So let's get into the current formulas to check current rewards (They should be accurate as I double checked my calculations with gold incomes in some of my own games).  
     
    1. Winning player
    During the interval [0;2] the gold reward is at flat 250. 
    During the interval [2;20] the amount of gold f(t) get's calculated as a function of time (t=minutes) -> f(t) = 250+((t-2)/18 * 1100) 
    After 20 minutes the gold cap of 1350 got reached and it won't get higher regardless of gametime. I assume this is done to prevent abuse of 2 people agreeing on completely afk'ing in the game. 
     
    2. Losing Player
    During the interval [0;2] the gold reward is a flat 100.
    During the interval [2;20] the amount of gold f(t) get's calculated as a function of time (t=minutes) again -> f(t) = 100+((t-2)/18*400)
    After 20 minutes the gold cap of flat 500 got reached. 
     
    What does this exactly mean? I'll show some rounded GPM values at 5 relevant game spots throughout the game for some clarity. 2, 5, 10 and 20, 30 minutes marks will be used here.
    time -> Winning player (Losing player) [50% wr player]
    2min -> 125 GPM (50 GPM) [88GPM]
    5min -> 87 GPM (33 GPM) [60GPM]
    10min -> 74 GPM (28 GPM) [51 GPM]
    20min -> 68 GPM (25 GPM) [47 GPM]
    30min -> 45 GPM (17 GPM) [31 GPM]
    Comparison: I'll take your rPvE 9 value from one of your previous posts for that (145GPM). This implies that our average rPvE player aproximatly needs 29 minutes on average to win one map. Given that I think the average game time is faster, but there is no 100% winrate for all of these players that may be a quite accurate value. The average player in PvP has a 50% winrate in a normally distributed PvP environment. I'm pretty sure it isn't given (players with avg. skill should sit at sub 50% winrates), but I hope some gold changes may motivate more players to step into action again to fix that matchmaking problem. Anyways, these numbers lead to some problems I see with the current system and make me think that just raw stat increases won't be the solution to the issue. 
     
    The big problems I see right now
    -> GPM constantly decreases with increased game time. 
    -> Winning PvP (highly skilled) is getting compared to average rPvE times (moderately skilled)
    -> Losing income is really low, which is very counterintuitive for new players
     
    The constant decrease of GPM over time is a problem for balancing. If you straight up increase GPM values on by putting in a multiplicator onto the formula you end up promoting the easiest way of abusing the game which is straight AFK'ing & wintrading. An AFK player will always be finished off after 2-4 minutes. If GPM are at their peak during this time this is a problem for potenial buffs to gold rewards. The question about rewarding 30min games over 20min games is another discussion (maybe you could check the percentage of 30min PvP games, if that is possible for you). From my perspective I would set a soft cap for these last 10 minutes rather than stopping at 20min. If equally skilled players face off against each other in certain matchups games tend to last much longer than average PvP games once the players reach higher tech stages. 
    Another problem I see with most arguments is that the PvP Winner gets compared to the average rPvE player. I would consider myself pretty experienced in rPvE, but not top tier. I still get to finish 4 rPvE 9's in an hour. This puts me at a GPM of 280, which is completely out of the range of what I would achieve with my current 92% PvP winrate even in the proposed improved system. This is something that really should be put into consideration when talking about these calculations. 
     
    Matchmaking issues
    So let's talk a little about this problem beforehand. Right now GPM are vastly decreased by high que times and a very high participation of Top 10/20 players in ranked games resulting in que times. I really hope that after the upcoming reset and potential improvements to the PvP environment it may be possible to overcome some of these issues. With more motivated PvP players there would be a higher gold outcome for everyone as it minimizes the loss through que times. When talking about values it should always be considered, that the gold loss during waiting times has a clear implication onto the true outcome. That said I don't want to include this inconsistent variable too much into my arguments.  
     
    Abuse of strong gold incomes 
    Let's talk about it as you emphasized potential abuse as an issue. I don't think it is possible to abuse the system in a way, where it ruins game experience for serious players. If a change manages to make PvP interesting enough to attract abusers it will attract more serious players aswell, which has a much greater positive impact onto the PvP scene. There are 2 ways of abusing a high gold outcome for PvP:
     
    1. Que up and stay AFK
    2. Try to delay the game as much as possible
     
    For the first case, this may be a delay of 2 minutes. Finishing off an AFK is an easy task, should be done in less than 2 minutes and grants some valuable gold. I don't think anyone will be too sad about a free win. Since there is a report system nowadays you could also just threaten to ban people that are doing such things. The second case I mentioned is doable aswell. People that try to delay by turteling or running away will run out of gas pretty quickly. Mass towers allow early free wells that result in a fast T3 finish while running away without ressource generation will also be a death sentence, since ressource generation just works through immobile buildings, that can get targeted directly.  
    Sure there may be different ways to abuse the system to get gold with a friend, but that doesn't ruin the game experience for anyone as you won't participate in these matches. Even with an increased gold income for PvP it will never get close to certain abuse strategies. You could also team up with a friend in dwarfen riddle expert to let him solo the map. You can make some food during this time and get a 500 (?) GPM value for that. Soultree is also an option to boost gold incomes into different levels in case you are a solo player. Unless PvP rewards for losing players start being competive to 
     
    What are my goals?
    Before I start talking about real numbers, I want to talk about long term goals. Overall I want to see an attractive game with enjoyable gameplay for the majority of players in all gamemodes. I think the PvP community right now is quite small, but this wasn't always the case. During early 2013 times we had a very strong community and a strong PvP environment. 
     
    1. Better new player experience (increased rewards for losing players that tried their best)
    2. The possibility for veterans to grind without spamming PvE 
     
    I'm convinced, that the amount of people that would try out PvP within a much more begginerfriendly environment gets a little underestimated in general. A more consistent income would increase the ability to get decks and cards, that you see in your first games, where you surely end up getting crushed. But with a quicker removal of competitive discrepance through ressources you can start learning the game much faster and enjoy its beauty when the real PvP gameplay starts. Under equal conditions it is much easier to identify mistakes and improve. At that point the wins start to come in which brings in more motivation to go on.  
     
    So the next thing I'm talking about is also about the veterans, that used to play PvP during 2013. I think the majority of people in the PvP community do want to achieve their first playable PvP deck within one month of active gameplay. To get the big picture that means 170.000-260.000 gold depending on the faction you want to play. Sure you somewhat can start playing seriously with some cards being on U2, but I made the estimation, this value may probably the difference, that my final modell doesn't catch due to the loss of gold through que times. With a GPM of 125 this would range from 22-35 hours. Looks bearable for the cheaper decks, but keep in mind only the best players do have winrates above 80% over many games and I used the winner values here. Average values of 125 for winning and 35 for losing imply a 80GPM for 50% winrate players. Back to 35-54 hours of raw gameplay for the first deck again. But without a competive deck the winrate will most likely be lower than 50% at the start even as a veteran. A state where grinding for a deck still isn't worth it.
     
    Sparring grounds
    Not much I can add here. The potential for abuse is very high, but no rewards at all aren't satisfying especially for people who are afraid of ranked and the ones who want to get practice beforehand. Setting up a low percentage based on ranked income seems like a good solution for me. 
     
     
    What changes I would like to see
    The gold value I would like to see for a reasonable grind would be the possibility for people to get an upgraded PvP deck in about one month of gameplay. If we say Mr. XYZ plays 1 hour on average each day, this means we "ideally" do have 30 hours of gameplay. A full deck roughly costs 200.000 gold on average. In order to achieve that, we would need 111 GPM. An average player shouldn't earn less than that if PvP should end up in a reasonable state in terms of gold gains. 
    The second value that I use to adjust my final proposal is the rPvE average value of 145 GPM. If an average PvP player ends up earning more than that, PvP might get vulnerable to that. So I would like to see an average GPM between 111 and 145. This would push PvP into a position where it still gets outshined by rPvE and especially cPvE, but may be able to bring some satisfaction to the people, that simply don't enjoy playing PvE. 
    So let's try to get to the final formula. AFK players shouldn't be rewarded here, so flat loss income for the first 2 minutes should stay the same, while the flat bonus for the winning party could get increased by a little bit. It's less vulnerable to abuse and brings more excitement to very dominant games and decreases potential frustration upon facing an afk player. 
    I decided to keep the income between 20 and 30 minutes for now in my modell. It could see a slight change in the future, but for now it should affect the lowest percentage of games.
    My model also brings rewards for the losing player, that ended up putting a long fight. Unless the enemy manipulates the game aswell no abuser will last long in these games and I really think PvP needs to be much more beginnerfriendly than it is right now. 
     
