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Bini Inibitor

Project Supporter IV
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Everything posted by Bini Inibitor

  1. Greetings, it's simple. Usually cards with a shadow affinity have some sort of interaction, which causes enemies to deal less damage or deal damage over time instead of instantly. Cards with Fire affinity on the other hand either cause units to take/deal more damage or deal damage instantly. On both, Twilight Creeper as well as Bandit Artillery, these aspects are flipped. My suggestion is to swap both of these affinities respectively to keep it in line with other cards. It is not a huge deal, but has me bugging ever since.
  2. NAME: Lost Evocation Frost affinity buff only applies to 5 units max. DESCRIPTION: Title basically says it all. Lost Evocation is a spell that summons a revenant demon. It has an aura that buffs surrounding Lost Souls units. Frost affinity buffs units to take less damage, while the Fire affinity increases damage dealt by buffed units. Issue here: Frost affinity only buffs 5 units maximum, while the Fire affinity has no such limit. REPRODUCIBILITY: Always SCREENSHOT/VIDEO: See attachment LOG: Kekismus Maximus. ADDITIONAL INFORMATION: Toppest of Keks.
  3. This is exclusive to Hurricane. Burrower and Deathglider cannot knock units off walls. It should be noted however that Hurricane applies a knockback whereas Death Glider and Burrower apply a debuff on wall segments. So one may come to the conclusion that Glaciation prevents the application of said debuffs. It is not stated on Hurricane's description so it remains unclear if this is intended behaviour or an oversight.
  4. This is most likely intended behaviour as all damage sharing components work with premitigation damage/original damage. This makes the mechanic unnecessarily confusing as it is nowhere stated that it works with premitigation damage. Wrathgazer's Pain Link, Unholy Hero, Life Weaving - all work like this so you can bet this is also true for Earthkeeper. I'd say it is more of a description problem, not a bug .
  5. NAME: Snapjaws' attack kill framerates over time DESCRIPTION: Snapjaws' attack cause your game to drop in frames for the remainder of the match. This is especially prelavent if you have a bunch of Snapjaws attacking at the same location. This is true for every Snapjaw card. REPRODUCIBILITY: Always. Can be tested quite easily in the Forge. SCREENSHOT/VIDEO: LOG: See attachments ADDITIONAL INFORMATION: Current fixes: While in the match, not looking at the locations they attacked restore framerates mostly. Fixing it completely either requires loading in a new map, finishing the current one or simply restart the game. _log_proxy_latest.log
  6. Greetings, after wanting to share my thoughts about the current state of Battlegrounds for weeks now and postponing it ever since because I am lazy, I finally got the drive to write this one up here. I want to share my thoughts and suggestions of multiple aspects of its current execution and how they can be improved because let's face it: it is far from perfect. This is not a thread about "hurr durr, nerf Lost Souls , because they are so hard on difficulty 9, the second highest difficulty of them all" and certainly won't start with phrases like: "I don't make suggestions, because I don't get paid when they get implemented." Obviously the feasibility varies and while some may be easy to integrate, others may be harder or even impossible to realize. I would like for this thread to become the go to discussion thread about Battlegrounds/rPvE and where it is supposed to go. I am eager to hear about your opinions, ideas and suggestions. Anyways, here we go: Map generation and its quirks Let's start off with something where I think most if not all of us can agree upon; map generation. It works for the most time, but there are times, where your monuments are really close to enemy camps. For Tier 2 and beyond this isn't much of a problem - in solo just build a bigger army than usual and for multiplayer your team mates may assist you with a coordinated push or help you hold your turf. But there are times where your first monument gets immediately attacked on game start before you even summoned any units in which case the game is pretty much over for you either because the camp has long range units that immediately pull the camp or the camp spawns right on top of your monument. This is an issue almost exclusive to difficulty level 10, but I have experienced it twice myself on difficulty level 9 against Lost Souls as well. While it is an extremely rare occasion on difficulty 9, it is much more common on difficulty 10 and happens regularly enough to be a concern. Personally I see this as a priority issue, if Battlegrounds/rPvE ever sees substantial changes. Other than that, it'd great to see more random/diverse generation. Seldomly you have maps where the path of your team mates directly connects to your Tier 2. I even had a map where my team mates' path after Tier 2 directly went to Tier 4 instead of intersecting at Tier 3. I'd wish to see more of that or completely different spawns, where two or even all four team mates spawn at the same location and have to push a single, more fortified path together. In addition to that more interesting paths or