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Dutchy

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  1. Dutchy liked a post in a topic by Majora in Community Update #13 - October 23th 2021   
    Greetings Skylords!

    It's been three weeks since our last community update so it's time to bring you up to speed with everything going on in Skylords Reborn!
    There are a lot of exciting things to talk about, so lets get started!

    As we mentioned in an earlier community update, new cards are in development. We are very excited to show you the first one today!
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change. We hope to release this card before the end of the year and will share more information at a later date. 
    New Card Reveal: "Coat of Protection"
         
    Coat of Protection will be a pure-frost tier 4 arcane spell. Upgrading the card reduces its cooldown (-10 sec), increases the number of targets (+2) and reduces powercost (-15). It will be uncommon and come in two affinities, each having a different effect.
    Frost affinity:
    Blessed Shielding
    Activate to wrap up to 6/6/8/8 friendly units in a 25m radius in an Ice Shield. Each Ice Shield absorbs up to 1800 damage for 30 seconds and can be strengthened to absorb up to 2500 damage. Reusable every 30/20/20/20 seconds.
    Shadow affinity:
    Tainted Shielding
    Activate to wrap up to 6/6/8/8 friendly units in a 25m radius in an Ice Shield that initially absorbs up to 2500 damage, but slowly decays by 100 strength every second. Lasts until Ice Shield is depleted. Reusable every 30/20/20/20 seconds.
    Coat of Protection, alongside changes coming to the card Ice Age, will continue our pure frost rework and allow for further sustainability and shield play styles in PvE. We are excited to bring brand new cards into the game and would love to hear your thoughts!
    Artwork
    The artwork has been designed by our talented artist Tweeto. Even though it looks great on the card, it does not do justice to the full piece. Can you spot all the cool little details? 

    A lot of time and changes went into the artwork, which can be seen in the time-lapse bellow. A big thanks to Tweeto for constantly accepting feedback and improving the artwork. We are really happy with the final result, and hope you are too! 

    Vote for cardnames
    During testing we came up with the cardname ''Coat of Protection'', and abilities named ''Blessed Shielding'' and ''Tainted Shielding''. However, part of our promise to our patreons is to let them help with naming new cards based on suggestions from the community. For this, we will need your help!
    Please reply in the comments below what you feel is the perfect cardname for this card, and how you would name the ability. Please note that Blessed and Tainted are part of the affinity name, and will not be changed. 

    Example:
    Name: Coat of Protection
    Ability: Tainted/Blessed Shielding
    Please only suggest one name. We will collect all the suggestions and let our Avatar-of-Frost-tier (and higher) patreons vote for the final name. 

    New Promo
    Speaking of patreon, we have reached out to our Juggernaut-tier patreon for a vote for the next promo card to make it into the game!
    We offered 5 options (restricted by fitting artwork we have available) and asked them to vote for their favorite. The options are:

    - Promo Sunderer
    - Promo Manawing
    - Promo Moloch*
    - Promo Deathray
    - Promo Skyelf Commander*
    The images below are mock-ups and might receive changes to fit with the new promo-look. Cards with a * will receive buffs in the future.

    We will share the results and how you will be able to collect the new promo in a later update. 

    Voice-actor positions are now open
    As mentioned in the last community update, we are planning to add new (English) voice-lines into the game, and for that we need voice-actors! We will need both male and female voices. To apply, follow the instructions below and send in your recording per e-mail as a single MP3 file per role you apply for, keeping a pause between the lines. To get a feel for your sound, we included only a couple of different lines for you to record. If we feel you are a match, we will get in contact with you for the full script. 
    How to apply

    Available voice-line roles
    Brannoc, Rogan, Moon, Viridya
    If you sound exactly like Brannoc, Rogan, Moon or Viridya, we would definitly be interested in working together! For your application, please reference a few lines from them that are currently in the game (attached below) and try to sound as close as possible in your recording. 
    Female: Moon
    Female: Viridya
    Male: Brannoc
    Male: Rogan
    For our new cards, we also will be in need of new voice-lines. For each line we have included a preferred mood/tone-of-voice. Read the background info and try to make the character come to life. 
    Male: A - Voiceline Bandit
    Male: B - Voiceline Bandit
    Male: C - Voiceline Amii
    Female: D - Voiceline Amii
    We expect to need a few weeks to collect and review all the voicelines. We hope you consider applying!


    Tournaments & Events
    NEW: Official 4p rPvE Contest#1 The Bandit Hunt
    Last week our official rPvE contest started, which will run until 25-10-2021. Create a team of four players, each playing a different color, and compete in the rPvE map of the month on difficulty 9 for the fastest time. All the rules can be found here. Due to the high amount of players already joining, we have even increased the prize support already. A big thanks to Volin for helping us with this event! The winners will be revealed on a live stream on our official Twitch channel on November 7th.