    Final formula and comparison to initial values and other game modes 
    Winning player:
    [0;2] -> f(t) = 300
    [2;20] -> f(t) = 300+((t-2)/18*3200)
    [20;30] -> f(t) = 3500
     
    Losing player: 
    [0;2] -> f(t) = 100
    [2;20] -> f(t) = 100 + ((t-2)/18*1700)
    [20;30] -> f(t) = 1800
     
    Gold income comparison by using the marks of 2, 5, 10, 20 and 30 minutes
    time -> Winning player (losing player) [50% wr player]
    2min -> 150 GPM (50GPM) [100 GPM]
    5min -> 167 GPM (77GPM) [122 GPM]
    10min -> 172 GPM (86 GPM) [129 GPM]
    20min -> 175 GPM (90 GPM) [133 GPM]
    30min -> 117 GPM (60 GPM) [88,5 GPM]
     
    These GPM values are what I would look for. It would be possible to farm upgrades for an entire deck within a month and a decent PvP player still gains below avg rPvE values while high lvl PvP player are still out of contention with PvE speedrunners.  
     
    TL DR;
    -> Increased scaling for losing players by 240% 
    -> Increased flat winner bonus for winning games during the first 2 minutes (150% -> 200%)
    -> Decreased gold over time multiplicator for winners (175% -> 88%)
    -> GPM for an average PvP player will roughly stay 15% lower than the average rPvE player
    -> GPM for a high ranked PvP player will roughly stay 70% lower than a top rPvE player
     
    Thanks alot for reading and I really hope, that the PvP community can come back strong again! If there is anything you want to talk about, I'll be around for discussion 
    Best regards,
    RadicalX
  4. indubitablement liked a post in a topic by Irysunna in Power BI for PvP & PvE Speedrun, Loot list...   
    Link there -> Irysunna's Dashboard
     
    Big up to @Hirooo & @RadicalX who post those PvP decks in the first place.
     Thanks @MephistoRoss, @Pritstift for all those data on PvE maps, time, replays...
  5. Loriens liked a post in a topic by indubitablement in The PvP Deck Builder Compendium   
    WIP. Only T1 and some T2 for now.
    T1




    Purple Nightguard can help, if you have trouble against Master Archer spam. Skeleton Warriors are useful against shadow and fire T1 due to them not having a small counter that isn't medium size. After activating their ability they have 1332 effective hp. Phase Tower is extremely powerful against nature T1.


    Swiftclaw or Amazon as your main swift unit. Windweavers or Treespirit as your main ranged dps.




    Firesworn is still somewhat useful in t2 as large counter.

    If you take down a well by brute force with Sunderer, expect your opponent to retaliate with the army that killed your Sunderer and probably take one of your well. Mortar Tower can often pay for itself after firing only once.


    Ice Barrier's main purpose is enabling Home Soil and Ice Guardian's frost ward, but it can also absorb area damage(from Windweavers, Treespirit, Nasty Surprice,...) and enable Lyrish Knight's surge of strength.


     
    T2
     







    You will want one shield generating card. I recommend Area Ice Shield. Ice Shield Tower's shield absorb 880 damage, unlike Area Ice Shield And Frost Sorceress which shield for 660 damage.
  6. indubitablement liked a post in a topic by Treim in nerf amii monument   
    Where did i or anyone in this thread ever state that this has to happen now?
    I simply stated that Amii-Monument is the most broken card, at least from an PvE perspective. I agree that balancing things out will take a lot of time and should not be done before finishing the game. That does not mean that possible changes can not be discussed within the community. To add onto that when starting to balance things out you should most definetly start with the most glaring problems which Amii-Monument is definetly one of. This does not mean that i even think it should be the first card to be tackled. PvP should get that honor as its the main competitive game mode.

    The argument that everyone has the choice to play it is utter nonsense imo. Might as well add a card that instantly ends the game when hitting t3 and 500 power (as mentioned before) as you have the choice not to use it or find a way to beat the game even faster. After all creativity can beat anything right? Just find a better strategy and get good.

    Matter of fact however is that Amii-Monument is necassary for at least 80-90% of speedruns and speeds up the time considerably compared to playing without it. That in itself would have been fine if using the card took any skill at all, as in you have to fullfill certain requirements to use the card as is the case with many speedrun glitches in other games which often require crazy amounts of precise inputs, training etcetera. That is not the case while building Amiii-Monument.  Just plop it down and your instantly t4.
    You can argue that thats just how it is and deal with it, well then why bother with balancing at all -> just deal with it .
    I am aware that this change will impact how maps are played and there are other problematic cards that are blatantly way too good compared to other cards in the game. You might say that is because all the other cards are to weak and we should buff those (or just say deal with it), but you should quickly realize that there is a couple of really strong cards and a lot of really weak cards with a decent amount somewhere around viable. I merely suggest that those cards that are way too good get turned down a notch and buff the weaker cards so that the spread of useability gets a lot smaller.

    I don't really mind if there is cards that are generally stronger than others - that's just how it is, but the ones that are just so far ahead of anything else should be pushed down a bit to a reasonable level.


    Also would you be kind enough to explain to me this bigger picture that you seem to be so knowledgable about? Seemingly fixing a card that circumvents map design by its own design and therefor forces players to play the map the way it was originally intended seems to not be everything. You can not possibly mean deck building because those maps were created with a lot less (and often) weaker cards in mind and were still beaten by people so it doesnt make the game unplayable either. While Amii opens up interesting deck builds such as playing t5 you could still do that with most of the changes proposed. So you can't mean those either. So please enlighten me as you seem to be very knowledgable about this bigger pciture you're talking about
    Also which card do you propose should be up for balancing first if not Amii? Or is it all perfect as is and we should just work with it instead of trying to better the game?
     
  7. indubitablement liked a post in a topic by Nahath in nerf amii monument   
    Nailed it on both points.

    To add a little supporting information, good game designers recognize that when a gamer is choosing which game to play, they ask "What is fun?" When they are actually in-game, they ask "What will succeed?" When players are given a superior strategy that also happens to be less fun, they rarely analyze it and choose the more fun path. They're more likely to choose the more effective path then end up having less fun. That's why cheat codes are less of a thing than they used to be--game designers realized that gamers were ruining their own experiences. If a designer doesn't have a better understanding of fun than their average player, then they shouldn't be a designer.
    Personally, I love the idea of making it 4-orb. It opens up powerful combos like Batariel + Regrowth without cutting tier 3 out of the game.

