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Flrbb

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  1. Tam Hawkins liked a post in a topic by Flrbb in reverse AH   
    Instead of offering cards you enter a "want to buy a certain card for a specific price".
    Don't know how it affects the economy, but right now it sounds like a good addition to me. You instantly could get some BFP, if you want to buy a card. Also it could stabilize the prices a bit.
  2. Loriens liked a post in a topic by Flrbb in Addition to deck cloning   
    When you clone a deck you cannot really tell which cards you miss. You have to ask again for the other deck to search manually for missing cards.
    A short notification (via chatbox) which cards are missing would be cool!
  3. JarodDempsey liked a post in a topic by Flrbb in Guns of Lyr Expert   
    There are several waves coming. But they are triggered from different effects while playing. The following might not be 100% accurate, but it should be close enough.
    1. Lets call it a "constant stream". This is the basic attack of enemies. I do not know how they are triggered (by time or after the last wave was destroyed), but basically after you killed one wave you'll have a short time to recover and then the next bunch of enemies do come. After (roughly) 5 minutes, if I remember correctly, there is a decent "upgrade" to the enemies which are coming. From now on, you'll face some units which have a spell blocking aura. Also, enemies are up to "L", so they hit quite hard. As all (?) of them are not ranged, flying units like Mana Wings are a good way to go. There are some more "upgrades" to this enemy waves, but they are not as crucial as the first increase, just because your mates on 3 and 4 should be ready when these hit your wall.
    2. After each of the countdowns runs out, there is a bigger wave of enemies (up to XL units).
    3. This one is the final wave. After you killed all the dragons and everything big the Twilight has on its side no other (null, nada, zero) enemies follow from that side of the map. If on both side all units from this wave are dead, you have won the game (you do not have to clear all the camps). They spawn as soon as a certain building is destroyed. These two buildings can easily be identified. Near to the starting places of player 1 and 2 is a wall, which your units cannot cross, to the corner. There are lots of buildings in red (fraction-wise) and just one in orange (or the colours are vice-versa). You can ignore all the red stuff, only the orange one counts.
    As a side note: usually players 3 and 4 have to kill the 3 bases to the left and right side of the map to open up the gates to reach the orange building. With some tricks - e.g. Rifle Cultists - you do not have to open the gates, because you can destroy the orange building over the wall. This speed up the game play.
    Another side note: after a period of time, if the 6 bases on the left/right sides are not destroyed, they also emit waves of monsters. If players 3 and 4 are really fast (most are not), you finish before these waves are coming.
    Anyhow, position 1 and 2 are quite easy. But you have to plan with T1 only. All you need are some towers, some units to mount the wall and maybe some crowd control or spells to inflict damage. On the other hand position 3 and 4 need a specialized deck. No a specific one, but it has to fit this map and strategy. With that and some planing even positions 3 and 4 are at best medicore.
     
