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Darian DelFord

Alpha & Beta Tester
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Posts posted by Darian DelFord

  1. 44 minutes ago, darklionking said:

    only switching weapons/state of the unit costs refund 100% (defenders, ghostspears, spearmen etc.) . All other unit abilities like attacking abilities (f.e. nomads) and unit switching (nightguard, parasite swarm) refund 90 %

    Yeah thats what I meant by abilities.  I consider everything else to be a spell for a unit

  2. On 1/14/2019 at 8:45 AM, Major Tom said:

    I am one of those security guys:

    using Razorleaf front, both Root Nexus directly behind, followed by Heading Gardens and Sylvan Gate.

    If there is space i drop a Hammerfall (blue) for the shield too.

    Now it is unkillable ;)

     

    I think my intention regarding late game was not clear:

    I like to use 12x T4 for the endgame and the Treespirits interfere because of the unit limit.

    So i either have a partner for the T4 rush, or i must kill the Treespirits and build Living Towers instead.

    In that case i better build Living Towers directly.

     

     

    Aye, Personally I use 4 Melee T4 (Collossus or FOrest Elder) 6 Wyrms and 1 Razor leaf backed with Tree spirits and maybe a living tower.  Reason being, is tree spirits are mobile and can almost instantly buff the RL once the nexus is down.  This is great to set up as your units are going into a Level 9 or 10 Base.  The AE from the RL will just knock out all the little stuff allowing your T4's to concentrate on what they need to. 

     

    I will never forgive Phenomic for the Razorleaf nerf they did a back when they nerfed the root network

  3. 14 hours ago, Ggoblin said:

    75/25 is indeed correct, I've tested it multiple times in pve. That being said I wonder if destroying your own monument that is under construction WHILE being attacked would refund power. Hopefully not since that would be punishing to the attacker.

    Also wonder if there's anything other than repair and toogles that refund 100%.

    Unit abilities refund 100%

  4. 2 hours ago, Ggoblin said:

    75/25 is indeed correct, I've tested it multiple times in pve. That being said I wonder if destroying your own monument that is under construction WHILE being attacked would refund power. Hopefully not since that would be punishing to the attacker.

    Also wonder if there's anything other than repair and toogles that refund 100%.

    It does refund the poiwer

  5. As a pure nature player since the inception of the game.

     

    A shaman is a must on some maps and not needed on others.  In PvP I would call it a must, as its a medium/medium counter and in T1 that is huge for nature.  Especially against frost.  But all cards fall into the same category as a must have or a complete waste.  it completely depends on the map  you need it on.

  6. 1 hour ago, Kaliber84 said:

    Wasn't it only a 100 power permanently lost for wells & monuments?

     

    1 hour ago, Treim said:

    Pretty sure you loose all the power. as you tend to build them up again for 100 power that is your net loss as the other power is bound permanently anyways ( as you don‘t destroy monuments without the intention of rebuilding them instantly). Essentially you bind an extra 100 power to that monument. 

    That‘s at least my understanding of it. Correct me if I‘m wrong,but i don‘t think any power from the monument or destroyed wells goes back into the void or the usrable power pool upon destruction (except when a monument still in buildjng process is destroyed)

     

    Yes and no....

    There is an initial power cost of 100.  However it gives power.  So it will refund the 100 power over time and then some.  This is why power wells are targeted in PvP.  If you can bring a well down before it refunds the power the patient has a permanent power loss.  If it goes for a while it will pay for itself.  It is only a net loss if the player rebuilds it then the process starts again.

  7. On 1/10/2019 at 6:00 AM, darklionking said:

    As far as I know the supporting units/buildings split up on the active units. So for 6 Razorleafs you would need a total amount of 36 passive Living towers to get the maximum buff (not really worth it, 1-2 Razorleafs are enough for most scenarios).

    Further i would recommend you to use Treespirits as they give a better transition out of the t1, can move, are cheaper and they can be used with breeding grounds to make them even cheaper in t2 (for living towers it would be good to have a partner which has access to construction hut).

    Another good support is this t3 portal (red affinity) to give an extra damage boost and to give the razor leaf a good healing, but you also have to calculate it in on the active units side.