intersections to later camps, as in eight camps that converge to a single bigger area in the middle with each spawn meeting there, so you have one player dedicated to defending the onslaught, which would also promote decks oriented towards defense. Or maps with only few big or one huge camp that inhabits tons of enemies. Maybe even reverse the roles and have to defend against ever increasing hordes of enemies until the time is up like in Crusade or Defending Hope. I'll leave it up to debate if you can choose between defensive or offensive Battlegrounds/rPvE maps or keep it completely random. Balancing and strength between individual factions This is something where I think a lot can be done to even the odds, but in this small segment I keep it on a rather basic level and get more into detail later on. I think it is pretty much universally agreed on that Lost Souls is considered the most tedious of the bunch, where as Bandit and Stonekin are the easiest factions to play against. Twilight sits somewhere inbetween, although the scale tips more into Twilight's favor with the Evil Eye spam. For most players Lost Souls is the most tedious to play against. Some hate Lost Spellbreakers, others hate Lost Archfiends and some hate everything about Lost Souls. Personally I don't like Lost Vigils in Tier 3 and the inconsistency that Lost Wanderer pretty much only shields at the very beginning, which last indefinitely unlike Stonekin Earthkeeper's. But that's fine, each to their own. Often players want to remove or nerf something of the Lost Souls roster. These complaints often come from difficulty 9 players. 10 isn't up for discussion because it is seldomly played in comparison. Everybody can think what they like on the part that Lost Souls is "too strong" compared to other factions, the solution to that "problem" is certainly not a simple nerf to a single faction, but rather adjust all factions at once and equalize their power level. It is about the highest difficulty levels after all and Bandits/Stonekin are a breeze compared to Lost Souls or even Twilight. Real strategic gameplay only starts to show if you play difficulty 10, but I will get to difficulty scaling in a bit. Change up and increase the overall spawn pool One thing that bugs me about spawns in general are the mixed factions spawns. Lost Souls has Twilight units in early camps that for some reason are stronger than in actual Twilight maps. Stonekin is also less Stonekin and more like 50/50 with Bandits in snow maps. And I don't think that needs to be the case. There are quite a few unused AI unit types in the campaign that could be integrated into Battlegrounds/rPvE. Both types of Stonekin Grinder, Lost Shade, Lost Spirit Ship, Gemeye, just to name a few. And I believe that with additional units it will make balancing individual factions much easier. Difficulty rebalancing and scaling What I don't like about the current difficulty levels is the sudden jump in difficulty between 9 and 10 and the weird thing that lower difficulty levels are harder as in the case with Twilight's 8, where unlike in 9 Evil Eyes are present, but that's only one thing. I'd go as far and move all level but level 10 by one level, so difficulty level 1 is effectively removed and a new level 9 can take its place between 9, which would become the new 8, and 10 that evens out the sudden jump. One that starts out with a spawning camp at Tier 2 and stronger camps overall from T3 onwards, so you can get a taste of what 10 will have in store for you. This would also mean that when going and revising all 10 levels, all individual levels will have noticable jumps in difficulty which will be reflected not only in enemy strength but also how the map is generated. Unfortunately now difficulty 10's challenge comes from the very first camps pushing for energy wells and monuments and drops down noticably when you have your units ready, at least for Bandits/Stonekin. I believe the highest difficulties are only supposed to be for decks directly build for it, but as it is right now only level 10 requires a decent amount of game knowledge, coordination and team work, where as in level 9 you breeze through with relative ease, which shouldn't be the case for the second highest difficulty level. I know it is a bit much to ask for coordination and team play with one or more randoms, but the game should challenge you earlier for that matter. For two player and solo play your time limit is usually higher and suffices for it to be less of a concern. Another thing that has been mentioned a few times and what I certainly support is increasing map size along with higher enemy count and time limit. Integrating new factions into the mix Something that has been brought up by other players and where I think that is a nice idea and worthy to mention here is to add some more variety into the game mode by adding more factions as enemies. In some campaign maps we already fight against Nature, Fire or Shadow units and with the amount of units and buildings each faction has at its disposal, balancing them would certainly be quite easy. That's about it from my side. I believe on some things I mentioned here you agree and on other you surely don't, but that's perfectly fine and I want to hear your point of view about basically anything related to Battlegrounds/rPvE.