     
  8. indubitablement liked a post in a topic by Chibiterasu in nerf amii monument   
    If balancing doesn't matter in pve, I want a global spell in t1 that deals 50000 dmg to every pve unit and building. Nobody should complain about that I guess. After all you don't have to play that card if you actual want to play the game, don't you?
    Back then I had the idea to make Amii Monument t4 and I still think that's the way to go. It may sound useless but when you even reduce it's costs, there are several strategies you can use it in. You can use amii monument to make a fifth orb and therefore play card combination that are normally impossible to play. It would be pretty much like enlightment but a permanent version with less orb-freedom.
  9. indubitablement liked a post in a topic by Treim in nerf amii monument   
    By that logic you could just create a card that requires 500 power in t4 and instantly ends the game. Not a viable PvP card and therefor shouldn‘t be an issue right?
    It is however bad game design and Amii Monument falls in that same category. The card completely and fundamentaly changes the way the game and therefor maps are played while having no drawbacks except that you have to use a deck slot on it. 
    The card is broken on so many levels that i can not fathom how Phenomic ever thought the card being fine as it is.
    Bad game/card design should be enough reason to change cards even if they not necassarily effect other players directly
  10. RadicalX liked a post in a topic by indubitablement in Best farming gold per hour rate   
    From first to fourth row:
    Gold/hour, if all players already have the upgrades. Doesn't include chests. Average gold per match. Single player map give 2 cards and multiplayer map give 4 cards, unless done solo. Average time per match. Based on the faster speedrun plus 2 minutes, unless the map is on a set timer. Degree of difficulty. Based on my experience of the speedrun I have tried.
    Spreadsheet format in the source below.
    [gold per hour] = [average gold per expert match from disenchant] * 60 / [fastest speedrun afaik] + 2
    Ranked PvP
    3000 - Gold/hour
    500 - Average gold per match
    10 - Average time per match
    Hard - Degree of difficulty
    Edit:
    The Guns of Lyr = Medium (Very good farming spot)
    King of the Giants = Easy
    Sunbridge = Easy (Decent gold if you can't do The Guns of Lyr)
     
    Sources:
    All-time fastest speedrun rankings by MephistoRoss
    Skylords Reborn Official Loot List - Upgrade Drops per Map (with color) by MrXLink and modified by DJ_Blyatman
    Skylords Reborn Gold Rates by DJ_Blyatman
  11. Navarr liked a post in a topic by indubitablement in Best farming gold per hour rate   
    From first to fourth row:
    Gold/hour, if all players already have the upgrades. Doesn't include chests. Average gold per match. Single player map give 2 cards and multiplayer map give 4 cards, unless done solo. Average time per match. Based on the faster speedrun plus 2 minutes, unless the map is on a set timer. Degree of difficulty. Based on my experience of the speedrun I have tried.
    Spreadsheet format in the source below.
    [gold per hour] = [average gold per expert match from disenchant] * 60 / [fastest speedrun afaik] + 2
    Ranked PvP
    3000 - Gold/hour
    500 - Average gold per match
    10 - Average time per match
    Hard - Degree of difficulty
    Edit:
    The Guns of Lyr = Medium (Very good farming spot)
    King of the Giants = Easy
    Sunbridge = Easy (Decent gold if you can't do The Guns of Lyr)
     
    Sources:
    All-time fastest speedrun rankings by MephistoRoss
    Skylords Reborn Official Loot List - Upgrade Drops per Map (with color) by MrXLink and modified by DJ_Blyatman
    Skylords Reborn Gold Rates by DJ_Blyatman
  12. indubitablement liked a post in a topic by Urmeli in Build in Expert Strategy Replays   
    Hello together,
    as the cretor of this thread I have acutally realized that I totally underrated the efford some players put into the game to achieve these speed run results and the competition some of you have within the speed run "functionality". Therefor I totally agree now, that my proposed idea will destroy the game experience of speedruns.
    Therefore I will try to turn the discussion back in the direction my idea was based on.
    I, as a player without a "group", am dependent on other players who are willing to play 2 or 4 Player maps. And if I open the game and look for expert game lobbies to play in, I only find RPVE, Guns of Lyr and Dwarven Riddle.
    In my opinion the reason for this is that RPVE can be won without any knowledge and for Dwarven Riddle and Guns of Lyr some 100% working strategies are existing, so that the winrate of these expert maps are nearly 100% if you have at least 1 Player in the team who knows what to do.
    Even if it was formulated differently my main purpose of this proposal was to make working strategies (not best speedrun strategies) for expert maps easier accessable so that more players dare to play these maps. Especially if they are not premade and rely on communicting by chat. For my feeling, Kubiks view on this is "look at youtube, you find all necessary information there" but I think the number of open expert lobbies show, that this is not enough to resolve the problem I described. (Side comment: Another disadvantage of youtube is, that you only see the view of the video recorder. But sometimes you are intersted in whats happening on other positions of the map, for example another players position.)
     
    Therefore I like to propose a slightly adjusted request:
    Is it possible to show a working expert replay (maybe replays which have been voluntarily shared by players or maybe random replays  which are significantly slower than the speedrun results) in the lobby creating screen? (see Screenshot)
    The only requirement these replays should fulfill is, that they have been recorded with the proposed numer of players for the map and all players have survived until the end.
    With this kind of feature I think that even players who dont have an own group to develop strategies can organize each other. "Hey lets play it the way as it is shown in the actual replay" and they have a chance to do so and they dont need to worry that they ruin the experience of others due to their lack of strategy knowledge.
    I surely would favor that these "examplary replays" change once a month or a week, so that players can follow different strategies.
    I am highly interested about your opinions on this Idea
    Best Regards
    Urmeli

  13. Xientie liked a post in a topic by indubitablement in Best farming gold per hour rate   
    From first to fourth row:
    Gold/hour, if all players already have the upgrades. Doesn't include chests. Average gold per match. Single player map give 2 cards and multiplayer map give 4 cards, unless done solo. Average time per match. Based on the faster speedrun plus 2 minutes, unless the map is on a set timer. Degree of difficulty. Based on my experience of the speedrun I have tried.
    Spreadsheet format in the source below.
    [gold per hour] = [average gold per expert match from disenchant] * 60 / [fastest speedrun afaik] + 2
    Ranked PvP
    3000 - Gold/hour
    500 - Average gold per match
    10 - Average time per match
    Hard - Degree of difficulty
    Edit:
    The Guns of Lyr = Medium (Very good farming spot)
    King of the Giants = Easy
    Sunbridge = Easy (Decent gold if you can't do The Guns of Lyr)
     
    Sources:
    All-time fastest speedrun rankings by MephistoRoss
    Skylords Reborn Official Loot List - Upgrade Drops per Map (with color) by MrXLink and modified by DJ_Blyatman
    Skylords Reborn Gold Rates by DJ_Blyatman
  14. Pigslord liked a post in a topic by indubitablement in Skylords Reborn Official Loot List   
    I added color, so you can tell what scenario are the most rewarding. https://docs.google.com/spreadsheets/d/1huQBQkVfSLVmF-5S0QmtN6UyjhEgmbkEBoRW--Ns5jY/edit?usp=sharing
  15. indubitablement liked a post in a topic by Ilsyde in tweaks: zoom, third-person camera, custom resolutions, lock cursor   
    http://i.imgur.com/KnbUg33.png
    Here is a quick overview of the tweaks you'll find in this post:
    -    skip intro videos
    the one you can't seem to get rid of no matter how hard you keep smasing the Esc key
    -    set a custom resolution
    you don't have to make due with the in-game defaults
    -    snap cursor to window boundaries (recommended in windowed mode)
    confines mouse cursor inside the game window

    Before we start:
    The configuration file titled config.xml is by default found under C:\Users\<username>\Documents\BattleForge
    You may open this file by right-clicking on it, then selecting Open With > Choose Default Program… and selecting Notepad, though you may use any other text editor.
    - do not try to edit this file while Battleforge is running, otherwise the settings you made might get overwritten
    - do not make the file read-only otherwise the game won’t start
    - do not forget to save the file after you’ve made changes to it, and before you start Battleforge again
     

    -    Skip intro videosThe Battleforge intro is unskippable and gets annoying rather quickly. Open the config.xml file as described above and find the following entry:
    skip_intro_movies="0"
    Then change the number between the two quotation marks to 1, as the example shows below:
    skip_intro_movies="1"
    The third-person camera (click to preview) is included in all three modded files as a bonus. I’ve lowered the default minimum camera angle so you can zoom in real close with the mouse wheel to admire those… assets… *wink* *wink* *nudge* *nudge*

    -    Set a custom resolution
    Since the game engine only supports hor+ and can't handle ver+ (to utilise 16:10 and other vertical widescreen ratios), the wider screen you have, the better.
    Having a larger horizontal viewing area will give you an advantage in both PvE and PvP at the expense of vertical image size. You have to make a decision whether this trade-off is worth it.