    FINISHED: Official PvP Rookie Tournament#1: Clashes of Swords
    Our first official Rookie tournament was a great success! 50 players entered the ring, with many new players for their first PvP-experience. The tournament was streamed live and you can rewatch it on our official Twitch channel. We will definitely host more rookie tournaments, so look forward to those!

    • Host your own event / tournament
    Want to host a tournament or event? Please reach out to our Event Organizer Hiko to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 


    New Team Members / Open Positions
    As you can see, we are actively developing exciting new cards and game modes, but we would love to speed up the progress. If you want to help, we would love to have you on our team. Below are three roles highlighted, but you can find more information, desired traits and all our open positions here. If you are unsure if you qualify, please reach out and have a talk! We are in dire need of Balance developers! 

    Open Position - Balance Developer
    As a balance developer you are responsible to implement design changes to in-game cards using our internal balancing tool. In other words, you are responsible to implement new cards and changes to existing cards. These implementation requests can come from balance updates and content patches from our Faction Designers but also from the official Skylords Reborn map making team (for example, new bosses for a new map). An integral part of this role is learning our internal balancing tool, as that is the tool that allows us to perform all these changes. You are by no means required to have any programming experience. More information.
    Open Position - Client Developer
    As a game client developer you are responsible to maintain and develop the game client. This mostly includes add new pre-game features (content outside of matches, so no game mechanics) through .pak files used by the game. You will be responsible to create and design in-game interfaces for new features, add networking support for new features that require it, solve bugs etc. using LUA, XML and little bit of Rust. BattleForge uses LUA and XML in their .pak files which are loaded by the client. Communication with the server happens through a proxy written in Rust. More information.

    Open Position - Voice actor
    See information above. 

    In Conclusion
    We hope you liked this Community Update, thanks for reading! 

    As is tradition, this community update comes with a scratch code. But this time you get to choose!
    One code will reward you with 100BFP, the other will give you a mini-booster.  

    Mini booster: COMM-UNIT-YNEW-S13B
    100 bfp: COMM-UNIT-YNEW-S13P
    Once you select one, the other one will be blocked. Choose wisely!
    The code is valid till November 12th.
    We will update you again on November 13th. We will reveal another new card, so you don't want to miss it!
    As always, we are open to feedback so please let us know! 
    Archive
    Community Update #10
    Community Update #11
    Community Update #12
  2. Dutchy liked a post in a topic by Cocofang in HOW TO: PvE Deckbuilding Guide   
    Foreword
    Content:
    Orb and Color Overview Picking your Approach General considerations Units in general Units in Tiers Buildings Spells Synergies My other Guides If you recently asked "Can somebody show me a good deck for this color?" or "Can anyone rate my deck?" then this PvE Deckbuilding Guide could give you a foundation to use if you need some early pointers on what to pay attention to when you start building your own deck.
    Experimentation and exploration are name of the game, so feel free to deviate from conventions. In line with that I will refrain from giving concrete examples or handholding. This is supposed to provide food for thought to point into a helpful direction to build decks yourself if you are still unsure.
    There is no universal solution for deck building. For many maps, especially on expert difficulty, some adjustments to tackle the individual circumstances are advisable. It’s also quite different whether you play cPvE (campaign maps) or rPvE (randomly generated PvE).
    You will notice my use of singular letters next to card names, which are referring to the cards affinity. G = Green, P = Purple, B = Blue, R = Red. Cards with affinities have two different versions and they vary in effect, depending on their affinity. Affinities are represented by a small dot on the card in their respective color. They have nothing to do with what Orbs you need to play that card though.

    Orb and Color Overview
    Your deck consists of 20 cards and usually you get 4 orbs during a normal game of Skylords. The color of the orbs you pick dictate which cards you are able to play.
    Every card requires a specific amount of orbs too, these are referred to as tiers, shortened to just T. If a card requires one orb, it’s T1. If you need two orbs, it’s T2 and so on.

    Lost Vigil G, thus the green nature affinity, is a T3 unit. So for starters you need three orbs to play it. One of these has to be frost and one shadow, represented by the blue and purple dot respectively. The color of the third orb does not matter, which is represented by the grey circle. It doesn’t have to be nature just because its affinity is, it can be anything. The order in which these orb colors were built doesn't matter either.
    This makes Lost Vigil G a semi-flexible card color wise since it does require two fixed orb colors but leaves the third one up to the player. For example, you wouldn’t be able to play Lost Vigil G if you previously picked two fire orbs for your T2. But one fire orb would be fine.
    Check out the wiki articles for Monuments and Orbs and Cards for more information.

