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About DarcReaver

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  1. DarcReaver


    Bonjour baguette.
  2. Right now you just play the most potent/toxic combos from the BF era when it was taken down... I don't see much of a difference. But wipes are bad because grinding takes so long in this game and is so vital. In Diablo you can play without having to grind for hundreds of hours To make this work with BF you'd need to increase rewards to make players able to reach their full deck within 4 weeks or so maximum. Better booster collection would help though (uncommon single card, common card boosters, etc.)
  3. DarcReaver

    All-time fastest speedrun rankings

    Is that result of using Amii Monument for the 5th orb win condition? I tried to clear the map as fast as possible (without the monument) with a shadow/fire/nature deck and ended up with 17:2X:xx and it seemed to me like I could finish it in like 16 mins - but in no way in a shorter time because not enough power for that. Also how is it possible to take the power wells immediately? Whenever I try that the 2nd minion wave rushes them and ignores my archers on the walls... So I take them when the 2nd wave is engaged in combat already.
  4. DarcReaver

    nerf amii monument

    Fighting a twilight Dragon with t3 units is more challlenging than fighting it with a bloodhorn + regrowth. Or Jorne + Life Weaving. Rifle Cultists can annihilate whole creep camps with their grenade. Unholy hero triples regular units' damage etc. Even if t4 needs to be reached, in PvE you can easily use a defensive deck to protect your Amii Monument, and once you're t4 you can annihilate most camps without much of an issue. The only time this does not work is when you're against the clock, which is pretty rare.
  5. DarcReaver

    New faction?

    And even then balancing the already existing cards should be a priority about new card editions.
  6. DarcReaver

    nerf amii monument

    Enlightment requires quite a lot of upfront power though and is very limited. I personally think the card is pretty cool, because it fits the nature theme very well and requires planning to use correctly. Monument is a whole other story though. Monument should be much cheaper and a t4 card, allowing more than 4 orb colors. I.e. pure shadow x4 + nature, or pure fire x4 + shadow etc. With a cheap cost this would make deck building more flexible.
  7. DarcReaver

    Building Cards (PvP)

    The argument about "too confusing for new players" is not valid tbh. New players who play pvp will notice that they a) need to grind hundreds of hours to get the necessary lvl 3 card upgrades and b) will get stomped by meta deck players because the majority of other cards is unviable. That's why most new players will leave the game after a short time anyways. Simply because they cannot play the card combinations they want to play in pvp because they're unviable. Void power mechanics are completely negligible for that matter. All a new player needs to know is that he gets back a part of his power when one of his units dies and that the rate of void power gain depends on how much total void power he has. Infact, most new players spend lots of power on power wells because they think it'll give them an advantage with increased power gain rate and they don't know that 100 power is lost when the well is destroyed. This is just as confusing to new player yet ignored because all experienced players know it. Argument about "it's either 0%, 90% or 100%" is wrong aswell. Spells give back 80% afaik (at least if that has not been changed post release of lost souls). I also don't see the issue with the different numbers in general. If you can calculate 80% of 75, 90% of 50 etc. you can just aswell calculate 75% from 100. The numbers I stated were not set in stone. Infact I originally made my calculations with 70% instant return on full health for buildings, maybe that would be fine aswell. I just tuned the numbers to avoid useless "lol OP" posts. The whole thing would need to be playtested of course. And I also do not see the issue with PvE. If you decide to keep relocating your defenses multiple times you'll loose more power, and even if you gain back instant power I see this as a tradeoff. Also PVE has different issues that are much worse. Ranging from map scriipt bugs (like crusade door bug), Amii monument destroying certain map win conditions etc.. About pvp : yes, it is balanced, but only around a selected amount of meta cards. The rest of the cards is useless because they're much inferior in most aspects. Furthermore the majority of decks used involves CC spam fests - be it nature-fire, frost-nature and shadow-frost with the sole aim to down power wells while the enemy army is oinked-rooted-dazed-sleeping-frozen. This isn't thrilling either.
  8. DarcReaver

    too much grinding ?