    First, open the config.xml file as described above and find the following two entries:
    screenheight="####" and screenwidth="####"
    Between the quotation marks you'll see numbers, instead of # signs. These are the current vertical and horizontal resolutions (respectively). Change these to whatever you're comfortable with but don't reduce screenheight below 650, as GUI elements that don't scale will be partially cropped. My advice is to always maximise the horizontal resolution, then decide on the vertical number of pixels depending on your preference.
    Note that if you were to use the in-game Settings menu after this step, Battleforge will reset the resolution to default (screenheight="768" and screenwidth="1024") therefore you'll be required to modify the config.xml file again.

    Next, find the following entry:
    fullscreen="1"
    This might already be set to 0, buit if it isn't then change the number between the two quotation marks in order to enter windowed mode, like so:
    fullscreen="0"

    By using a smaller vertical resolution nothing gets lost or cropped, however everything on the screen will be that much smaller to allow for additional horizontal screen space.
    Here is an example of a 24:10 window ratio that - in essence - gives you 50% more horizontal viewing area by reducing vertical image size by 33% (i.e. running the game in 1920x804 instead of 1920x1200).


    -    Snap cursor to window boundaries (recommended in windowed mode)
    Whether you have to, or choose to play Battleforge in windowed mode, you'll notice how awkward it is to scroll around the map by using either the arrow or WASD keys. Moving the mouse cursor to one of the screen borders requires way too much precision, as there is nothing to keep the cursor within the boundaries of the game window. Fortunately there is an application called Cursor Lock created by SnakeByte Studios. It's purpose is to confine the mouse cursor inside a specified window.
    You may download the tool by clicking on this link: http://www.snakebytestudios.com/download/cursor-lock/
    Once downloaded and installed, double-click on CursorLockSetup.exe to launch the application. You need to change some of the settings before running Battleforge:
    1) While on the Shortcut tab, click Program Mode. This should be selected by default.
    2) Under Program Options, tick the box next to Open Program and click the browse button on the right to navigate to the location where you've installed the Battleforge client. Select BFRebornLauncher.exe then press OK.
    3) Under Program Options, tick the box next to Lock Program and click the browse button on the right to navigate to the location where you've installed the Battleforge client. Select BattleForge.exe then press OK.
    4) Under Standard Options, tick the box next to Lock Region and select Window Interior from the drop down box.

    Finally, click the Create Shortcut button in the bottom right corner of the window. Save the shortcut to your Desktop, or to your preferred location. You'll need to run Battleforge using this shortcut from now on.
    However, you don't need to run Cursor Lock ever again (it starts and shuts itself down automatically as required).
    The mouse cursor will now snap to the inner part of the game window, allowing you to scroll around the map by moving the mouse cursor to the edges - just like in full screen.
    Below is a snapshot to guide you with setting up Cursor Lock:
    http://i.imgur.com/wOeDQ6I.png
    click here to view this image
  16. indubitablement liked a post in a topic by RadicalX in RadicalX PvP Tutorial Series   
    Welcome Skylords Community, 
    today I want to introduce the start of my PvP tutorial series. This is going to be a section for newer players that are interested in PvP. Since there are not many sources, that introduce you into the world of PvP I just wanted to offer something, that maybe useful for some new competitive players, that are interested into this gamemode. Since I tend to make walls of text I decided to go for a video series this time, which is hopefully a little bit more enjoyable. I will add more and more videos over time, so we hopefully end up with a full tutorial series when open beta starts. 
     
    Right away I want to say: If you have any questions or if you think I miss any important points -> simply message me and I will add videos to give more input. 
     
    Overall introduction (you can also just skip this video tbh):
    https://www.youtube.com/watch?v=34NyBAZ1Xfw&amp;t=8s
     
    #1 Pick your Deck
    You need to find a deck that you enjoy playing and what fits your playstyle. Every deck has a somewhat unique feeling when you play it, therefore it is useful to find something that you enjoy while playing. If you are a new player I recommend an easier deck (so stay away from Bandits at the beginning), that allows you to learn alot of basic mechanics without beeing forced to read walls of text before winning a single game. 
     
     
    1.1 Fire Nature:
     https://www.youtube.com/watch?v=1SUfp3C0yFY
     
    1.2 Pure Frost
     https://www.youtube.com/watch?v=VRNkDzuILFQ
     
    1.3 Pure Nature
    https://www.youtube.com/watch?v=qyj1ZpAH1ws
     
    1.4 Pure Shadow
    https://youtu.be/CSaFiZ7UjHE
     
    1.5 Pure Fire
    https://www.youtube.com/watch?v=cIbRiH2LR4M
     
    #2 Deck Building
    #3 T1 Basics
    #4 Deck specific basics
     
    - more videos and comments about to appear soon: I will extend this topic as soon as possible -
     
  17. wertyy liked a post in a topic by indubitablement in Are core pvp cards too rare?   
    I agree that collecting card is part of the fun, up to a point. What I would like to bring attention to is that "chase" or "hunt" cards are also necessary pvp card. Futhermore, before you can play pvp you need a pve deck with upgrades to farm gold and daily quest. Together this is gating pvp behind hours of grind.
  18. nofearek9 liked a post in a topic by indubitablement in Are core pvp cards too rare?   
    I agree that collecting card is part of the fun, up to a point. What I would like to bring attention to is that "chase" or "hunt" cards are also necessary pvp card. Futhermore, before you can play pvp you need a pve deck with upgrades to farm gold and daily quest. Together this is gating pvp behind hours of grind.
  19. indubitablement liked a post in a topic by Chimerae in Are core pvp cards too rare?   
    While this is true, the inability to get the 'standard' cards might make players opt for interesting alternatives. The main problem is in my opinion not the rarity of the cards; the main problem is some cards just being objectively better than others. If the cards were more balanced, we would have a lot more interesting options, which might make pvp a lot more attractive for a lot more players. As for me personally (not being any good at pvp): seeing interesting strategies is basically not viable unless you have a massive power lead, in which case you would've won anyway.
    imo: balance >>> card rarity
  20. indubitablement liked a post in a topic by Smok in Top 50: Underwhelming cards in the game   
    I played some Banditos in PvE and geting full 150% damage boost on them isn't any problem. They are monsters when they get into melee combat, but I still don't think they are worthy of slot, even in PvE. They are expensive S melee with low hp pool. Every even weakes form of knockback/cc turns them into unusable trash. I think reducing they buff requirements from 3, max 9 units to 2, max 6 units would help them perform a bit better in PvP. Adding RadicalXs cost reduction maybe, but MAYBE someone would EVER consider playing them in low elo bracket.
     
    Bandit Launcher would also need massive building time reduction to fit aggressive bandits play style. It could pair well with Bandit Sorceress then making her more viable.
     
    My Northguards buff idea is way more radical than RadicalXs one but maybe will let Nothguards into PvP. So:
    - cost reduction to 45
    - damage upgrades changed into hp upgrades
    - S counter removed (they counter nothing)
    This way they would turn into walking meat walls used to put between Master Archers and enemy melee troops in order to slow them down when they try to reach your MA, or to tank some damage from aoe spells.
  21. indubitablement liked a post in a topic by RadicalX in Top 50: Underwhelming cards in the game   
    With the recent events of implementing the reward system, grinding and the open stress test I got to feel again how underpowered some of the cards in Battleforge were. While there were definitely some overpowered cards there were also alot of super underpowered ones, that never got any attention. I would argue that at least 10-15% out of the cards were almost unplayable. Most of the time you would pick some op cards, build up your deck and start farming tokens, while some cards will be left behind for like ... forever. I'll leave this thread as a simple idea for possible future plans since I'm aware, that balancing isn't priority for the devs right now. 
    The cards and potential changes don't affect the overall gameplay (because they will remain weaker than really powerful cards), but it would lead to more diversity and refreshing playstyles. I will always comment about why changes are necessary. Most buffs would result in buffs for PvE, because even though there are some cards, that would seem great for PvP, this gamemode is more sensitive for balancing. I just included cards, where I'm 100% certain, that they have no potential of being broken after receiving their potential buff. Also most of the changes I suggest are very simple and don't go into any deep or complex mechanic, so it's easier to predict possible outcomes of potential changes.
     