    Picking the Approach
    First you have to settle on the broad idea you want to follow. For that I want to present a few simple approaches. The images are meant to illustrate the concepts, not represent a deck.
    Build bottom up
    Pick the color you want to start with on T1. Chose cards that build onto that as T2, either using the same color as T1 or a new one. Repeat for T3. Finally look at what’s left on T4 for the color combination you ended up with.

    Build order:
    Starting with Forsaken means my first Orb is . Then I pick Rippers , so I am actually still undecided on which color to pick next. After I decide on Vulcan I have to go for fire on T2 nonetheless because it needs two of those. For my last orb I settle on , which opens up Skycatcher B . Could’ve picked Giant Wyrm , Bloodhorn , Tortugun , Tempest or many other cards instead if I adjusted my 4th Orb accordingly.
    Build top down
    Pick T4 cards that fit together color wise first. Which T3 cards can be used with these colors if you subtract one orb? Then check T2, finally pick what’s left for T1.

    Build order:
    I pick Lost Dragon P as my T4. That still leaves me enough wiggle room to use Tremor as my T3. For T2 I want War Eagle , so that means I have to build my first shadow orb on T3. It also means I have to start with frost.
    Build for a color theme
    Decide which color combination you want to end up with, this will naturally limit your available card pool. Then look in which order you want these orbs and which cards fit that order.

    Build order: then either or . Last one flexible.
    I am building a Stonekin deck, which means I am restricting myself to and . So I could start with either of them, in this case. Then add because I really want my first Stonekin unit by T2. T3 could be either or since Deepfang R is flexible. Gemeye G is already covered but maybe another card in the deck needs one more or , so I have to pay attention to that.
    Build for specific cards
    Decide what cards you absolutely want to use. If there are multiple, check if they fit together into a linear orb progression. If yes, reverse engineer which other colored cards you can add for the color progression to work.

    Build order:
    I really want to use Juggernaut . That means I have to start and also add another on T2. On T4 though, I am free to pick whatever. Either make a pure fire deck or go for something else entirely, like Grimvine . But Juggernaut wouldn’t fit with T1 or T2 cards that require other colors than .
    Build for specific maps
    Can be important for the more difficult content. Once you learn a maps hurdles, you can try to adjust decks to tackle them more effectively or build decks for them from the ground up.
     
    General considerations
    Combining Color
    Color order
    Something important to look out for is that you are actually able to play all the cards you picked at a certain tier. There are some exceptions to this but in general a deck only functions when most cards can succeed each other.

    Here the Deep One P cannot be played until T3 because the deck starts with :fireorb:. So this is obviously a waste. Either I change my T1 to or I change my T2 to cards that allow it to be :fireorb:.
    Color restrictions
    Orb color requirements dictate which cards you can potentially use together in a normal deck that progresses linearly through T1 up to T4. If you want to mix your orb colors a lot, then you won’t be able to use some cards that have stricter color requirements.

    Something like this would be a so-called rainbow deck. :frostorb::shadoworb::natureorb::fireorb: is the orb sequence and everything works together just fine. I won’t be able to use any cards that need two of the same color. But one of each leaves me with a sizable card pool to choose from nonetheless.
    Color flexibility
    Most cards don't need a fixed color for every orb to be played. These are prime candidates to be splashed, which means being mixed with other colors.

