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DarcReaver

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Posts posted by DarcReaver

  1. Wouldn't call the balance bad per se, but it feels very stale and mechanic to play PvP. There is not much room for newbies.

    The learning curve is extremely steep. Even though it seems to be easy at first glance, the game mechanics are pretty complicated and overall hard to read unless you invest a lot of time into figuring out what's going on. On top a lot of animations and unit behaviors feel clunky and unresponsive. Also the fact that units sometimes randomly change targets and do not respond to orders after being spawned doesn't make it better...

    It's also hard to counter all the shenanigans that some factions can play, esp. shadow splashes and Stonekin. Both are not OP per se but very unfun to play against. Stonekin with all their dmg reductions/abundant CC/heals/knockback mechanics are extremely annoying, and shadow has plenty of abilties that are hard to read and can punish newbies extremely hard who think "ok wtf is going on here".

    I get that it's a dance on a razor's edge to please old bf veterans and new players, but overall I still think it would've been better to start off with shaking up the old meta and allow more variations to be played, alongside with nerfs to major OP factions and cards to bring them in line with other cards. A good start would have been a nerf to the beetles, extremely long lasting passive abilities like crippling bite,  or CC abilities in general.

    This does not necessarily mean to nerf the card stats themselves, but for example reduce the maximum charges per card. I know stuff like this has an effect on PVE but on the other hand a healthier card pool allows new ways to play and finish the maps.

  2. Unpopular opinion: Fix the existing factions first instead of working on making Fire-Frost cards a thing (or introducing dozens of new cards). No need for more splash cards as long as stonekin are ingame unchanged and bandits suffer from being among the worst pvp decks out there...

  3. About the Warlock: A Pure Fire deck lacks the slots for additional "fun" cards, esp. in PvP. To include the Warlock into the typical pure Fire deck it needs to replace one of these units:

    - Enforcer
    - Gladiatrix
    - Skyfire Drake
    - Ravage (a heal can be seen to be sort of similar to a damage mod that the Warlock Spell provides)

    From my point of view the only cards that POSSIBLY could be replaced are the Gladiatrix and Ravage. And both come at a hefty tradeoff (no gladi = less reliable counter to air units with Spear + Eruption, no Ravage means much more problems at keeping Skyfire Drakes and Scythe Fiends alive).

    Overall, I doubt it would be played at all, even if you'd buff it with cheaper cost and QoL changes. The fire player has to sacrifice at least one major or even core card in his T2 to field a Warlock instead. Alternatively the fire player can choose to pick the Warlock over T3 Cards i.e. Giant Slayers or other shenanigans which nobody will do in a serious environment.

    This leaves the Warlock card to be used in non-serious games and "for fun" PvE decks. Which is where a minor change like -5 power cost or +5% ability damage boost won't change much, since it's not played for its efficiency but because the player likes the card.

    That's why I propose to remove it as a pure only card to a 1 Fire 1 Neutral orb. The damage boost/damage reduction is an interesting game mechanic that a lot of splash decks could make use of. It would become much more popular card since it would be waaaaaaay more useful in a lot of decks.

  4. Rogan Kayle should become a bit cheaper, like 70 or 80 power max, his attack and damage is decent but he's underperforming for sure. The ability is great but a bit too expensive aswell. Alternatively, him being immune to knockback could be interesting.

    About Moon and Virirdya - haven't used them much yet, can't comment on that. But  I think the legendarys are too expensive in general.

  5. 1 hour ago, Timestopper said:

    Where is the value in playing a collectible card game if your collection will be wiped before you are able to actually assemble and test decks - that would just be a massive waste of time. Especially given that 70+% of the community already have more or less complete collections due to a long time running and periods with massive BFP boosts/free packages.

    Wouldn't that be more than enough reason? - I don't have 15+ hours a week to throw out the window only for me to have to do it again soon(-ish...).

    Statements like this are coming almost exclusively from people who want to shove their weight around. There are dozens of games that have ladders for multiplayer matching and are wiped every now and then. Yet people still play these games, even if they have to re-invest up to hundreds of hours. 