    In general there are some things, that are completely underperforming:
     
    -> The majority of turrets are underpowered. Outclassed by the top tier buildings like Necroblaster or Church of Negation there isn't much room left for alot of the basic turrets with underwhelming abilities and low dps
    -> Pure Decks are simply weaker than splash decks. In order to fully solve this problem Enlightment & Amii Monument need to be nerfed, because most pure T4 cards are just used in nature splash decks, because of the superior healing support. But this isn't part of this thread here, because these changes would affect gameplay massively.  
     
    To add some last words before heading into the list: These cards will probably remain underpowered after their nerfs, but maybe a little bit more fun to play.
     
    1: Strikers
    Strikers are probably the weakest swift unit in Fire T1. Outclassed by Scavenger and Nomads no one would ever pick them up. In fact they are a nonfactor in PvP because they are too expensive, S units and melee creatures. Buffing them sadly isn't easy, because once they are viable things can go out of hand due to the looter ability (just look at thugs), but a small buff would make them a little little bit less underwhelming.
    Possible buff: Cost down to 85 power (from 90)
     
    2: Fire Bomb
    Probably the most unfun card in the game. Takes ages to build up, covers up a small radius and gets destroyed up on activation. While there aren't any QoL buffs, that can make this way easier, at least some additional damage would give that underwhelming card something, that makes it worth to play in PvE
    Possible buff: Damage up to 950; 2200max (from 715; 1650max)
     
    3: Executor
    This guy is supposed to execute things. But in PvP he's underwhelming and ends up getting kited forever. To make this card at least a little bit more useful a slight damage buff would help, especially since he has an ability, that muliplies the bonus
    Possible buff: Damage up to 650 (from 600)
     
    4: Lifestealer
    Lifestealer is supposed to deal alot of damage, because the turret can't move like Phasetower and also loses hp once it attacks. The idea is similar to what worked for the Shadow Mage. But that card has something to make up for it's weakness, while Lifestealer just has some unspectacular dps. 
    Possible buff: Damage up to 1625 -> 130 per hit; 195max splash (from 1380 -> 110 per hit; 165max splash)
     
    5: Soulsplicer (Red)
    I think everyone who used to play with the green affinity knows who powerful Soulsplicer can be. Sadly the Red Affinity is completely underwhelming (I think it was the only rare card worth as much as a common in the AH). 25% extra damage is legit useless, especially when you think about what motivate gives to Shadow T1.
    Possible buff: dmg buff up to 50% per unit (from 25%)
     
    6: Northguards 
    Outclassed by Frosmage and Masterarchers as an S-Counter in every way. Melee units need some benefits over ranged units if they aspire to be useful in any situation. Making Northguards a little bit stronger leaves them as cool stat-monsters for PvE, that will be useless in PvP anyways.
    Possible Buff: dmg up to 700 (from 630)
     
    7: Defense Tower
    Its single target dps (680 per 20) is lower compared to some other T1 UNITS with equal cost (like Wrecker). The tower needs more damage to be in consideration for any kind of play. Especially since the other Frost turrets do have some cool abilities, that leave the Defense Tower in a poor spot. 
    Possible Buff: dmg up to 975 -> 78 per hit; 117 max splash (from 68 per hit; 102 max splash)
     
    8: Tunnel
    I think the Tunnel System offers so much potential. But right now it's just not worth it using the thing, because you have to invest deck slots and alot of power to make combos work around this card. I recommend making this card cheaper since it allows more potential for cross map plays in both PvE and PvP
    Possible Buff: Cost down to 30 power (from 40)
     
    9: Envenom (both affinities)
    A pretty situational card, but it has its specific use for PvP tournaments, because the poison negates Ravage healing. A very cool counter against instant T2 rushes from fire splashes against nature. Sadly it's still a 70 power card negating a 50 power spell, that is useless in every other scenario. It's okay, that Envenom costs more than Ravage (it's still a T1 vs a T2 card and the 150 power malus from going T2 needs to be considered), but for a card, that does nothing than a little bit single darget damage 70 power is a high investment. 
    Possible Buff: Cost down to 65 power (from 70)
     
    10: Morklay Trap
    Pretty much the same useless card as Fire Bomb just with a cooler animation. The ability is quite expensive and the damageoutput for such a high time and power investment is way too low
    Possible Buff: dmg up to 1100; 3300max (from 880; 2640max)
     
    11: Rocket Tower
    One of the more outdated cards. It does next to no single target damage and is more of an utility card with it's M-knockback onto multiple targets. I think it isn't suited to be a pure Fire only card and definitly weaker than Pyromanic who fits way more into the pure fire deck. Adding this card into different decks makes it way more interesting for some cool combos
    Possible Buff: Orb requiredments down to 1 fire + 1 neutral orb (from 2 fire orbs)
     
    12: Eliminator
    Not just weak in general since it's a casual melee unit without outstanding stats, but also has a useless ability. The buff to a specific unit class is a nice idea, but the values are simply underwhelming, for a 50 power spell
    Possible buff: Ability cost down to 25 (from 50) + affected friendly units don't lose any hp anymore (from -5hp per second)
     
    13: Ripper
    They are supposed to be some sticky annoying units with their ability to soak up corpses to regenerate hp. Most of the time they simply die before they can soak up anything though. Makes them feel underwhelming especially when Darkelf-Assassins are around. A bigger hp pool would give them their own identity and also some sweet nasty potential. 
    Possible buff: hp up to 840 (from 780)
     
    14: Mountain Rowdy
    The damge reduction idea is quite nice, but the radius is waaay to small. You won't be able to make any use of that in a real scenario, therefore there is no reason to play this card. Slow Melee cards without any special abilities tend to be quite useless, so buffing the ability would give some cool additional feature to pure Frost PvE decks
    Possible buff: Ability Radius up to 40m (from 20m)
     
    15: Phalanx
    They used to be unique with their reflect ability and setting this up in combination with Lightblade was a pretty funny combo, but apart from their ability Phalanx are just underwhelming and only used in PvP as a nasty bot. Their damage is nonexistent and making them more useful would be a nice addition for some PvE decks, because they are a very intersting card, that is still quite tanky. 
    Possible buff: Damage up to 850 (from 750)
     
    16: Frost Crystal
    The thing is waaay weaker than cannon tower. So the only reason to use that card is its freezing ability. But that thing has a nonexistent radius. A ranged unit, that is attacking the tower directly is still out of the freezing range. This make this turret totally pointless and without an increased radius I don't see a single reason to use it in any game.
    Possible buff: Freeze Radius up to 40m (from 25/30)
     
    17: Sunken Tempel
    The card is producing mediocre units for 200 power. With 120 bound power through the building it would take ages to make it worth it. You would need like 6 or 7 ability rotations, which is impossible to achieve in any game. Making the ability rotations cheaper would allow to at least increase the value over time.  
    Possible buff: Ability cost down to 60 (from 80)
     
    18: Healing Well
    The card is charging up way to slow. Even though it caps at like 265hp regen per second, the pool is exhausted way too fast and also regenerating at a 20hp per second rate. That means it takes 2 minutes and 30 seconds to charge up ... which is an eternity. Right now this Nature T2 building is completly inferior compared to a shadow T1 building (Soulsplicer) in terms of healing power, which is sad. 
    Possible buff: Recharging speed up to 60 per second (from 20 per second)
     
    19: Twilight Minions
    Early game Twilight units are simply inferior to some other ones. Just compare Twilight minions with ghostspears (who are more versitile and tankier) and you will realise why noone uses them. Increasing the stat efficency would be necessary so that they can somewhat keep up with their counterparts, allowing people to properly build up some Twilight PvE combos later on)
    Possible buff: hp up to 840 (from 780)
     
    20: Slaver
    This guy is an L counter with an awful stat efficency. It is completely inferior to all other L counters Fire Nature has (Mauler, Gladiatrix and even Firesworn). His damage is lower, the guy costs more and it's a melee unit. To make it at least somewhat fair, the unit shouldn't cost more than all these other units, who are even stronger statwise.
    Possible buff: Cost down to 70 (from 80)
     