    Here, despite all cards being nature, it actually only requires one specific :natureorb: to play them all. It’s often the case that your T4 and sometimes even T3 color doesn’t need to be something specific because you got your colors covered beforehand.
    Taking care of the Army
    Sustain
    Coming from units, buildings or spells to keep your army and constructions healthy. If at all available, it’s good if you have one source of sustain in the lower tiers, so T1 or T2 and one stronger source in T3 or T4. Sustain on demand in the form of heals or shields will make a deck more forgiving and durable. Without it your units will eventually die to accumulating damage. All colors have access to different types of sustain.
    Damage mitigation
    Defensive buffs for both units and buildings. Especially in T3 and T4 there are some very strong options. Having ways of mitigating damage is valuable because especially in later tiers your army is quite expensive. Damage mitigation also makes every point of health and therefore healing more efficient. Think, with 50% damage reduction, it takes 2 damage to remove 1 HP but only a healing value of 1 to restore it again.
    Damage buffs
    If enemies die quicker you take less damage and progress faster. Percentage based buffs (% more damage) are usable at any point in the game even if they are T1 or T2.
    Taking care of the Enemy
    Crowd Control (CC)
    Disabling enemies is very important. It’s great to have CC available at every tier but some lower tier CC can work throughout the entire game. Enemies become resilient against CC for a short time after being affected by it. Also, death is the best CC so if you are unsure then it could be a good idea to go for ...
    Extra damage
    Either through unit abilities, spells or even some buildings, a solid burst of frontloaded damage can make fights much easier. AoE damage makes big armies more manageable. Well timed extra damage can turn a loss around or solidify victory.
    Debuffs
    There are various debuffs available that weaken enemies. Use them to pick off priority targets or make them less threatening.
    Lock down Areas
    Fortification
    If the situation calls for it, consider adding Towers and Fortresses. Depending on the map it will make defending a lot easier. There are even units that excel at this.
    Utility
    Meatshields
    There are various ways to quickly summon big quantities of disposable units. And although they won’t grant ground presence (they don't have an "aura" that allows you to play out cards next to them), they also don’t bind power and can not only deal some damage but also take the hits instead of your actual entities.
    Mobility
    Very powerful if used correctly. Means to traverse the map quickly can turn the tides of war. Either to rush ahead when time is of the essence, make a quick retreat or help out on a different front.
    Economy
    Anything with energy management: Get energy faster, preserve it, pay less, recover spent energy from the void pool and so on. Very important if you want to keep running on full steam. Every color has different means to achieve that.
    Charges in your deck are also part of the economy and can be manipulated if you are in need of that.

    The beauty of Skylords is that you can combine colors very freely, depending on your collection, intentions, preferences and creativity.
    You can try to build a more flexible all rounder deck or specialize for a particular aspect. This might seem like a lot to keep in mind but don’t worry about it too much. Some color combinations naturally lean more into certain areas so just look at the cards available and see what you want or can get.
    No need to worry if you cannot hit all the marks. For example, if you have a lot of sustain, you might not need a lot of damage mitigation, although they have natural synergy with one another. Or vice versa. If your deck can deal a lot of extra damage, maybe you don’t need damage buffs. And so on.
    Units in general
    After you have a broad idea how you want to build, it’s time to go into the specific card types.
    Most of the time a unit roster consists of 1 or 2 cards for each tier. 3 unit cards for one tier is already a noteworthy commitment. Using more can become slot inefficient and you might run out of space to fit good cards into your deck in other places. So usually there are 6 to 8, at times maybe even 10 units in a deck.
    Some possible picks for unit combinations in each tier are:
    One ranged unit
    Sometimes just spamming one solid ranged unit is enough. Take care to have enough charges on that one card to play it repeatedly before it goes on cooldown.
    Two ranged units
    Two different ranged units can also be used as a duo if they have good synergy.
    One ranged and one melee unit
    Mix one melee and one ranged unit to create a conventional army set-up of a front- and backline.
    One ranged/melee and one support unit
    Support units can debuff enemies, buff your own or allied entities, shield or heal. Many beneficial effects to pick from if you are so inclined.
    Investing too much energy into supportive units will slow you down though. After all, every unit exclusively busy supporting is equivalent to one damage orientated unit, that you could’ve summoned instead, not fighting.
    If you summon a mix of melee and ranged units, the ratio of your army is usually about 1/3 melee, 2/3 ranged. For supportive units, it’s roughly ¾ ranged/melee and ¼ support.
    In case you forgo ranged units entirely, don’t leave yourself vulnerable to enemy air units. Also consider that only a certain number of melee units can attack one building at a time.
    Again, these are general guidelines and deviating from them is fine if you still feel like you get everything you need out of your deck. Adding more units can lead to a more flexible army with interesting synergies.

    Units in Tiers
    Tier 1
    Already on T1 there are many combinations to discover, so go out and try a few or observe how units do by themselves.
    Tier 2
    Things get more complicated here because now orbs can be splashed and there are much more units to choose from.
    L sized units are expensive energy wise but deliver a good bang for your buck. If you pick a beefy L melee frontliner, you can supplement them with ranged units. But ranged L units can often hold their own as well. L units are also less susceptible to knockback, which can be a real pain for S and M units. Don't dismiss them entirely though. They often boast strong effects and are cheaper to summon.
    Good airborne units become broadly available on T2. Those are squishy and die easily but their great damage can make up for it if you use their high mobility to focus weak spots like melee enemies or buildings unable to defend against air.
    Strong traits like exceptionally long artillery range or siege damage that destroys buildings quickly will also be at your disposal. Units generally start having much more interesting abilities. So consider if you want to have these in your deck as there are many synergies to discover.
    You can still fall back on your T1 units if necessary. Especially some T1 support units can still keep up.
    Tier 3
    Powerful XL units start being common in T3. They are big energy investments but if you take care of them, they can do some serious work.
    L units are no slouch either, many of them are loaded with amazing effects.
    S and M units are usually a bit more specialized here. Knockback against S and M units is very common at this point in the game, so they are more difficult to pilot. However, their abilities can turn the tides of battle.
    Tier 4
    The realm of mighty XL units. The colors you picked in your previous tiers heavily influence which units you have available here.
    T4 L and S units have powerful offensive abilities. M units are incredible supports.
    It’s tempting to use a lot of different XL units but you should exercise restraint and not add too many of them into your deck, overloading your T4 unit roster. Their big energy cost means you won’t be able to summon them rapidly.

