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Flrbb

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Posts posted by Flrbb

  1. 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...

  2. I thought, maybe you are interested in some numbers... I took all my BPF and bought 29 boosters from the shop. So I spent 13050. Despite this should shave been 13.5% of a promo, I got none (is it still a chance of 1/200?). Anyhow, I kept one or two uncommon and cheap rares to complete my collection and put all the other rare and ultra rare into the AH. Basically all for a slightly lower buyout price than the current market value. If all the cards will be bought - I doubt, because a Sandstorm for ~50 is quite high - I get 8190 back. Result would be 280 BFP per booster.

  3. Never thought of not having at least 20 cards for a certain tier. Well, I'd say in that case a player should see less. Anyhow, there should bei another rule for selecting the displayed cards: those who were played recently should not be in the new selection of cards.

    On 5/15/2020 at 8:28 PM, Kubik said:

    other than that there is no reason why it would be a big change :P

    I disagree. A player gets only a mixture of sub-optimal cards for the current situation. It would be an (optional) gaming mode only. For easy and probably advanced game play. I doubt that you can beat many expert missions and PvP might bei fun, but probably noone wants to risk the ELO. :D

  4. If so I'd like to suggest an alternative play mode, which should bring more diversiy to the game.

    When having 0 orbs, a player gets 20 random tier 1 units of any colour. This is to define the starting orb colour, as well as playing the first unit. After playing the first card all the cards are replaced. The new 20 cards are a random selection of units, spells and buildings (5 of each group minimum). These have to be playable, matching the players orb colour. After a single card is played only that card gets replaced (alternatively: again, change all cards). After a player rises the tier there will be 20 new cards of the new tier.

    Of course all the cards which can pop up are from the players personal collection. In the same way upgraded and charged. But charges don't really apply here. If a player does not own a certain card, it does not have a chance to pop up.

    What do you think of this game mode?

  5. A possible way to create a BFP sink within the AH would be not to have gold as auction fee, but BFP. This is basically what each real life AH (e.g. ebay) does. It also would slow down the inflation of cards, just because AH would not be frequented much by peoply who do only trade for the win of BFP.

    Lets assume an auction fee is like 10% of the sold price (which the seller of the card has to pay, so he recives only 90%), then manyl ppl who really do want that card will buy it, because someone yould have to sell it for more than 110% of its original value to make profit. Such hugh profit margin will be not common. So, the frequency of which a single cards gets bought and gets re-sold drops down. This would lead to a emptier AH. Direct trade would become more interesting. To add more stability (price-wise) to the AH, and also to have more "worth" from an AH which then costs BFP, a AH should not run only for 24 hrs, but a week (or such) instead.

    In the end: my bet would be that this idea will not be liked by the comunity. Because it feels like you lose BFP and do not get the whole worth of a card. But, the longer I write about a fee in AH, the more I do like the idea. It really could save the ecconomy of BF/Skylords Reborn.

  6. On 9/3/2019 at 4:01 PM, Kubik said:

    .... but that is PvP only thing, and introducing limits to PvE would be even more limiting than PvP because even less players would be able to complete these "chalanges". ....

    Just a quick thought on that PvE point:

    What, if you make some sort of optional "bet on you style of play". Like, if you play a certain mission you can bet (a fixed amount of bfp) that you beat that mission in a certain time. If so, you gain a (maybe set/coosen) card as reward, if not the bfp is lost. The next time you want to set a bet, you either have to pay more bfp or the time you have to beat decreases. You could exchange the time restriction with "only up to t3" or such..

    I guess this system is not easy to implement, though.

    3 minutes ago, Kubik said:

    I am not sure if it is testable without reset, just because of the amount of cards and BFP players already have.

    At least, you could implenet the system and thest its functionality. ;-)

    The balancing on prices/costs is, of course, not testable at the moment.

  7. I think that the basic thought on economy are going in the right direction. There has to be some sort of sink for BFP. Like a tax for unplayed, but collected cards. (That would lead to a more fluctuating market (hopefully)) But this is a bad suggestion.

    Also there is another effect. Some rare cards prices rise drastically, while other rares going downwards. This comes from saturation of (unwanted) cards, I think. In the end only a collector will buy unwanted rares. All other will try to sell. On the other side, everyone wants a Harvester. So, either some traders buy all copies of Harvester to put it back in AH for a high price or the demand for special cards (which are hyped) is unbrocken.

    Just my 2 cent. :D

  8. I do like what Cocofang is saying and I want to expand that idea.

    What if you give out rewards if a player completes a "branch" of the campaign? To elaborate: I mean those drawn lines on the map (like Dwarven Riddle and GoL). Lets say, if a player finishes all quests on advanced which are chained together he gets a (pre defined) reward. If all those quests are also done on expert, the player gets another reward. Or, if that would leed to too many rewards, then make it like U2 if done on advanced, U3 if on expert.

    To have enough rewards I'd use all legendary cards (personally, I am unsure if using Promos for this would be a good idea). Also, you could give out single copies of cards, so that a player has still to spend gold to combine/upgrade those rewards.

