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Flrbb

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Posts posted by Flrbb


  1. each fraction allread has its own sort of healing. Bloodhealing for shadow, minor heals for fire (because .. hey, its agressive fire, not save n' secure nature) and blue has shields and a shrine and spells for damage reduction. Also, each fraction could stand near a building.....


  2. At higher dificulty levels you have to hinder Viridya to reach another map for a certain amount of time. It is mantatory to win. As you cannot kill her, the players can only delay her forthcome. This cannot be done by all CC spells, only a few do work.

    This fact is unknown to most players. And it is somewhat anyoing to lose just because of this.

    So I recommend to add a note to the map description, which you can see when you wait for enough players. (The headline is Viridiyas Avengers.)

    As far as I know Coldsnap does work, Ensnaring Roots and Oink does not, Lost Grigori and Aggressor (to a certain point) and Lightblade. But I think I do miss some spells.

     


  3. the idea behind the 2nd point sounds interesting. but honestly, I think every other suggestion is not good at all. mit to say: devastive

    for example, having 10 different levels in rpve is allready to much. who plays all these?

    making the top wanted cards (those who costs the most) all rare would rise their prices even more. very, very bad.

    droping every card from tier 4 to 3 would destroy the current meta (for sure, a new one will rise, but at which cost?). besides that, pve would get much easier. on second thought, you most probsply ment to change one orb to colourless. but which colour to take from cards like Lost Dragon? why do you want so much extra secutity?


  4. Bloodhorn is Swift? o.O

    Anyhow, as much as I second a complete reset when the beta is finished, as much I don't want that anymore, to be honest. I collected and upgrades all cards. I won't do that another time.

    But back to the topic: nice work!


  5. Under Cronicle->Statistics->Page3 are card upgrade levels shown.

    From those names I'd expect to count cards, which I allready do have applied the upgrades to. Instead, it shows how many upgrades I do own. (I don't know if upgrades, whose cards I do not own are taken into account).

    I'd say there should be another paragraph showing the numbers I had expected.

    Also, it seems that promos do not count as upgrades. I'd count their upgrades, too. Which might be arguable, though.


  6. Does anyone have experience with Revenents Blessing, Lost Evocation and Ethereal Storm?

    I tried to play Crussade on Advanced with a pure LS deck. Luckily those Lost Shades die simultaniously. Keeping the revenants alives requires both afinities (that are lots of deck slots) and in the end the charges ran out. Also, I did need shadows' void pool manipulation to have all the required energy (enabling the revenant ability and cast lots of spells). I wasn't that much pleased with the power level of LS (PvE-wise).

    I'd suggest adding more charges to all the LS spells and some automatic void return. :) What about enabling the revenants' ability as default when spawning those LS units? :D Or would that be to overpowered (especially in PvP)?

    Anyhow, does anyone else played more games with pure LS and can enlighten me with some tactics? :)


  7. I think that some rewards at "level up" would be a nice touch, too. But bfp or boosters are allready a reward of long time playing (via daily rewards). Gold or beeing able to chose a free upgrade would be an option.


  8. Originaly, this was not a bug report. I was confused why (within like 5 minutes) the format of the anouncement changed (without me doing anything inthe settings).

    With me gaining knowledge about this behaviour in here, now this is a bug report. I know that there is a template but as a) I cannot reproduce this bug and b) I can contribute to this forum wirh my mobile it is way to complicated to use that...


  9. Those 2 anounced promos from my first picture were very close together (within one game I was in, so two promos within less than 20 minutes. but I guess it was like max 5 minutes apart), also I did not even open the options inbetween. I am not aware of an short key to change this anouncement. Maybe there might be the possibility for hitting an unknown key-combination twice, but honestly I suppose there is a bug in here somewhere. But as this happend just once it will probably hard to trace.

    BFsetup.jpg


  10. On 4/24/2020 at 7:37 PM, Karl Lavafeld said:

    DAMAGE
    I wouldn't say it's not well known, but the damage number on a card is the amount it will do in 20 seconds of constant attacking.

    Some (if not all units) do have a varity of attack animations. These differ in duration and dealt damage. So, the above number of 20 seconds is just roughly an average number by all means.

     

     

    CONSTRUCTION HUT

    Similar to Breeding Ground this one does help your allies, too.

    Karl Lavafeld likes this

  11. Personaly, I think the two decks above are not very well tought. The following is my improved version:

    Zerglings.thumb.png.349faec853770af54e4263ee3238de84.png

    Comments on modifications below.

    Changes:

    - Nomad red: dealing more damage is more impartant, IMO (helps destroying the spawnhut at t3 a lot)

    Outs:

    - How to spawn a bloodhorn when at max cap?! Yes, this deck needs allies to take out flying bosses, but same is for ground bosses. Other (minor) flying units can be killed with Thunderstorm and Soul Shatter, Unholy Hero is therefore not needed

    - Breeding Ground doesn't help much (I play fire - shadow - shadow - nature) at t3 you can get your ~10 Cultists allready

    - Why Shrine of War? When the Nightcrawlers diea round FoF, the void is allready at 0

    - I think the small heal does not help much later on

    - edit: forgot about the second FA. Had to save deck space, the green one can be cast on buldings.

    Ins:

    - Portal Nexus brings your bugs faster to the front

    - Incredible Mo is allways a good addition

    - Motivate and Crystal as above stated

     

    If you want to change some cards, I would take Neather Warp and/or Resource Booster out. That deck does not need much energy (all the bugs do not bind energy). Nether Warp is nice for toying around, but not needed that much, especially with Portal Nexus. Also, the Crystal is not my favourite...

    As a side note; it is fun to play but it is much to manage. And you do miss all the action because you have to create new bugs all the time. It is just a "send your bugs to the front" and nothing else...

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