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DarcReaver

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About DarcReaver

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    Myrmidon

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    [EF-Dev]DarcReaver
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  1. DarcReaver

    Balance Changes

    My guess is that some ppl base their balance judgement on the fact whether or not they win the majority of their games... Generic statements like "back in the day I had XXX" are useless anyways. I see 2 main issues : Main issue 1 is that the game suffers from a couple of cards having no proper counterplay concept. This mostly applies to cards like Curse Well, Church of Negation, Phase Tower, Mortar Tower and spell cards like Wildfire, Nether Warp, Undead Army etc. Those cards do something and other decks rarely have an option to stop it from happening. Main issue 2 is that some cards do too much at once, rendering all other options useless. Examples are : Stormsinger (swift, ranged, tanky along with Anti Air ability), Burrower (Swift, tanky, siege, playable with many splashes), Night Crawler (swift, cheap, sick damage output, playable with many splashes) etc. there are quite a few more but you get the drill. This leads to many potential units being not used, simply because they're less effective. Since these units overperform, an easy way to counter them is to use Crowd Control and spells. Which makes mixing nature splashes relatively powerful. Note that not every nature deck is "too strong", but it's an easy way to fix sloppy errors during a game. The whole stonekin faction seems to be built around this (knockback on almost all units along with cheap healing spells), and fire-nature are considered the most "balanced" decks in the game (although personally I'd disagree). It's of course not possible to give every card a spot in competitive pvp, but there should be at least 2-3 viable units per required unit role. The current amount of cards per colour would easily allow this. And for some colors it is possible already.
  2. DarcReaver

    Balance Changes

    Nature isn't much interesting either ... S units are hurricaned and melee units ensnared, most of the time that's about it because Nature rarely destroys wells in t1. And later on you get perma healed deep ones or (even worse) stonekin cancer.. I'd rather play against Shadow mages with nether warp or shadow frost.
  3. DarcReaver

    Command Delay

    The click is the order that is given to the unit, and the counter is the time it takes until the unit responds to the order. For bnet this value used to be a lot higher, that's why the creator asked if there was a hidden change to the command delay in a recent Starcraft patch. I'm asking because it seems like the units are incredibly unresponsive to orders, especially when forced to use their abilities. Which reminds me a lot of Warcraft 3, although even with a higher command delay in place the units control a lot more "direct and precise" than in Bforge. But when casting spells like Ray of Light or Eruption the delay seems to be a lot lower. That's why I got the feeling that there is some kind of artificial delay for input is in place.
  4. DarcReaver

    Command Delay

    I'm not talking about the individual ping. I'm talking about the command delay which is a set value that is added on top of a player's ping. I.e. if your ping is 120ms and command delay is 500ms the total execution delay is 620ms. If ping is 120ms and command delay is 250ms total delay is 370ms. https://us.forums.blizzard.com/en/warcraft3/t/artificial-delay/4169
  5. DarcReaver

    Command Delay

    That's what is shown ingame when you hover over the ping light.
  6. DarcReaver

    Could some cards get a speed buff?

    the card is pretty iconic for frost decks, would be a shame just because some mixed splashes can "teleport" the ship the speed wouldn't be increased. However I'd also like to see stuff like knockback or an aura effect (similar to corsair) would affect nearby troops to suffer less damage instead of a speed buff. This way you'd have a flying fortress that leads forward a massive frost army, that is even more protected from enemy attacks than usual. Fits the Frost theme a lot better I think.
  7. DarcReaver

    Command Delay

    Hello, don't know if it was discussed in the past - but isn't a 500ms command delay quite outdated nowadays? I know that Warcraft III (and Bnet in general) had a 250ms command delay to prevent that players with low internet connections to cause lags ingame (28.8k Modems were a thing back in 2003 afterall). For Wc 3 it was recently removed by Blizzard, along with some QoL changes and removed performance limitations to game clients. I would suppose that the command delay in bforge is for a similar reason. Would it be possible to lower the command delay to "modern time" delay by around 50-75%?
  8. DarcReaver

    connexion

    Bonjour baguette.
  9. 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.)
  10. 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.
  11. 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.
  12. DarcReaver

    New faction?

    And even then balancing the already existing cards should be a priority about new card editions.
  13. 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.
  14. 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.
  15. 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.
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