    Buildings
    Usually buildings make up the smallest part of a deck. Sometimes as low as 2, especially in rPvE. For some cPvE maps it can be as much as 7 or 8. But commonly somewhere in the 3 to 5 range.
    Towers and Fortresses
    Most of them are pretty straight forward and are simply meant to kill enemies. Defending is their most obvious use but they can also be utilized offensively if you can wait out the construction time when building away from wells and orbs and bait enemies into them.
    Some towers are dedicated anti-air (AA) and some have additional utility effects giving them extra uses past their damage capabilities.
    These rarely find a place in rPvE decks where you are mostly on the move. But for cPvE they are very good to fortify key locations. If necessary, 2 of these can be added to the deck at different tiers. 3 if you want to lean into it more heavily and have a smoother transition between tiers. More than that would be a very tower heavy, specialized deck.
    Always have them in the back of your mind though. These classes of buildings usually have much higher damage and life than any unit for their cost or extremely powerful combat effects. So whenever you repeatedly find yourself in situations where your units have a tough time, maybe backup from a building does the trick.
    Shrines, Huts and Devices
    Utility buildings, mostly without damage capabilities by themselves but with useful effects. Like sustain, cross-map mobility for units and support for other entities.
    Being generally very useful almost all decks have a few of these. You will likely find at the very least 2 helpful buildings within these classes, regardless of your decks purpose. Possibly even more.
    A very important aspect about these is economy management, especially void return. Speeding up the energy return from your void pool can make your game a lot faster overall. Having at least one building that is able to manipulate energy in some way is a big benefit. Either making summons cost less, affecting well output, changing power refund when killing units or affecting void return.

    Spells
    Spells are a very important card type that often turns the tides of battle. So it’s not uncommon for a deck to contain a lot of these. Rarely are there less than 5 spells. More commonly somewhere between 7 or even 10 spell cards.
    There are three spell classes:
    Spell
    Requires ground presence. Which means there has to be a conventionally summoned (played straight from a card) ground entity nearby.
    Enchantments
    Global effects that can be played anywhere.
    Arcane
    Local effects that can be played anywhere.
    Spell cards themselves have a lot of different uses. Some buff or heal your own units or buildings. Others deal a lot of damage to enemies. And there are utility spells that offer mobility, CC or have uniquely powerful effects. There are even low tier spell cards that are useful throughout the entire game.
    A good balance of spells that allow for flexibility is very helpful. They can also be used to further define your decks strengths or cover for weaknesses. You can refer back to the general considerations to decide which spells you prefer in order to cover a given purpose.
    Synergies
    Decks really shine if you use cards that work well together. Some synergies are obvious and part of the card description. Like cards that depend on freezes or nearby buildings for full effect. Others are maybe not as immediately apparent. Here are a couple pointers to look out for, with many more waiting to be discovered as you familiarize yourself with the game.
    Damage reduction is very powerful when combined with sustain since it makes every bit of healing worth so much more. Similarly many self-damage mechanics can also be mitigated, so definitely test those in the forge. Healing combos incredibly well to compensate. There are some ways to directly increase effectiveness of healing, so if you lean a lot into health restoration mechanics, these can vastly improve their performance. Mechanics that summon disposable units work great together with those that require sacrifices or corpses. For mechanics that use corpses as a resource, it’s possible to boost their efficiency. If you are struggling with charges or cooldowns on certain cards, there are ways to replenish them during a game. Internal buffs (effects entities apply to themselves passively) stack with themselves. External buffs (effects that for example a spell applies to an entity) don't stack with themselves. Only the strongest one is applied. Damage redirection abilities don't stack with themselves. Units that specialize in abilities that lock them in place can be very potent together as you can use localized effects much better. Damage buffs on your units and simultaneously damage taken debuffs on enemies have devastating effects. Root networks can develop into very powerful set-ups. My other Guides
    CHEAP and powerful BEGINNER Deck - If you are interested in a very cheap and flexible mixed deck.
    CHEAP Pure-Fire Deck - If you are interested in a cheap and flexible fire deck.
    CHEAP Pure-Shadow Deck - If you are interested in a cheap and flexible shadow deck.
  3. Logarius liked a post in a topic by Dutchy in Change profilename   
    Please go to our Discord and contact us via #contact-staff.
  4. Dutchy liked a post in a topic by Volin in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    Hello Skyfolks,
    again me with an update.