    I would recommend Root nexus for the healing and damage reduction, further more if you have a splash of frost you can also use the disco ball of healing (Crystal Fiend) that the Stonekin have at T2, which stacks its damage reduction with the root nexus.  The problem with Slvan gate, is when its using its ability it detracts from the power of the Razorleaf.  For an extra 20 power you get Damage reduction and healing.  Yes, the damage increase is not there, however the RL is almost unkillable.

    5 hours ago, Major Tom said:

    Thanks for your tips, using both now!

    Just as info for other players:

    If you need a big army late game you must swap the Treespirits with towers as they block your max unit size.

    In that case you better build towers directly.

    While this is true, honestly it would be better to use Tier 4 units for late game.  For Nature Colossus, Giant Wyrms and Swamp Drakes are all you really need end game, for rPvE rank 10.  For that matter most expert maps can be completed in the same fashion. 

  8. 4 hours ago, otaking92 said:

    Hello, I dont speak fluently english so, maybe someone already asked the question and I dont find the keyword but:

    Do someone know when the two 12 players maps/scenarios will be avaiable? 

    Thx by advance.

    While by no means an official answer my best guess is, when they can get to them.

    Ultrakool likes this
  9. Ahhh I thought there was a PvE Experience Lockout on creating a PvP match that I might have forgot about.

     

    I can record it today sometime and will post it.

  10. On 10/24/2018 at 2:50 AM, fiki574 said:

    There is a reason why booster ratios aren't buffed. We're trying to simulate Open Beta economy as close as possible because we certainly don't want to end up screwing the entire market over. In the end, all rewards and gains are boosted by 244% (according to MrX, and if I recall correctly). However, your point is good too, I'll propose this for discussion.

    Hate to say it, but the Stress and Beta need to be as close to live as possible.  To much or to little and its gonna cause issues.

  11. 46 minutes ago, MephistoRoss said:

    PvE is way less dependent of balance between factions. So balance t1,t2 and t3 should focus on PvP, while the balance of t4 should focus on pve (but keep an eye out to don't create easy win options for (2v2) PvP). It also would be very confusing if the same card would react differently in PvP than PvE on top of upgrade differences.

    I agree that most balance decisions are based on PvP.  If it was strictly a PvE vs a PvP problem, then it would not be to much of a big deal.  For me personally the biggest nerf from PvP that resulted in a HUGE PvE change was the way the root network was done.  However PvP is multifaceted it has 1v1, 2v2 and 4v4.  The problem with balance will revolve around 2v2 and 4v4.  Which will trickle down into the 1v1 and the PvE realms. 

    So long as the changes are noted on the Forums I do not think most people would have a problem with it.  I agree that some cards seriously need to be looked at even on the nature side.  However BF has always chased its tail when it comes to balance, because 1 card can be used in 5 different ways.  The only way to really make sure a card change will not have unintended consequences is to make sure the change only effects the mode that the change is meant for. 

  12. 7 hours ago, Mateiael said:

    Can you please make it easier to open chests, like just click on them and they open automatically. instead of having to get your whole army into position and then waiting a few secs its kinda annoying, and it wastes times in pve.

    It is a combat timer.  Units are still considered to be in combat and can not open chests for about 5 seconds.  Once the timer is done there is no problem opening chests.

    Loriens likes this
  13. 2 hours ago, ImaginaryNumb3r said:

    Out of all the aspects that affect balancing in Battleforge, pve balance is honestly a relatively minor concern. For the most part, pve and pvp have completely different must-have cards. Really, pve is fairly easy if you know the map and there are a multitude of combos and factions that allow you dealing with the challanges from the levels.

    There were some neat fringe tactics that got removed because of pvp (Spore Bomb with Nasty surprise comes into mind), but I can't think of a single instance where it massively affected pve.

    Having separate card profiles is not a new idea, it was proposed countless times during the days of Phenomic. In fact, I bet that it isn't even possible. Imagine you have 2 different profiles for Thugs. Which profile is stated on the card in the AH? At this point you need to completely re-work and re-design the front end of the game lol.