  4. Flrbb 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.
  5. Flrbb liked a post in a topic by Emmaerzeh in More randomness in rpve or change generated map settings from time to time   
    Hi, 
    I try make it short. If needed I'll explain more what I mean. 
    I feel the rpve could be more random or varied. Rpve gets verry repetetive after some games. IMHO the biggest impact to the gameplay there is now in rpve  is what fraction the enemy is (lost souls are imba, but that's OK) and what bosses are on the map. The structure of the ways is always verry similar. For example in 4 Pl. Rpve level 9 player 1 +2  in 98% of the games come together at t3. 
    Now in 4 Pl rpve l10 the split is mostly direct after t1. I remember a time when the structure of level 10 was different then phenomic changed it. I remember u had from t1 to t2  one way then a split in two ways with massive unit income from both ways. And came together at t4. 
    I won't say the old structure was better. I just conclude from this that it's possible to change it.
    Does Rpve work with the generate random map settings from the editor? I'm not verry familiar with the random map generator in the editor but I tryed it out one or two times and there is a lot of variety possible. 
    Either you could make settings for random generated maps in general more random or you could change the setting every month or so. 
    This would bring more fun and more variety. 
    I hope I made clear what I mean. 
    Kind regards 
  6. Navarr liked a post in a topic by Flrbb in Boosters for new players....   
    Probably there are slmany threads around here addressing this topic...
    Personally, I think that having to play several hours to get the first boosters ( and thus the first variation to the game) is quite long. To be honest, this is where the fun of the game and its originality comes from. How to introduce new players to a game, when the core mechanic  of the game doesn't show?!!
    As I understandthat there was/is an issue with multi accountings I like to suggest that you reduce this first time span and make these "starting boosters" (and their cards) untradable.
    To improve this, you could grant different themed boosters to chose from.
  7. Flrbb liked a post in a topic by Loriens in Increase Maximum Zoom?   
  8. Flrbb liked a post in a topic by Xientie in nerf amii monument   
    This entire thread makes me sad on so many levels.
  9. Flrbb liked a post in a topic by Ladadoos in 3 - Mail symbol does not stop flashing until you've closed the mail window   
    Hopefully fixed with next client update.
  10. Flrbb liked a post in a topic by MrXLink in Estimated time for release?   
    I don't mind the detail that this topic is getting into, but just for the sake of clarity and to give you a definitive answer to the topic's question:
    We can't give you any estimation time regarding our development progress due to the sheer uncertainty and unpredictable nature of this project and its development team. Considering BF is a complex and strange game when it comes to code, and due to us working in our spare time, we can't make any accurate prediction. Any ETAs made in the past that we were unable to abide by due to sudden bugs, sudden dev inactivity or development hindrances, have caused serious backlashes, flamewars, accusations and unnecessary conflict within the community. This in combination with development uncertainty sadly turns us to not be able to give you any semblance of an ETA for the sake of the game and community environment's health and atmosphere, and to not give you any sort of false expectations.
    Sorry about that, but we believe it's in everyone's best interest in the end to not set or announce any deadlines.
  11. Flrbb liked a post in a topic by Kubik in How many People can play this game?   
    Right now we peaking to 400 concurrent players each day. Highest peaks was about month after the stress test start when we was reaching 800 concurrent players.
  12. Navarr liked a post in a topic by Flrbb in Optionally hide open games in world overveiw   
    I have played each campaign map on easy mode and almost each map on advanced, now trying expert level. Means, the lowest difficulty is quite boring to me. I do not want to brag about this. It just means I am not interested in any open games from the first difficulty level. Therefore I like to suggest an option to hide any open games from the world map (the sum per campaign mission) - not the map specific overview, of course.
  13. Flrbb liked a post in a topic by The Aquanix in Expert Training Chat   
    So, we all know that Beginner chat exists. All of us new players talk there to get advice on how to play the game and have others help us get started, but what about those that need help going into the bigger leagues?
    I myself have had a huge anxiety issue when it comes to expert maps, not wanting to get in the way of people who actually know the map. So with this in mind, i'd like to propose a potential and small addition: A new chat type similar to Beginner, but for people who want help with expert maps or to have veterans tutor them in-game for it.
    It might be unnecessary (and it probably is), but i want to put the idea out there.
  14. Flrbb liked a post in a topic by Treim in Pure Nature Deck thoughs/improvement   
    I feel like we need to get things into perspctive here:
    Shaman is overrated yes, it is by no means a bad unit though and can be very helpful on a couple of expert maps where they ARE basically or very close to mandatory to play nature t1 efficiently. 
    The card is overrated in the sense that a lot of people, especially beginner players think it is a mandatory op card for any nature t1 deck, which is definetly not the case. 
    That does not mean that it is unplayable, it just means that it is more of an optional choice. That choice is viable and can be very helpful, but you can often make do without it and save the deck slot for something that might be more beneficial in the grand scheme of things. 
    A shaman or 2 can go a long way in helping you sustain a fight if used correctly, just note that you can achieve similar results via other means and that Shaman is in no way omnipotent or irreplacable in most scenarios. If you feel like that Shaman is a neat addition for your deck, do so it is a viable choice for a nature t1, use them in moderation though as they can also slow you down masssively.
  15. Flrbb liked a post in a topic by The Aquanix in Categorizing Spare Cards   
    I would love to see extra categorization for our cards, specifically for one aspect in particular.
    Being able to categorize all of your SPARE cards, essentially if you were to have a card fully upgraded and charged, but you have another card of the same type, it is a SPARE.
    By categorizing, you have all of the spares easily accessible for selling rather than having to scroll through and find them all.
     