    We have been struggling with the question of whether to publish an interim score and how to publish it - as in every of this events. Many people give me the feedback, that I can feel, that they would like to know where are they standing.
    Others of course want to polish their times first, or need to find the time to do so in a 4 player group, we understand this too.
    We are also aware that such a ranking can be motivating as well as demotivating - we hope it can push you again - so here we are:

    There are already 12 submissions and a lot of people have still announced to send one. Here are the, anonymous, times of the top 3 as well as the currently 8th place.
    1st   10:57 min
    2nd  10:57 min
    3rd   12:04 min
    ...
    8th  14:06 min
    Yes, this is no copy and paste error, we have two submissions within the same second!


    To further increase your motivation to participate, we have decided that the prize pool will be expanded if we get beyond the 16 entries! Then there will be a booster per person for the places from the 9th to the teams that are in the top 50%.
    If we even crack the 30, we can possibly talk about even more boosters, so send me your replays!
  5. Dutchy liked a post in a topic by Majora in What is your favourite card and why?   
    I like both as well! Fallen Skyelf was actually the first promo I bought, and Viridya has become my signature pvp card. 
  6. Morgotheron liked a post in a topic by Dutchy in What is your favourite card and why?   
    My favorite card(s) would be the Nether Warps. It is so much fun to use and so versatile. Both cards warps friendly and hostile units a short distance. The green affinity heals all units affected an the blue affinity slows them all down to walk speed. Both sides of the card requires ground presence to cast.
    In pvp, you can use it to dodge important spells from your opponent like a Coldsnap or abilities like the Timeless One. It is also great to combine it with cards like cultist masters to get the Nightcrawlers right into the action. Nether Warp can also be used to get your enemy away from a well last second before it is killed. When an enemy unit is escaping with very little help, you can use the warp to get it back in range of your attacks. Because the units do not continue walking by default after they get warped, it could surprise your opponent and lead to an easy kill. 
    The card is also able to dodge projectiles. For example, if an Windhunter in rpve attacks your Batariel, you can warp the Batariel while the projectile is flying and the it will take no damage and does not get affected by the paralysis. In rpve, it is used to cross some walls to assists yourself or your teammates so you/they don't have to walk around an edge. 
    In some campaign maps, you have to defend against units that out range your Necroblasters or Church of Negation. An example could be Defending Hope or Crusade where twilight dancers attack your bases regularly. A quick warp can get them in range before they destroy your buildings.  
    A deck where both Nether Warps are often in the deck is the Construct rpve deck. In combination with Benevolent MO (or Dryad G) there is no debuff when you warp. This allows the possibility of the double warp which is awesome to do! To get a fast time in Bad Harvest, this trick can be used near the end and between some Stonekin lords too.
    In Speedruns the card is also utilized. As mentioned before, in Bad Harvest to get to your goal faster. With the card, it is also possible to jump over some gates. A few examples are Convoy, KotG, Titans and Nightmare's End.  
  7. Dutchy liked a post in a topic by Volin in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    I want you all to friendly remind - please share me the replays in the following scheme:

    playername1_playername2_playername3_playername4.pmv

    I have prolly more then a hundred hours of work with this contest and if you take yourself these minute I would be very glad! 🙂

    Thank you soo much for the overwhelming feedback and I am looking forward to get more questions and replays! Spam me! 🙂
     
    GL& HF
    Best
    V.
  8. Dutchy liked a post in a topic by Volin in What is your favourite card and why?   
    I have to giggle when this one comes to my mind - yeah great card too. It did not even get much attention from me as pve player (actually you @Blashyrkh brought it back to my mind, back then when we both started digging deeper into fire)

    Ah those funny lovely fire cards.

    Still hoping for Windhunter and our team to find more good solutions for Fire to make it a bit more consistent and overall playable, though ofc the last patch already helped.
  9. Dutchy liked a post in a topic by DefAnske in What is your favourite card and why?   
    My favourite cards are Firedancer and Skyfiredrake, but if I had to pick a single one I would probably chose the Skyfire since it is an absolute carry for most PvE maps.
    Also the design is beautiful!
  10. Dutchy liked a post in a topic by Volin in What is your favourite card and why?   
    Stylewise it is for me the Jugger - "Size matters!"
    Love how he looks and sounds - a real fun unit for me.