    Balancing a game is an iterative process that takes time. You can only ever approximate balance until you are at a point that is "good enough" in a way that the better player will actually succeed (effective counterplay is all that is necessary). The real major problem of Battleforge was that it introduced a massive influx of cards with each release, impacting the meta and the balance in a significant way. You can't work with an ever-shifting meta. Similarly, EA likely did not have the intentions to have a completely balanced game and wanted to encourage certain key cards to enforce monetization. PvP was primarily a "premium" mode that required you to have expensive cards multiple times (charges) if you wanted to compete in higher levels.

    The game is full of overly cost effective and broken cards that can only be countered with other overly cost effective cards. It's essentially a car that is held together with duct tape and works mostly well for the majority of factions. The question is how much effort you want to put into the game. You can just fix the most broken aspects and make it overall more fair, but some things will always end up messy. To truely fix the balance of the game you first need a gameplay narrative and work on a schema for the game and it's factions.

    This can be achieved with detailed knowledge of the game, frequent patches and good coordination. I don't know how much time the devs are willing to invest into proper balancing, but at least we got people who have the necessary in-depth knowledge that can serve as a starting point (such as RadicalX).

     

    If it works the way I understand it to work, it will not affect the AH at all.  The card abilities are merely a script.  Each card has a script(s) that controls it.  All that needs to be done is flag the PvP maps, so that the new scripts will take affect.  That is a simple conditional statement. 

    Also as noted a change for 1v1 PvP can vastly affect 2v2 and 4v4 and vice versa.  If you truly want to balance the game between PvE, 1v1, 2v2, and 4v4 this is really the only way to do it without screwing something else.  BF is NOT an easy game to balance.  However This is a change which can be done. 

    Its really not that difficult to do, I have done it for games in the past.  The question is, how are the scripts stored, how they interact with each other.  The hardest part of this whole thing, believe it or not would be the forge.  As that is neither a PvE or PvP zone.

     

    However any further discussion I would like to have in the other thread as to not derail this one, hence the reason I put the link in my post there :>

    Loriens likes this
  14. For a fully powered Root Network, it is a 6:1 ratio if you have a fully upgraded root anything.  The nerf you are referring to was a reduction from a 9:1 ratio and the radius in which root networks can root to each other.  I believe the reduction was 10 meters. 

    The advantage of using more than 6 supporting units/structures for a root network is the ability to spread it with a few active units.

    MajorTom likes this
  15. 1 hour ago, MaranV said:

    ........

    In closing; You are right about 2v2; Dryad (blue) probably shouldn't buff allies to prevent guaranteed efficiently healed blobs, and I support making that change along with the phase/mortar nerf.

    Herein lies the Major problem with Balance in BF.  You make a single change to a card and it has repercussions in every aspect of the game.  PvE, 1v1 2v2 4v4.  This is why balancing a card in BF was so damned difficult. 

    One of the reasons I made this thread

     

    I know its a pain in the arse to clone a database,  But making changes to cards based on mode will be a far easier way to balance then make whole sale changes that improve a card for one aspect and ruin it in other.

  16. On ‎9‎/‎20‎/‎2018 at 6:13 AM, FarRockBF said:

    Hi Y'all,

    So despite my crazy current schedule (I work 4AM until 11PM) I still want to make time to get some BF content out on YouTube again once the game starts running smoothly. I was never popular by today's online gaming standards but in the BF world I was the most viewed content creator back in the good ol' days.

    But times have changed. People don't have the patience they used to. I doubt people would sit through my 40min+ videos anymore. So I would like to "hire" an editor.

    Job Description: Edit my videos (probably 1-2 a week) as 2nd sequence does for Imaqtpie for example. Shorten the videos, add some cool effects, etc.

    Initial Salary (first 6 months): Whatever YouTube pays me. It's all yours.

    Caveat: I don't expect to make much, probably $100-$300 a month, maybe even less? Either-way, it's all yours for the first half a year. After this we can revisit the terms. Who knows though, now that the game is much more popular then it was when it was being shut down maybe this could be huge. No idea.

    PM me if you are interested.

     

     

    Hey Bro if you still need this let me know.  I use Adobe Creative Cloud which has access to everything you need.  However I can do it for free :O)  No money needed.  Just send me a PM if you need it

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