    The game requires a steady time of like 4-5 hours per week to receive boosters and manage to play a mission or two, or a couple of pvp matches. It's literally not much more than playing CS GO at this point.

    Considering this fact it's likely you won't start playing even after a wipe either. Just like all the tards from reddit who are talking about the "glorious days back then". They just talk about the game but won't play it anyways.

    ImaginaryNumb3r and fiki574 like this
  6. 12 hours ago, Chibiterasu said:

    When I didn't disagree with something you had written, what's your point? :)

    sorry read your post incorrectly. Good that we're on the same boat here.:ohno:

  7. Still think this is the wrong approach to the Mutating Maniac.

    The unit is a fire-nature version of a mutating frenzy. Frenzy has a risk concept connected to it with loosing HP -> gain damage%.

    Mutating Maniac needs control + aggression elements to fit fire-nature. It should have more of a Vanguard/tanky unit role that can stand in the center of aggression for a long time and frees other units from focus fire. this makes this unit useful in both PVE and PVP instead of only making it a niche pick for certain PvE maps

    Possible solutions to apply this:

    1) Toxic Cloud applies a DEBUFF i.e. enemy units in the cloud have slower movementspeed, deal less damage or be "blinded" (tankyness + control)
    2) Maniac gets a different damage class (M, S or L) to not interfere with Fathom Lord/Giant Slayer anymore 
    3) Maniac has passive healing/ravage type ability during fights (sustain + tankyness)
    4) Maniac receives rage ability (aggression)
    5) Maniac receives a charge ability, similar to Enforcer/giant slayer (aggression)
    6) Maniac gains resistance to CC when in a fight, i.e. CC lasts 50% shorter, or he's immune to slowing abilities (tankyness + control)
    7) Maniac takes less damage when his health points drop. ie. takes 50% less damage when below 50% health (tankyness)
    8) Maniac gets a "berserk" - deals more damage when his health points drop i.e. +50% more damage when below 50% health, + 100% damage when below 25% health (aggression)
    9) Maniac receives an AoE taunt-type ability (control)

    Of these options only 2-3 points should be combined each, preferably different types of abilites.

    Teixeira likes this
  8. 14 hours ago, Chibiterasu said:

    Rifle Cultist has the same orb requirements as Necrofurry and when you want a very strong burst attack, you would rather use that unit's ability because it's damage is even higher and it's normal attacks also deal lots of damage. And the 70 Energy difference (including the ability) isn't that much in t4. So even in Rifle Cultists biggest strength, there's still a unit that do a better job.

     

    On 8/28/2019 at 9:21 AM, DarcReaver said:

     It's a very cool and unique unit but as usual overshadowed by all the XL units running around.

     

    On 8/28/2019 at 9:21 AM, DarcReaver said:

    overshadowed by all the XL units

    Do you even read texts before quoting them? Yes, a Necrofury, along with most other XL units, performs better than Rifle Cultists. Which is what I wrote. So what's your point?

    It's a common issue that the splashable XL units in t4 overperform. Necrofury with nature spell support + unholy hero has among the highest burst damage in the game.
    That doesn't change the fact that Rifle Cultists ARE a good unit. Their ability range is longer than Necrofury, they can profit from + % damage from Corsair aura and they do not need nature splash cards to perform.

    Still XL units are easier to micro and because of that easier to use.

  9. On 8/22/2019 at 9:54 PM, Chibiterasu said:

    Rifle cultist is purely an offering unit imo. You can play it for it's damage at least in terms of ability but I don't think it would be worth it even if we increase that damage. And giving a S unit steadfast isn't that fitting. When we buff it, I would rather see a new ability that synergies with offering. For example: When this unit dies, the next unit you play won't cost a charge. So you can offer it, get charges for t4 units and can then choose one of those units, that you can play twice.

    Edit: I know that this idea is not possible currently. But it's just the best idea for this unit that came to my mind ^^

    Dunno if you ever used the Dark Grenade ability, but the AoE damage is nuts, and it benefits from spells like Unholy Hero. It's a very cool and unique unit but as usual overshadowed by all the XL units running around.