    Sadly no tool for my pve 😞
     
     
  11. Dutchy liked a post in a topic by Blashyrkh in What is your favourite card and why?   
    Stylewise: Timeshifter Spirit, Ashbone Pyro and Giant Slayer
    Playwise: Nomad, Ashbones and Cultist Master
    Best card artwok overall: Bloodhealing
  12. JH24 liked a post in a topic by Dutchy in What is your favourite card and why?   
    My favorite card(s) would be the Nether Warps. It is so much fun to use and so versatile. Both cards warps friendly and hostile units a short distance. The green affinity heals all units affected an the blue affinity slows them all down to walk speed. Both sides of the card requires ground presence to cast.
    In pvp, you can use it to dodge important spells from your opponent like a Coldsnap or abilities like the Timeless One. It is also great to combine it with cards like cultist masters to get the Nightcrawlers right into the action. Nether Warp can also be used to get your enemy away from a well last second before it is killed. When an enemy unit is escaping with very little help, you can use the warp to get it back in range of your attacks. Because the units do not continue walking by default after they get warped, it could surprise your opponent and lead to an easy kill. 
    The card is also able to dodge projectiles. For example, if an Windhunter in rpve attacks your Batariel, you can warp the Batariel while the projectile is flying and the it will take no damage and does not get affected by the paralysis. In rpve, it is used to cross some walls to assists yourself or your teammates so you/they don't have to walk around an edge. 
    In some campaign maps, you have to defend against units that out range your Necroblasters or Church of Negation. An example could be Defending Hope or Crusade where twilight dancers attack your bases regularly. A quick warp can get them in range before they destroy your buildings.  
    A deck where both Nether Warps are often in the deck is the Construct rpve deck. In combination with Benevolent MO (or Dryad G) there is no debuff when you warp. This allows the possibility of the double warp which is awesome to do! To get a fast time in Bad Harvest, this trick can be used near the end and between some Stonekin lords too.
    In Speedruns the card is also utilized. As mentioned before, in Bad Harvest to get to your goal faster. With the card, it is also possible to jump over some gates. A few examples are Convoy, KotG, Titans and Nightmare's End.  
  13. Morgotheron25 liked a post in a topic by Dutchy in What is your favourite card and why?   
    My favorite card(s) would be the Nether Warps. It is so much fun to use and so versatile. Both cards warps friendly and hostile units a short distance. The green affinity heals all units affected an the blue affinity slows them all down to walk speed. Both sides of the card requires ground presence to cast.
    In pvp, you can use it to dodge important spells from your opponent like a Coldsnap or abilities like the Timeless One. It is also great to combine it with cards like cultist masters to get the Nightcrawlers right into the action. Nether Warp can also be used to get your enemy away from a well last second before it is killed. When an enemy unit is escaping with very little help, you can use the warp to get it back in range of your attacks. Because the units do not continue walking by default after they get warped, it could surprise your opponent and lead to an easy kill. 
    The card is also able to dodge projectiles. For example, if an Windhunter in rpve attacks your Batariel, you can warp the Batariel while the projectile is flying and the it will take no damage and does not get affected by the paralysis. In rpve, it is used to cross some walls to assists yourself or your teammates so you/they don't have to walk around an edge. 
    In some campaign maps, you have to defend against units that out range your Necroblasters or Church of Negation. An example could be Defending Hope or Crusade where twilight dancers attack your bases regularly. A quick warp can get them in range before they destroy your buildings.  
    A deck where both Nether Warps are often in the deck is the Construct rpve deck. In combination with Benevolent MO (or Dryad G) there is no debuff when you warp. This allows the possibility of the double warp which is awesome to do! To get a fast time in Bad Harvest, this trick can be used near the end and between some Stonekin lords too.
    In Speedruns the card is also utilized. As mentioned before, in Bad Harvest to get to your goal faster. With the card, it is also possible to jump over some gates. A few examples are Convoy, KotG, Titans and Nightmare's End.  
  14. Binary liked a post in a topic by Dutchy in What is your favourite card and why?   
    My favorite card(s) would be the Nether Warps. It is so much fun to use and so versatile. Both cards warps friendly and hostile units a short distance. The green affinity heals all units affected an the blue affinity slows them all down to walk speed. Both sides of the card requires ground presence to cast.
    In pvp, you can use it to dodge important spells from your opponent like a Coldsnap or abilities like the Timeless One. It is also great to combine it with cards like cultist masters to get the Nightcrawlers right into the action. Nether Warp can also be used to get your enemy away from a well last second before it is killed. When an enemy unit is escaping with very little help, you can use the warp to get it back in range of your attacks. Because the units do not continue walking by default after they get warped, it could surprise your opponent and lead to an easy kill. 