    Guess what? Age of Mythology EE and Age of Empires DE both went this way, the community left after roughly 1 year is less than 10% of the original player base, with only a couple of hardcore gamers left. In AoM I could easily find quickmatches within a few seconds. Nowadays I can search for half an hour and still get no game. https://steamcharts.com/app/266840#All AoE DE unfortunately has no player tracking, but the amount of lobbies open during 20:00 GMT (when I use to play) was originally at ~ 30 lobbies. Right now you have 2-5. Your statement is nonsense. Most ppl will play some pvp matches, get stomped by players with more upgrades/OP meta cards and notice that their units/decks/upgrades are not enough. Some will try to get better/try out other decks etc. But over time most of then leave and play something else. If the meta and game itself is stale and not enhanced over time this allows players to abuse weaknesses in the game mechanics that are unintended by the devs (like bugs in Crusade map for example) and this alienates most new players. Nobody likes to loose to bug or engine abusing or OP/broken card combinations. There needs to be a clear path: 1) time played <-> reward balance for 24/7 players and casual gamers : the rewards need to be big enough for players with limited time to enjoy the game and feel like they've achieved something. Also they need to be small enough that hardcore grinders do not get a huge lead over others just by being ingame all day. There are lots of ways to do that. For example quest stacking - someone who was not online for 3 days can play the 30min daily quest 2 times, giving him 2 boosters. This way he's only 1 booster behind someone who had spent 3 days ingame and grabbed the daily rewards. 2) card balance : The game needs to feel "fair". That means that a newer player needs to have the feeling that he could have won the game if he had played better or had a more optimised deck. If he feels that he got stomped because his enemy had more card charges, an OP unit card or more upgrades this will lower the motivation to contiinue playing. And the more this happens the higher the chance becomes that he'll leave the game. Which is the worst that can happen. In general there are too many useless/niche cards, especially for rare/ultra rare. Opening boosters is crap when you get a rare/ultra rare card that you cannot use in your decks at all (because it's too weak or has a useless effect in general) and that isn't even worth something because nobody wants to buy or trade it. I personally think this is the most important issue that needs to be fixed for BF to be successful in the long run. 3) Grinding mechanic for card upgrades: depending on the daily rewards allow card upgrades "faster", i.e. quest lines like "play 2 campaign missions and get a random fire card upgrade" 4) booster/market system : more different options to get cards, different types of boosters for example (i.e. "small booster", or "buy a single uncommen card for 50 bfp" etc.) These are just some quick thoughts and in no way relate to a finished concept. But for sure you need to have short time and long time motivation for the game.
  9. DarcReaver

    Building Cards (PvP)

    edit* Units can move. Buildings cannot. So to counter a building you just avoid it by going around it. That's why buildings are considered useless. And if you decide to delete it yourself you'll only get back void power with a large delay. This removes your flexibility even more because you can't re-use the power when your building has been avoided. That is bad - you have less flexibility because buildings cannot move. And then you have to wait a long time to be able to re-use the power. That's why full health buildings should refund energy instantly. Units can move around. Therefor they can move around the map and take objectives -> do not give back instant power, instead the power goes to void. Buildings cannot move around or take objectives -> they do give back power instantly (depending on hitpoints). That way building usage becomes more flexible. You can build a building, delete or reposition it and/or use the leftover power to react to your enemy. You can build some defensive structures - if your enemy reacts and builds another orb or plays passively you can destroy your builldings and use the power to get another power well for example, or an orb yourself without having to wait 2 mins for the void power to trickle back in. To prevent everybody just plastering the map with lots and lots of buildings the amount of power refunded is lower compared to actually using units. Furthermore the larger void power loss is the tradeoff for building being immune to CC and have more hitpoints than a regular unit. And - as a side effect - using towers for offensive rushing is more risky because the attacker has to dedicate more power losses in case the rush is defended and/or towers are destroyed during construction. Right now fighting against buildings with 90% void regain is a dumb move because you'll most likely loose more power than your enemy. Furthermore there is no difference if the building is damaged down to 10% health or 90% health, the enemy will still regain 90% to his void pool. What's so hard to understand about that? PS: The numbers are debatable and can be determined by playtests.
  10. DarcReaver

    Economy, quests, gold and rewards

    Of course, it's impossible to make all cards viable. I've stated that myself in my post. But it's pretty sure to say that for every meta card there is at least one other card with the same or a similar role and orb/tier requirement. If you focus on those first you'll already have like 60 additional cards that can be used, which is easily a lot.
  11. DarcReaver

    Farm-able Cards

    Your statement is wrong. The easiest way to "make thousands of BFP" is to play 30 mins and sell the boosters directly for 400 bfp and do the daily quests to get bfp. I've opened at least 40 boosters until now, probably even more, and IIRC I got cards in 3-5 boosters that actually out-value the 400 invested points. Most other boosters I made a max of 300 BFP from. Last example: selling a Dreadcharger for 326. Not bad but still -75 bfp. Other rare cards I had were a couple of Lost Spirit Ships, an Avatar of Frost, a Wheel of Gifts, some Twilight Abominations, a corsair, Timeless one, a Shaman and some others. So not exactly bad cards. In total I probably made ~ 4k bfp with those cards I traded from those boosters. I also got some nice cards in return for my decks and have most core units that I needed. HOWEWER, If I just had sold those 40 boosters for 400 bfp I would've had traded 16k bfp. So much for your statement that it's possible to make thousands of BFP just with some trades from the boosters you get. With dozens of rares and ultra rares being completely worthless for both PVE and PVP deckbuilding there is no use to actually no logical point in opening boosters for yourself. It's way more efficient to just sell them off, and use the BFP to buy the cards you want via direct trade or AH. The card balance needs to be fixed, with viable card alternatives for core cards, then the booster and AH situation will fix itself.
  12. DarcReaver