  10. 2 hours ago, mbored said:

    The fact that that many people want to get twice the reward for doing expert maps and further leaderboard rewards is so greedy and funny. There is maps that can be speedrun and some people want to farm them to get a significant advantage over novice players and people more focused in PvP. I see Kubic has made a response saying they are interested in opinions and wont necessarily implement the most popular poll result, but I just want to say that the people voting for that with the intent to more or less abuse it along with the early re-release marketplace rare card prices to just stack money should be ashamed of themselves. 

    Minorities are usually overpresent in any kind of public internet vote because they have a higher percentage of participants compared to other groups. Solely listening on thse votes is a bad idea because of that. 

    About the daily rewards: 

    Just as another option: How about adding the "get a free common card" for a "win of the day" quest? 

    mbored likes this
  11. Edit: great, half my post is now in the spoiler area and I can't get it out. Some mod can move the text behind the videos out of the spoiler area pls? I can't edit it.

     

    The more I think of the balancing discussions the more I think the problem is rooted relatively deep.

    I want to split this post in 2 areas, part one is to introduce to a seasoned RTS game from Blizzard, which the older players should still know and is widely considered to be one of the best RTS of all times: Warcraft 3. (of course there is Starcraft, but I'm not that invested in the meta and didn't play it that much. Warcraft was one of my favorite games for years).
    Part 2 is to compare it to Battleforge and see what's different and how that influences the perspective on balance.

    Part 1

    One thing warcraft is very known for is how the game has a huge skill gap (means you can play ith with 30 APM but if you want to unlock all unit's performance you'll need at least 120 APM or more. Top players used to maintain up to 300 Actions per Minute during fights). Another thing Warcraft is known for is its strategic depth. You have multiple different types of early strategies, even in high level play and a lot more transitions for lategame.

    1) Human has multiple different hero choices along with different eco strategies - Archmage along with fast militia level 2/3 creep; Archmage fast expansion; Paladin/Mountain King aggressive start
    2) Undead can use Dreadlord/Death Knight/Lich along with either fast Ghouls or fast Crypt Fiend strategies and play around that (1 is a melee unit centered aggression strat, the other is ranged unit/focus fire strat that relies on creeping leveling heroes up first)
    3) Orc can use Blademaster harassment strategies along with fast tech, early Grunt aggression, a Headhunter start (on larger maps) and a creeping, mass AoE strategy with Far Seer hero
    4) Night elves can play mass huntresses, fast huntresses along with Keeper or Demon Hunter heroes, or Archers into Fasttech, or a neutral hero start

    on top of that you have a few cheese strategies that can work or not, and offer high risk-high reward.

    Since you probably have no idea what this means, here are some short clips:

     

    1) Undead mirror match with Ghouls + Lich used against Deathknight + ghouls (2 different meta strategies in a mirror match!)

    2) Nightelf mirror fast huntresses + Keeper vs. Archers + DK (also 2 different meta strategies)

    3) Undead vs. Human with ghouls + Dreadlord (different hero first)

    4) Nightelf vs. Undead along with nightelf starting undead neutral hero to prevent being nuked from Undead Hero abilities

    Orc Mirror cheese with far Seer start + neutral hero towerrush against Blademaster

    Human vs. Nightelf with Mountain king footy start

    Even though it's likely you don't really get what's going on, you can clearly see that there are a multitude of different units used even in a mirror match, and even more so when players fight with different factions. I could post dozens of more matches where even other different strategies are used, and while the game has are a couple of cookie cutter strategies, most are counterable by non meta strategies.

    In short: for each faction there are multiple different types of strategies in 1v1, and even more in 2v2+. These strategies can be adjusted "on the fly" during the match. You see something odd from your enemy, you can react to it by using a neutral hero, switching your tech to some other unit, or you can try to outsmart/outmicro your opponent and stick with your strategy. Overall this is satisfying, because you feel that you "earned your win" by doing better strategical/tactical decisions instead of loosing to "some OP wombo combo".

     

    This brings me to part 2, Battleforge.