    21: Banditos 
    Banditos are underwhelming, because they are S-Melee units with stats that could be equal to a T1 unit. The only thing that makes them somewhat strong is their ability, which allows them to get very good dps values that remains unused though especially for the green affinity. Allowing the card to be spammed easier would enhance its passive ability and make give the card some new fresh power.
    Possible buff: Cost down to 50 (from 60)
     
    22: Bandit Launcher
    Another underperforming turret with mediocre stats & a weak suicide ability. But I feel like destroying the building through the ability is more than enough punishment, it simply shouldn't cost additional power. 
    Possible Buff: Ability cost down to 0 (from 20)
     
    23: Skydefender
    Anti Air turrets are just useful in specific scenarios. Such an expensive & situational card simple isn't worth a slot in every deck. You can simply pick up casual turrets, that are more versitile and have a similar cost stat efficency. By enhancing the unique strength of this building (which should be the high dmg against air units) it simply shouldn't be more expensive than other casual turrets.
    Possible Buff: Cost down to 65 (from 80)
     
    24: Stone Hurler
    Another underperforming Turret, that is way too expensive. No one would ever use that thing, just compare it to cannon tower, which does nearly double damage. In order to make turrets more usable simply reduce some of their high cost, because without the high amount of bound power they can be used to cover certain spots and will be picked over units in at least some scenarios
    Possible Buff: Cost down to 65 (from 75)
     
    25: Tower of Flames
    The basic stats are fine, just the ability is a little bit underwhelming. You would never spend 50 power to use that thing. Making this ability cheaper would enhance its possibilities, because you could also use it to increase the burst 
    Possible Buff: Ability cost down to 20 (from 50)
     
    26: Frontier Keep
    250 bound power for a card that offers nothing but a little bit of defensive crowd control is nothing but a joke. Like noone would ever spend a single bfp for that building, which is in contention of beeing the most useless card in the game. Even a huge buff would leave this card in a place, where no one would consider playing it, if he goes for serious gameplay
    Possible Buff: Cost down to 150 (from 250)
     
    27: Sylvan Gate
    The nerfing approach for root network was "nerfing the individual power of some cards like razorleaf, but add some more strength through complexity to the root network system". Sadly it isn't as strong as some other defences and in a weak spot. Buffing the supporting cards around the root network would strengthen its overall power without making some of it's key cards too overpowered. Reducing the cost of this card would also be nice since this big defence requires alot of bound power which often isn't effective.
    Possible Buff: Cost down to 90 (from 110)
     
    28: Mind Weaver
    The ability is so underwhelming. Spending 100 power to get control of a mediocre unit for 20 seconds is something that wouldn't be worth it even in T2 or maybe even T1. Just compare it to the other mindcontrol cards and you will realise how outdated this ability is. Making it cheaper and spammable would give some fresh air to this mediocre turret (especially since it's an ultra rare card).
    Possible Buff: Ability cost down to 25 (from 100)
     
    29: Twilight Hag
    A sweet card with a nice idea. The ability has potential, but the unit is waay to squishy to be played in any serious way. Most T1 unit do have a better health/power efficency.
    Possible buff: hp up to 900 (from 785)
     
    30: Stone Launcher
    Why in the world does the ability cost 70 power? Stormsinger can do the same thing for less power in T2, while she is a mobile unit. Even gravity surge is cheaper. I don't see any reason for this ability to cost any power, because Stone Launcher is just an anti air turret without much use. 
    Possible buff: Ability cost down to 0 (from 70)
     
    31: Boom Brothers
    The approach of giving the ability XL konckback was nice, but the card still need some survivability in order to survive the T4 stage in any way. Most of the time XL units are way easier to support and scale well with percentage heals, while most smaller units in T4 end up beeing left behind.  
    Possible buff: Hp up to 3000 (from 2555)
     
    32: Emberstrike
    The M damage for this low cost unit is apparently very good. Still there is the same problem mentioned above for smaller units. They need something to stand out. While I played this unit alot during the last weeks I felt like the card would be way more amazing if you could simply spam the ability, which isn't possible right now with the high cost (even though it is just 50 power it stacks up once you start using it multiple times). The card has the potential to provide fun gameplay, but simply is too expensive in order to do it effectively.
    Possible buff: Ability cost down to 10 (from 50)
     
    33: Fire Worm
    T4 Worms feel so underwhelming. They do have such amazing mechanics, that allow some crazy plays, but right now it's simply not worth it, because their damage output is way to low. While I agree with the idea of having a low hp pool onto these high mobility units, there is next to no use for them when they don't do enough damage even though you are able to use its abilities on a high level. 
    Possible Buff: Dmg up to 6000 - 600dmg per hit; 900max splash (from 4800 - 480 per hit; 720max splash)
     
    34: Magma Fiend
    The dps is quite nice, but the ability is so weak, it somewhat feels like you lose strength, because of the long duration of its animation. I don't see any reason for this ability to cost that much power for next to no benefit
    Possible Buff: Ability cost down to 50 (from 100)
     
    35: Fire Sphere
    The card has many downsides. It takes alot of charging time, it even requires 3 fire orbs, it is quite expensive, yet it does just decent damage. Dealing with one of these heavy "weights" makes the card way more interesting to use and somewhat worth it for someone who invests 3 of is orb into fire.
    Possiblte buff: Cost down to 100 (From 150)
     
    36: Bloodthirst
    This card is a T4 single target healing spell, which is inferior to Ray of Light unless you've got a dps monster (like Batariel). And Ray of Light is an AoE spell ... and it's cheaper ... and it's a T2 spell. 
    Possible buff: 330 hp regen per 1000dmg (from 165 per 1000)
     
    37: Void Maw
    This card is an ability bot. It has the combat stats of a decent T3 unit which is simple not enough to be played in higher Tier environments. In order to keep the unit somewhat useful a bigger hp pool would be nice so doesn't end up dying in these big T4 fights. You also could make better preparations for your ability usage.
    Possible buff: hp up to 2500 (from 2090)
     
    38: Shadow Worm
    This card is only useful with its ability, which is still worse than the church of negation one. But I don't think buffing its ability would be useful, because this doesn't buff the weak pure Shadow PvE faction, but more the enlightment version. Therefore I do think it would be more useful to buff the damage of this unit, which is underwhelming for a card, that requires 4 Shadow orbs. Also I don't think buffing the raw damage would go over the board in combination with enlightment usage, because you only use the shadow worm in nature splashes for its ability which has to remain untouched as long as Enlightment exists. 
    Possible buff: dmg up to 5500 - 550 per hit; 825 max splash (from 4000dmg - 400 per hit; 600 max splash)
     
    39: Infernal Chain
    I do think the card has some potential for instance in combination with overlord, who would take less damage while regenerating with its ability, so could make some tank out of it. Sadly the infernal chain costs alot, which makes this kind of play mediocre and is simply not worth the deckslot. But I think with some good micro and a small buff to this card it has potential to be used in some scenarios and would also provide healthy gameplay
    Possible buff: Cost down to 100 (from 150)
     
    40: Plaque 
    I think this spell is somewhat outdated and it simply doesn't do enough damage even when it's hitting it's max value. A strong damage buff would be nice so this card starts seeing at least a little use in our games.
    Possible buff: Dmg per target up to 150/s (from 100/s)
     
    41: Winter Witch
    The card is a nice support card for pure Frost decks, but with its high requirements it is just way to expensive to use it properly in offensive scenarios. The card doesn't do damage anyways, but the shield is not worth the high power and micro investment. In order to make it a decent supporting unit it would be nice to make the Shield ability for free, so it's worth it building up the 3+ frost orbs. 
    Possible buff: Ability cost down to 0 (from 100)
     
    42: Battleship
    The card is slow as hell, but also doesn't have any special combat stats. Only the ability is somewhat useful, but that doesn't make the card viable at all. It's fine having these slow cards in a Frost deck, but without any strength to make up for that there is no reason to use a card like that. I feel like a nice buff would be a general enhancement of its combat power, so it ends up beeing a stat monster, so you get something for the very high power investment
    Possible buff: Dmg up to 5625 - 150 per hit; 225 max splash (from 3750dmg - 100 per hit; 150 max splash) 
     