  9. You definitly want to add resource booster. ;) 

    When taking my skill into account; I'd say your t1/t2 is not solid/stable enough to beat lost souls t3. Well, you gonna need a good play mate on your side. But, I have not enough experience with Stormsinger (your second card, is it named that way? :))

    A comment on Breeding Ground: I would swap that card out - it is not that usefull within a Constuct deck. You cannot afford to summon you constructs at your starting base (or wait until you've built a BG somewhere on the map) because your constucts are slow. (With faster, flying units it would be something different, though) When I play Constructs, I usually build 2 construcs before I start rolling on. These two were the only ones where I could use the bonus from BG.

  10. May I suggest a card balancing, too?

    The Rifle Cultists is a cool, unique card. It is a S unit in T4. With enough will to sneak around it can be devastatous (espacially when buffed with Unholy Hero). Anyhow, it is mostly used as a target for Offering - which is fine, imo. But its original idea comes a bit behind.

    So, I wouldn't in-/decrease any of the cards stats. But would like to suggest to make it immune to knock back. It would be enough to apply the imunity when their special attack is active. If I remember correctly there are other M units in T4 which are immune, so this change would not be something completely new. My idea is to strengthen this secondary attack. As they are still a T1 unit they do have a low HP pool and could be killed quite ok-ish fast, even when they start to fire their secondary attack.

  11. I am fine with that. Especially with the untradable status. It is a fair soulution. But for me as a more casual gamer, who does not have enough time at once to focus on an expert mission, it will be unreachable. What I would definitly prefer would be to give it out as bonus if a player completed all maps on advanced.

    Only one thing came to my mind: you are a good player, when you got your momument. On top, as a bonus, you could then finish your Soultree even better. Isn't this a bit unfair or at least ironic?

  12. On ‎8‎/‎19‎/‎2019 at 4:00 PM, fiki574 said:

    Hey.

    This will be just a random thought, not tied to this report specifically, although it resembles it.

    I've seen you report quite a lot of bugs from start of Open Stress Test, and I'm thankful for that. However, most of your bugs are not reproducible, you just report them straight away after the first occurence. This is not a good practice, we need to know the ratio and exact/detailed steps to reproduce them. So, next time you encounter "something weird" that can be considered a bug, make sure you can reproduce it at least 2 out of 5 times.

    Because a bug that appears only once is considered a glitch.

    Thanks and best regards.

    Out of curriosity; is that definition of a glitch something official, like tought at university or just something the internet made up?

    Well, this is an open bug submission - which I interprete as >>hey I've found something // yes, I've found that, too<<. If you insist on more "quality bug reporting" then I'll do that, but this will cut it down to almost zero.

    Anyhow, I almost lol'd because I probably never will reach the next rank to reproduce this thingy (bug/feature/glitch/whatever).

  13. NAME: badge after level up

    SEVERITY: 3

    LOCATION: journal and matchmaking screen

    REPRODUCIBILITY: I noticed this the first time.

    DESCRIPTION: I played a Gus on Lyr, which made my score rise above the border between 4 yellow dots to 1 cyan (1200000). Within the book my rank was displayed correctly, but my badge at the next matchmaking screen (new group, other mission) was still the old one. but after this next match, a random pve, the badge while matchmaking was shown correctly. this time a random match again, same group as before.

    SCREENSHOT/VIDEO: attached

    ADDITIONAL INFORMATION: -

    Unbenannt2.png

    Unbenannt.png

  14. On ‎8‎/‎11‎/‎2019 at 12:02 PM, Returning Player said:

    If so what ranged unit do you recommend?

    Actually, I do use Ashborne Pyros, (even in T4) because I do not use them that often and for killing single enemies they are good enough. Also, I do not have space for another t4 unit ... as said, I use many, many spells.

    With Offering you do not "waste" spells, because they recharge, too. ;)

  15. Bloodhorns are my favourite unit for clearing these random camps. I might be able to help here.

    Bloodhorns (upgraded) have Stampede to destroy buildings fast, also with big/large units they have no real problem. This leaves small units and single high health units to care about.

    My solution are spells. Lava Field, Soulshatter, even Erruption. Best one: Infect. Just move on with your Bloodhorns to the next camp. Most the times I do only use 2 or three of them, saving energy for spells.

    But what about void and charges? Shrine of War and Offering. There you go! :)

    For the single high health enemies I do use ranged units. But I summon only when I encounter them.

  16. NAME: deck empty (AH and ready on the same time)

    SEVERITY: 2

    LOCATION: Matchmaking / randomPvE

    REPRODUCIBILITY: was once. cannot really reproduce

    DESCRIPTION: I was host for a 4 player random pve game, waiting for a 4th player. I had not set the ready-check yet. I cannot remember what state the other had. (When I started to browse my cards and delete mails of unsold cards one of the others had a trade deck, so he was not ready) My guess would be that both also had not set the ready-flag. I was setting up an auction, when a 4th player joined. In the very moment I clicked on "create auction" all other players set the checkmark. This caused(?) my deck to go empty. Chosing a new one grom the deck list had no effect, all decks did not contain cards. Had to reastart the game.

    SCREENSHOT/VIDEO: -

    ADDITIONAL INFORMATION: Probably a mixup of sent packages caused the error.

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