    Economy, quests, gold and rewards

    This issue is actually caused by bad card balance. If you have opened a booster, got an ultra rare card, 2 rares and 5 commons, and all of those cards are completely useless, the booster was a waste of time. I've opened dozens of boosters since the open beta started and the amount of situational cards that can never be used in competitive games was insane. It's just lame to open a booster, get a rare card and that card won't be useable in any deck because it's crap and doesn't serve a purpose. Once the core functions for this game are working there should be a collective about making certain cards viable alternatives to the most-used/required cards, esp. for pvp. In a second step the useless/niche cards should be revisited. Cards need to have a proper use. If they don't they shouldn't drop in boosters. If this is done the boosters automatically become a lot more "worth", simply because the cards themselves will be more useful. etc. etc. if that is done with like 50 cards you'll notice that there will be much more incentive to get boosters and get more balanced AH prices for a variety of currently overpriced cards. This is not about nerfing "meta cards", it's more about buffing other cards to provide viable alternatives to them. Sure, you won't be able to make a card like "Wallbreaker" a useful t1 card for fire (unless you play 100% of the time on Lajesh) but there are dozens of cards that can become useful with some minor changes. Examples: Shadow t2 decks: usually M/M unit is Nightcrawler. Making Eliminator viable you get 2 card choices instead of 1 for this slot (so it's double the chance to have a useful Shadow M/M unit in a booster) Natur/Fire : making the Twilight units worth their power cost to make them alternatives to core units like Ghost spears etc. Frost: tweaking some useless spell cards, especially in t1, and the towers (maybe based on my suggestion in the other thread) : And yes this should be done. Just because it's possible to play the game according to the old meta doesn't mean that there can't be improvements. And having multiple units that are equally useful in their role will do a lot. Phenomic even has done this themselves. They added units like Witchclaws as alternatives to the Dreadcharger, for example. If this is not done the game community will die relatively fast, with only a couple nostalgics left over.
  13. DarcReaver

    Crowd and strengthen PvE, weaken rPvE

    I think the gold reward is too low. A card upgrade that costs 2000 gold or even more when purchased being transformed into 300-500g is just not much... Unless you're doing expert runs, but on the other hand those expert runs are a lot harder than an rpve 6-8 where you can get ~ 8k gold/hour without a need for a special deck.
  14. DarcReaver

    Building Cards (PvP)

    Easy thing. You have 2 spots on the map with power wells. On spot 1 you have your army and at spot 2 you spawn 2 cannon towers for defense. Your opponent sees that and goes t3 and summons 2 Tremors.. Result in current Battleforge: You delete your towers and get back 63 void power over 2 minutes. Result : a lost Power Well because you couldn't react fast enough because not enough energy for defense or teching up to t3 yourself. In my proposal: You delete your two full health cannon towers, get back 35 energy x 2 + 17 from void. You can go to t3 a few seconds later and able to spawn a t3 unit yourself for protection. Alternatively you can spawn some other unit and apply pressure to prevent 1 Tremor. Alternative scenario: A shadow player rushes your base, and while doing that proceeds to teleport 2 phase towers to your base. You manage to destroy 1 Tower and the 2nd tower has to be deleted at 20% health. Result in current Battleforge: The opponend looses 12 power permanently and 108 go to void. In my proposal: The opponent looses 30 power permanently and 88 power go to void. This is a 5-6 tier 1 unit advantage for the defending player. Third scenario: Frost player tries to cannon tower rush a fire player 5 Cannon Towers are placed throughout the rush, 4 of them are destroyed with eruptions and unit focus fire. 5th tower lasts a couple shots and is destroyed aswell 4 x 70 x 0,25 = 70 power lost in total. The 5th tower adds up to 87 power lost. And only 210 power go to void. In current BF the tower rusher only looses 28 - 35 power while 252 - 315 power go to void. In general: If he tries to tower rush for an extended time frame the defending player will be able to spawn more and more units for defense and aquire a much larger advantage compared to current battleforge, where destroying towers does almost nothing. Last example in PVE: Player decides to defend his tier 1 base against twilight units with a couple towers. The game progresses and the attacks on tier 1 base stop. Player can delete his buildings and build a couple units for attack on a base. I agree that this bonus is not that significant, but pve is not the main focus of this idea. In general the player using buildings will have a lot less void return rates than the player spawning units.
  15. DarcReaver

    Building Cards (PvP)

    I think you misunderstood. Once again. Right now if you delete a building you get 90% void return, no matter if it has 100% hitpoints remaining or 1%. That means that it does not make a difference for a player if he deals damage to a tower or not, because the enemy will get back 90% anyways. That means a Phase Tower (60 power) returns 54 power and 6 power is lost. With my proposal it's different. A Phase tower only returns 45 power. If it has 100% health upon delete it refunds 30 power in your pool and 15 in void If it has 10% health it refunds only 3 power and 42 in void Each tower/building loss hits ~ 2.5 times harder than in current battleforge. So each destroyed tower is just as bad as loosing two tier 1 units. This alone makes mass tower spam unattractive. And building offensive towers is even more risky because you'll loose 15 - 30 power per building if it's destroyed while under construction.

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