    43: Grove Spirit
    The problem is somewhat similar to the winterwitch, especially since other healing spells are just somewhat op in comparison to what this card offers for the price of alot of power and a deckslot. In order to make it somwhat useful a cost reduction of the heal is necessary.
    Possible buff: Ability cost down to 40 (from 90)
     
    44: Primeval Watcher
    An outdated card, that has in interesting mechanic that brings free crowd control into the mix. But in order to offer that crowd control in big T4 fights you need to get into the middle of the fight, which requires a big amount of hp. That's something Primeval Watcher lacks completely. Increasing that hp pool would be nice and add a supporter function to this card, that fits the nature style. The damage output from this card isn't relevant anyways. 
    Possible buff: Hp up to 5500 (form 4650)
     
    45: Artillery
    I really do like the card, it is cool and fits the bandits style with a big nuke attack, mines and a cool animation. Yet it is a mediocre T4 building and used rarely, because the immobility is a huge problem for T4 buildings anyways. Making it cheaper would be quite nice, because you don't have to invest that much bound power into a non mobile object.
    Possible buff: Cost down to 170 (from 190)
     
    46: Deepgorge
    This card has a similar problem. You just don't use many buildings in T4 anymore, that don't have long range (or global) effects/abilities. They just bind power and slow down your overall tempo in through the game. Deepgorge simply isn't worth the power investment.
    Possible buff: Cost down to 180 (from 225)
     
    47: Earthern Gift
    The card is rare and you can buy it on the AH right now for 10 bfp. I haven't seen any player in this game use this card once outside of the forge. The effect is cool, but the orb requirements are very harsh. In order to provide more diversity in gameplay you could reduce the orb conditions, so you could really use this card (to support church defences for instance) 
    Possible buff: Orb requirement changed to 1 Frost; 1 Nature & 2 Neutral orbs (from 2 frost & 2 nature orbs) 
     
    48: Ravenheart
    Such a beutiful promo card, but just way to expensive to be used. Investing 350 power for this legendary card feels underwhelming. You can play these cards just once in the game and then you get something that has worse stats than your classic units. The combat stats aren't even that great. 
    Possible buff: Power cost down to 280 (from 350)
     
    49: Shatter Ice
    I think the idea of this card is nice, because it synergizes with the overall pure Frost gameplay. But even though it does alot of damage it still doesn't feel like it's enough, if you want to go pure Frost with your deck. I think a small damage buff would increase the fun you will have with this card by a big amount.
    Possible buff: dmg up to 4000 per target; 12000 max (from 3300 per target; 9900 max) 
     
    50: Easter Egg
    Just kidding, Easter Egg is op
     
     
    I feel like these changes would be some big improvements for alot of cards and decks, without touching anything relevant balancing wise. If you disagree with anything or if you think I missed some major points: Tell me and let me know what you think about this  
     
  22. indubitablement liked a post in a topic by Eirias in Stress Test going well   
    Well, this user was here first https://forum.skylords.eu/index.php?/profile/2466-farrock/
     
    So we have a  @FarRockBF and @FarRock
    I'm inclined to believe the 2nd is the real person....
    Is there some kind of rule against impersonation?
     