    The card is also able to dodge projectiles. For example, if an Windhunter in rpve attacks your Batariel, you can warp the Batariel while the projectile is flying and the it will take no damage and does not get affected by the paralysis. In rpve, it is used to cross some walls to assists yourself or your teammates so you/they don't have to walk around an edge. 
    In some campaign maps, you have to defend against units that out range your Necroblasters or Church of Negation. An example could be Defending Hope or Crusade where twilight dancers attack your bases regularly. A quick warp can get them in range before they destroy your buildings.  
    A deck where both Nether Warps are often in the deck is the Construct rpve deck. In combination with Benevolent MO (or Dryad G) there is no debuff when you warp. This allows the possibility of the double warp which is awesome to do! To get a fast time in Bad Harvest, this trick can be used near the end and between some Stonekin lords too.
    In Speedruns the card is also utilized. As mentioned before, in Bad Harvest to get to your goal faster. With the card, it is also possible to jump over some gates. A few examples are Convoy, KotG, Titans and Nightmare's End.  
  15. Majora liked a post in a topic by Dutchy in What is your favourite card and why?   
    My favorite card(s) would be the Nether Warps. It is so much fun to use and so versatile. Both cards warps friendly and hostile units a short distance. The green affinity heals all units affected an the blue affinity slows them all down to walk speed. Both sides of the card requires ground presence to cast.
    In pvp, you can use it to dodge important spells from your opponent like a Coldsnap or abilities like the Timeless One. It is also great to combine it with cards like cultist masters to get the Nightcrawlers right into the action. Nether Warp can also be used to get your enemy away from a well last second before it is killed. When an enemy unit is escaping with very little help, you can use the warp to get it back in range of your attacks. Because the units do not continue walking by default after they get warped, it could surprise your opponent and lead to an easy kill. 
    The card is also able to dodge projectiles. For example, if an Windhunter in rpve attacks your Batariel, you can warp the Batariel while the projectile is flying and the it will take no damage and does not get affected by the paralysis. In rpve, it is used to cross some walls to assists yourself or your teammates so you/they don't have to walk around an edge. 
    In some campaign maps, you have to defend against units that out range your Necroblasters or Church of Negation. An example could be Defending Hope or Crusade where twilight dancers attack your bases regularly. A quick warp can get them in range before they destroy your buildings.  
    A deck where both Nether Warps are often in the deck is the Construct rpve deck. In combination with Benevolent MO (or Dryad G) there is no debuff when you warp. This allows the possibility of the double warp which is awesome to do! To get a fast time in Bad Harvest, this trick can be used near the end and between some Stonekin lords too.
    In Speedruns the card is also utilized. As mentioned before, in Bad Harvest to get to your goal faster. With the card, it is also possible to jump over some gates. A few examples are Convoy, KotG, Titans and Nightmare's End.  
  16. Dutchy liked a post in a topic by Majora in What is your favourite card and why?   
    Id have to say shadowmage. While it's obviously a strong card, and sometimes you can just spam them and call it a day, i really like the whole flavor of it. It oozes shadow. It has life loss, interesting abilities, looks cool, nice voice lines and I'm a fan of mono colored cards. You also have to keep an eye on them and can't just attack move to the other side of the map and do something else in the meantime. 
    Sacrifice pairs well with unholy army, and Im still trying to make more use of the foul play ability, even after months of playing. To me, it's just a very fun card with a high ceiling of possibilities. 
  17. Morgotheron liked a post in a topic by Dutchy in What is your favourite faction?   
    Hmm, I wanted to choose Shadow/Nature (Amii), but that option is not there 😕
  18. nukie liked a post in a topic by Dutchy in All-time fastest speedrun rankings (October 2013-September 2022)   
    New time for Treasure Fleet expert Dutchy: 14.49.00

  19. Dutchy liked a post in a topic by Dallarian in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    I am impressed. It actually sounds interesting.
  20. Dutchy liked a post in a topic by Majora in Official PvP Rookie Contest#1 Clashes of Swords - 08.10.2021   
    Here are the final results. We hope you all had a blast. We will definitly do more rookie tournaments in the future, so we hope to see you there!

     
  21. Dutchy liked a post in a topic by Majora in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    Big thanks to Volin for helping us with this event!
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