    In general though, extra categorization would be welcome in my book.
  16. MephistoRoss liked a post in a topic by Flrbb in Optionally hide open games in world overveiw   
    I have played each campaign map on easy mode and almost each map on advanced, now trying expert level. Means, the lowest difficulty is quite boring to me. I do not want to brag about this. It just means I am not interested in any open games from the first difficulty level. Therefore I like to suggest an option to hide any open games from the world map (the sum per campaign mission) - not the map specific overview, of course.
  17. Pritstift liked a post in a topic by Flrbb in Better deck organisation   
    Somewhere I've read that you plan more possible deck slots. Even with the current amount (not completely used from me) I do have problems finding the right ones. There is one divisor for the tutorial deck. Maybe you should add more categories like "PvP", "PvE", "rPvE" and "map specific".
  18. yoda8789 liked a post in a topic by Flrbb in Sell cards to "void"   
    The longer the game is up, the more cards will be there. This will lead to a price drop of unwanted cards. To keep its (minimal) worth, a sell/destruction for those cards - with refund - would be nice.
    Anyhow, my initial thought was based on the wish to keep my inventory clean and sorted. A feature to sell X Destruction (for lets say 1 bfp each) would be cool!
  19. Emmaerzeh liked a post in a topic by Flrbb in Better deck organisation   
    Somewhere I've read that you plan more possible deck slots. Even with the current amount (not completely used from me) I do have problems finding the right ones. There is one divisor for the tutorial deck. Maybe you should add more categories like "PvP", "PvE", "rPvE" and "map specific".
  20. Flrbb liked a post in a topic by Ladadoos in Bloodhorn   
    @IlCamionistaMalvagio Because someone forgot bloodhorn receives stampede from the first upgrade 
  21. Flrbb liked a post in a topic by MephistoRoss in The Guns of Lyr - 2 players farming   
    @Ladadoos and me  did Guns of Lyr duo Expert in 13:28, note that we had full upgrades and charges when we played this though.
    Guns of Lyr duo 1328.pmv
  22. BurningWorld liked a post in a topic by Flrbb in Sell cards to "void"   
    The longer the game is up, the more cards will be there. This will lead to a price drop of unwanted cards. To keep its (minimal) worth, a sell/destruction for those cards - with refund - would be nice.
    Anyhow, my initial thought was based on the wish to keep my inventory clean and sorted. A feature to sell X Destruction (for lets say 1 bfp each) would be cool!
  23. flergon liked a post in a topic by Flrbb in Sell cards to "void"   
    The longer the game is up, the more cards will be there. This will lead to a price drop of unwanted cards. To keep its (minimal) worth, a sell/destruction for those cards - with refund - would be nice.
    Anyhow, my initial thought was based on the wish to keep my inventory clean and sorted. A feature to sell X Destruction (for lets say 1 bfp each) would be cool!
  24. ikke2902 liked a post in a topic by Flrbb in Improve Upgrades Tab   
    That list is flooded with all earned upgrades and this is why I think the current list is useless. You could improve its usability by adding filters. Sort by orbs and tier like the cards would be a first step, on top filtering per map and difficulty would be better. Also, an option to hide all applied upgrades would be great. This would slim the list and it would gain of value.
     
    Edit: it might be a but vague which upgrade tab I am writing about. I added a screen shot.

  25. Flrbb liked a post in a topic by Rondine in Puns   
    My Ashbone pyro almost died from doing nothing.
    Guess he had a bad case of burnout
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