  23. indubitablement liked a post in a topic by Theprior in Stress Test going well   
    I have a strong feeling that this isn't the real FarRockBF from YouTube, there's no way he would act like that about this game and not have the common sense the understand what a stress test is. Probably a troll trying to give the real FarRockBF a bad name.
  24. indubitablement liked a post in a topic by FarRockBF in My Dear Friends   
    Pizza party at my place cause we'rreeeee back boys!
  25. indubitablement liked a post in a topic by Treim in Quest & Achievement Suggestions - Megathread   
    Is there a quest you really would like to have in the game? Well here is your chance on suggesting it and maybe the devs will implement it.
    This thread's purpose is to collect all kinds of ideas for quests and achievements to help out the staff team with coming up with those and instead just picking the good/ best ones out of here.
    Please try to not suggest ideas that are already on the list in some form (also include not suggesting numbers for a already existing quest).
    Please note that i am not part of the staff and therefor can not guarantee that any of your suggestions will get implemented in any kind or form.
    If you post your ideas here i will add them to the main post to the best of my abilities . The general ones i will post in a general form so they can be applied to every map/ difficulty in that way. Thanks in advance to all ideas mentioned.
    Suggestion: General quests could be expanded to also include selected community maps.
    General quests/achievements:
    Complete x map on standard/advanced(or higher)/ expert difficulty Reach x PvE/PvP rank Complete a 1/2/4/any rPvE map on x difficulty Play/Complete x games of PvP/ranked PvP Play x amount of time in a PvP/ranked PvP/PVE/rPVE/any match Complete the story around Rogan Kayle Complete the Story around Mo Complete every map on standard/advanced/expert difficulty Complete any map with only x cards in your deck on standard/advanced/expert difficulty Play/Complete x amounts of PvE/rPvE/PvP/ranked PvP games (on x difficulty- PvE only) Open all gold chests on x map on x difficulty Complete x map in under x minutes Complete a ranked PvP match in under x minutes (Countermeasure against instant leaves probably necassary) Complete x amounts of daily quests/achievements Open x amounts of gold chests/boosters total Complete a 2/4 player map solo on x difficulty Deal x amount of damage using spells/buildings/units (all time) Heal x amount of health (units only - no regenerating at nearby buildings/wells/monuments Built x amounts of orbs/power wells/ (killing and rebuilding orbs does not count) Use x card/any single card/any single card type(spells, buildings, units) x amounts of time Use (any) card abilities x amounts of times Kill x amounts of Lost Souls/Bandits/Stonekin/Twilight enemies Have 4 different orbs in a match Break x amounts of shields/ break shields with the HP value of y Reach the Unit limit with only small/flying/x unit(s) Don't let a single of your units in a match die Destroy an enemy structure with your own building Complete a map without spawning a ranged unit  Complete x map with only unit cards One Shot any Boss Hear "a monument is destroyed" x amounts of times Build x wells and/or y monuments Break the population/unit limit by at least x points Get 1000 power from your void within 3 seconds Control a single unit of s units for x seconds Complete x map without/only using fire/frost/nature/shadow (splashs included/splashs not included) on y difficulty -->(maybe 1 map for each orb) Play/Win a match with x differentt(unique) players Participate/Reach x rank in an "official" Skylords Reborn tournament (probably needs to be handed out manually) Use every card in your deck at least once in x amounts of matches Complete x amounts of matches playing with a friend Let a unit survive for at least 15 minutes Have no void power at any time in a match Complete a match without using any spells/buildings Complete any map without self-destructing a single unit or building  
    "Out of match" achievements:
    Clone x amounts of decks Add your own custommade map to Battleforge Win x amount of bid auctions Kill all AI creatures available in the forge at least once Upgrade x card(s) to rank 1/2/3 (with rarity common/uncommon/rare/ultra rare) Own x unique/every cards of y faction/edition/element /rarity/size/total Trade/Buy/Sell x amount of cards Upgrade x cards to UX Add x players to your friendlist Reach deck level x Buy x amounts of boosters Earn x amounts of BFP/gold with Quests/Achievements/Trading/any way Show a (single unique) deck to x persons Watch x amounts of different decks (from other players)  
    Specific quests/achievements:
    I will try to seperate good ideas for endgame achievements beforehand in a 2nd list below. Please let me know if you agree with that kind of structuring and if you have a different opinion on how good those choices are. This is done simply for better visibility and a better overall structure as i a assume we will have quite a number of suggestions:
    Ability/Card Specific Quests/Achievements
    Teleport a unit using a "tunnel" ability Travel through a Deepcoil Worm with another Deepcoil Worm Complete a level 1 battleground using only "snapjaws" "Freeze" x amounts of units in matches (Santa Reward?) Destroy x amount of buildings using a unit with the "siege ability" Absorb/Heal x amount using "Ashbone Pyro" Do x amount of damage using "x unit" Use a "revenants doom ability" Use a "transform ability" "Knock back" x amounts of unit Spawn more than x % of units within range of "Breeding Grounds" Have 12 "Lost Spirit Ships" spawned at the same time Have every dragon creature summoned at the same time (t4 only -- Fire Dragon, Lost Dragon, Giant Wyrm, Grim Bahir, Skycatcher) Have every Worm summoned at the same time (Fire Worm, Shadow Worm, Deepcoil Worm, Core Dredge) Use "Enlightenment" to build an "Ice Barrier" Grab a paralyzed target with a "Deep One" Summon "all legendary cards" in a match Make a "Shadow Phoenix" revive x times or more Build all 4 Affinity Crystals in 1 match Kill a Nightguard that was once yours with a Nox Trooper ability Deconstruct a unit that has more than 6k health (by using Wrathgazer, Grigori, Shadow Worm, etc) Destroy x units with a single Shadow Worm/Church of Negation Build a root network with at least x participants (units or buildings) Use a healing spell to revive at least x squad members at once Let a Tortugun eat x population or more in 1 match Destroy x or more buildings with a single Worldbreaker Gun shot Kill any Boss using only Termite Hills  
    (Map)specific quests/achievements
    i will not specifically name the difficulty or the like on these achievements as they probably have to be manually chosen by the staff team, maybe in cooperation with the community to allow for enough achievements on each difficulty of play and to make them reasonable for the players that play on that level. These are supposed to be challenging not outright impossible for players of that skill level. The really hard ones  come down below .
    Complete "Introduction" without killing the Bandit Healer Complete "Introduction" without building t3 units Complete "Encounters with Twilight" by attacking the Twilight fortifications on x difficulty Complete "Encounters with Twilight" without a spirit reaching the Wrathgazer (was it called that?) on x difficulty Complete "Encounters with Twilight" by defending against the Twilight horde attacking on x difficulty Complete "Encounters with Twilight" and don't loose any units to the Wrathgazer on x difficulty Complete "Siege of Hope" without any defenders dying on x diffiuclty Complete "Siege of Hope" Complete "Defending Hope" without Rogan taking any damage on x difficulty Complete "The Soultree" without Moon getting under x % of health on x difficulty (no Amii-Monument) Complete "The Soultree" without any of the Lyrish Defenders die on x difficulty Complete "Mo" and kill the Commando Walker on x difficulty Complete "Mo" without any of the Banzai birds exploding Complete "Oracle" using all trick magic devices in Oracle correctly on the first try Complete "The Treasure Fleet" without losing a single Gold Wagon on x difficulty Complete "The Treasure Fleet" without opening a single Gold Chest Complete "Sunbridge" switching the gate in Sunbridge x amount of times on x difficulty Complete "Sunbridge" without loosing any units against Mora on x difficulty Complete "Convoy" without letting x amouns of Walkers die on y difficulty Complete "Convoy" without using the spell devices more than x times on y difficulty Complete "Nightmares End" without losing any of the nodes on x difficulty Complete "The Insane God" without letting any of the priests or temples take damage on x difficulty Complete "Bad Harvest" without the Gold Wagon taking any damage on x difficulty Complete "Titans" and save every single Prisoner on x difficulty Complete "Blight" killing the Ravenheart in under x seconds on x difficulty Complete "Blight" without failing to destroy a bandit camp in time on x difficulty Complete "Empire" killing Brannoc in x amount of time on x difficulty Complete "The Ravens End" killing at least x amounts of Raven Scoutships on x difficulty Complete "Guns of Lyr" without Rogans Stronghold taking any damage on x difficulty Complete "The Dwarven Riddle" without using the Fire Altar on x difficulty Complete a "Battleground difficulty 5" only using Manawing and Deathglider Complete a "PvP ranked match" going t3 before your opponent builds a second monument Kill a Promo unit with a Promo unit in a "PvP ranked match" Kill an XL unit with a S unit in a "PvP ranked match" Kill x amounts of frozen units in "PvP matches" Win a match with someone x PvP ranks lower than you in a "PvP Match" (same team) Complete a "Battleground" match on every difficulty Complete a "usergenerated map" on x difficulty  
    Endgame, (map)specific quests/achievements:
    Some of these probably need some testing if at all possible (I will mark the ones i think might prove difficult to achieve or have outright no clue if possible for testing by making them yellow coloured. If you have already completed such feats in the original game or know that they are possible let me know and i will make sure they are no longer coloured).
    Complete "Mo" without Mo ever getting under x% (maybe 90%/95%/99%?) of HP on expert difficulty Complete "Crusade" without using the teleporters on expert difficulty Complete "Crusade" without building any walls on expert difficulty Complete "Sunbridge" without using the Amii-Portal-Switches on expert difficulty Complete "Slavemaster" without using the Firetrap on expert difficulty Complete "Bad Harvest" without building any walls on expert difficulty Complete "King of the Giants" without Rogan Kayle taking any damage on expert difficulty Complete "Dwarven Riddle" solo without building any buildings (including walls) on expert difficulty Complete "The Dwarven Riddle" killing all crystals within 3 minutes after destroying the first one on expert difficulty Complete "Guns of Lyr" solo without building any buildings (including walls) on expert difficulty Complete any 2 Player map solo using the tutorial deck on expert difficulty Complete a 12 Player map with only on person on each map and without using any spells on expert difficulty Complete all PVE maps in under 6 hours on expert difficulty (adding the all-time speedrun rankings of all time together (no rPvE) results in about 5 hours and 20-25 minutes --> 6 hours should be possible but still be a challenge even for most if not all speedrunners) --> can this even be tracked? Complete a "solo lvl 10 Battleground match" with only 2 monuments build total Own every card at least once ( (not) including promos?) Have every card fully upgraded (U3 + fully charged) Complete 1P rPvE at lvl x in under y minutes Complete 2P rPvE at lvl x in under y minutes Complete 4P rPvE in under 10 minutes 30 seconds on difficulty 9 Complete 4P rPvE in under 13 minutes 30 seconds on difficulty 10 Own x amount of gold Complete x amounts of "PvP ranked matches" in a row Reach Top 3 in either ranked PVP 1v1 or 2v2 Reach Top 1 on any Map of the month ranking (not including maps with fixed times: F.e. Siege of Hope) Use every card at least once in a match (all time) Complete all 2 and 4 Player maps solo on expert difficulty Complete any map with maximal 4(?) cards solo on expert difficulty  
    Changelog:
    2018.08.17
    Added a "Ability/ Card specific" list for a better structure.
    Added @Eddio's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&amp;do=findComment&amp;comment=70866)
    2018.08.19
    Added @Chimaka( ͡° ͜ʖ ͡°)'s suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&amp;do=findComment&amp;comment=70893)
    Added @LetsEinfallslos002's thread (https://forum.skylords.eu/index.php?/topic/1948-achievements-for-bfr/&amp;tab=comments#comment-40340)
    --> Does not include the "Kill x amount of units with y" or "Control x amount of units with y card" quests/achievements as those can be done for every card and would therefor make the list even more unreadable as it already is
    2018.08.29
    Added @Navarr's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&amp;do=findComment&amp;comment=70938)
    Added @Smok's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&amp;do=findComment&amp;comment=70959)
    Added @MephistoRoss's thread (https://forum.skylords.eu/index.php?/topic/704-ideas-for-daily-quests/&amp;)
    Adeed achievement category "out of match" (should be rather self explanatory, but here you get anything that is about trading and forge activities and really anything that is not directly reached in a match)
    2018.09.04
    Added @Kiwi's thread (https://forum.skylords.eu/index.php?/topic/2737-quest-suggestions/&amp;)
    Added some more own map specific and end game specific quests
    2018.09.08
    Added @Navarr's post (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/&amp;do=findComment&amp;comment=71129)
    Added some more own quests
    2018.10.09
    Added @Karl Lavafeld's post in form of a suggestion/hint in the thread introduction (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/&amp;do=findComment&amp;comment=76186)
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