  7. NAME: Only on Test Server. Unable to remove any card upgrades. DESCRIPTION: On Test Server you own all cards with maximum upgrades. You can not remove any upgrades from them. You may be able to purchase new upgrades, but even then you can not remove any charges or upgrades, you will only get the error "Upgrade combine failed". REPRODUCABILITY: Always. SCREENSHOT/VIDEO: https://i.imgur.com/q8SIqwL.mp4 LOGS: https://bit.ly/3nFMX6P
  8. NAME: Cardbase filters are not working correctly DESCRIPTION: Cardbase has filters to include or exclude certain types. Frost filter shows and hides Stonekin as well as Bandit cards. Their respective filters do nothing. REPRODUCIBILITY: Always SCREENSHOT/VIDEO: https://i.imgur.com/T6tsdmR.mp4 LOG: https://bit.ly/3nFMX6P
  9. Greetings, cutting straight to the chase. Some cards in the game either have very vague or confusing card descriptions, that make understating attacks or abilities hard to understand or leave out important details. Some statements are also simply wrong. Church of Negation Disintegration values. Commandos States they attack each second, which should be every 2s. Curse of Oink Doesn't state radius of 15m. Change debuff description to avoid confusion with Twilight Transformation. Dryad Wrong attack time - 2.5s instead of 2s. Emberstrike List radius for Fiery Birth (15m). Energy Parasite Change description to "enemy power well". Fire Stalker Attack time is 4s instead of 5s. Fire Worm List radius for Percussive Birth (15m). Frost Shard Show number of targets affected (currently 7). Giant Slayer Change "Stalwart" to "Steadfast" for consistency (identical functionality). Hammerfall Doesn't state at which rate it refills the Shield/Healing Pool. Max capacity is stated only for Nature affinity. Also Typo: "Last" instead of "Lasts" for blessed affinity. Healing Well Doesn't state that it has 0 initial healing pool, neither does it state at which rate it refills. Hurricane Knocks units off walls. Isn't stated. Lifestream Has unlisted damage mitigation cap. Lost Evocation Show units stats. Lost Grigori Disintegration values. Lost Launcher Change description from unit to building on "Infused Rage". Mindweaver Doesn't state post mind control immunity of 10s. Neutral Cards State in the description that only one can be played per team. Promise of Life Typo in description. Ressurect instead of resurrect. Protector's Seal Clear up, whether it absorbs incoming damage on affected targets or prevents damage dealt by affected enemy targets. Rage Show values for Fire Dragon, Rageclaws, Giant Slayer, Lost Launcher (Fire), Blaster Cannon (Fire), Flame Crystal, Abyssal Warder (Fire), Volcano (Fire). Revenant's Blessing Typo: "Last" instead of "Lasts Revenge Has an unlisted damage mitigation cap. Rioter's Retreat States it attacks 3 targets as baseline, even though this is only true for upgrade level 3. Bandit faction trait: Lifestealer German description has a typo: "Gebäute" instead of "Gebäude". Second Chance Doesn't state that revived units have an immunity to revival, which lasts for 30s. Shadow Worm Disintegration values. Shrine of War Global buff description shows wrong values. Snapjaws German description for the debuff of "Infused Dilution" on opponents wrongfully states that they take less instead of more damage. Soulshatter Doesn't list a maximum limit of 10 targets marked for explosion. Soul Splicer Consumption on infused affinity. Stormsinger German description for ability doesn't state it has to be an enemy flying unit. Time Vortex Void Power thresholds. Voodoo Shack Show average damage. Volcano State that Lava Sea only affects ground units. White Rangers State ability attack time. Wrathgazer Disintegration values, fix value or state it is premitigation damage on "Pain Link". Long term goal Show correct DP20 values for ranged units.
  10. Here are the audio cues in question: -ui_knock is the audio cue, when being invited by someone else. -ui_timer is the audio cue, when somebody requested your deck. Upon further investigation I also noticed, that being whispered at also lacks its sound effect: -ui_chat_inc1 is the audio file for that. ui_knock.mp3 ui_timer.mp3 ui_chat_inc1.mp3
  11. NAME: Sound effects not playing, when being invited or requested a deck DESCRIPTION: Back in retail, when EA was still hosting the game, there were sound effects when being invited to a group or someone requested a deck from you. These have been absent since like Stress Test initially launched. I can vividly remember them - a group invite was followed by a sound cue that resembled knocking on a door three times, where as having your deck requested was like two bells in succession being played with two different pitches, the second one noticably higher in pitch. REPRODUCIBILITY: Always, since they do not exist apparently
  12. NAME: "assertion failed" error message, when creating a solo map with CTD. SEVERITY: 1 - game crash LOCATION: Forge, map selection, when choosing and trying to create a map REPRODUCIBILITY: ALWAYS DESCRIPTION: Not really that much to say. The game crashes the moment you press the create button. SCREENSHOT/VIDEO: ADDITIONAL INFORMATION: This error started occuring today. EDIT: Error is now happening across all solo maps
  13. Just tried it out, very good tool for finding out, which maps you need to play.
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