    In battleforge you plan your strategy beforehand - by creating your deck, and you will not be able to switch it during a match. This means you're forced to play your strategy, no matter who your enemy is. You decide how many t1 t2 t3 t4 units and spells you use, which colors at which point and so on. While this sounds intriguing on paper, it suffers from one large issue:

    There are only a couple of really viable cards for each deck slot and color. And if you don't use these units you'll most likely end up being stomped.

    This has one advantage:  it establishes stability in matchups, because you know what your opponent most likely will play - but it's REALLY unhealthy for the game's long term motivation.

    DISCLAIMER: I know that you cannot have an absolute perfect "balance" for every color, every matchup and every card at every tier level, BUT there should be more variance within the viable decks, and a lot more cards should be useable than they are now. Reasons below:


    1) it's repetitive, and becomes boring (unless you're good at it, because winning is fun)
    2) the repetition rewards players who are grinders. The more often you play the same you get better at it. This also increases the gap between veterans and newer players, with newer player not being able to catch up at all
    3) Because there is a lack of alternative strategies you don't feel rewarded for being creative with the units at your disposal, because you get stomped - this is the worst thing, because it teaches players "I don't have alternatives and I NEED to play this." and if I do not enjoy this particular strategy I will leave the game ultimatively. And this is the worst thing that can happen
    4) Because the meta cards are mandatory, they're usually overpriced and require grinding. In the worst case a player can think "I have to grind for cards I personally dislike to play matches that I get stomped in. Why should I invest my time into this? This sucks"

     

    And another major issue is following:

    In Warcraft you have cheese strategies (cheese means it's a strong strat but can be easily countered if you know how, for example by scouting the enemy). But those strategies are usually rushes and either end the game quickly for the cheese player, or the attacked player counters it and gains a large advantage to win.

    In Battleforge, there is almost 0 cheese going on in t1, and even in t2 there is not that much cheese possible. But t3 suddenly becomes a cheese fest. There are quite a few lame cards with 0 counterplay or are not fun to play against, and this leads to major frustration.

    Loosing to earlygame cheese strategies is frustrating aswell, but this only lasts a couple of minutes and afterwards you can do a fresh start with a new opponent. If a players has a 20 minute long, close game and then looses to some t3 cheese he will feel cheated from the game because he was very invested. Also t3 usually becomes a spam fest on who destroys power wells more efficiently. And cheese has the most potential to do that.

    Of course someone can argue that players have options to counter game moves, especially if you have invested years in playing and know all possible micro tricks and have played against certain factions/cards dozens of times. But this doesn't help newer players at all. All they see is that they get "stomped by lame shit" and quit eventually.

    This is why there NEED to be more viable cards in PVP. Currently I feel bad for executing the routine meta strategies against newer players because I know they will be frustrated for loosing just because I have executed the strategy more often than they did. This is the same reason why I don't enjoy playing against top players because they do the same with me.

    There should be at least 3-4 possible strategies for each deck color in t1
    - swift/non swift starts
    - melee/ranged centered strats
    - multiple core spells that can be exchanged for different outcomes and depending on your game plan
    - options for high risk/high reward strategies for all factions
    - nerfs to cookie cutter strategies/units that outshine all others

    While this sounds a lot, it doesn't really take that much effort. All that needs to be done is to increase some cards power per HP/dmg ratio and they will be at least viable.

    Whenever I played long games in Battleforge in the past there were quite a few games where I felt the win for the enemy side was unjustified because of card XY being used. Also when I played said XY card I didn't really feel rewarded for winning, because I knew it was lame. That's why I kept switching colors throughout the time I played the game. Some other of my mates also left the game because of that. One was Apoll, a first hour pure frost player, and the other UchihaSasuke, who played pure Nature. He switched to PVE after the mixed color factions were released and eventually quit the game. Maybe some of the beta-2011 era players remember these names. (A couple of card concepts that were introduced in renegade actually were based off their suggestions, i.e. Gravity Surge and Storm Singer suggested by UchihaSasuke who played Orc in Warcraft 3 - a Wolf Rider unit has an ability to snare units to the ground in that faction).

    In short: for each faction there are multiple different types of strategies in 1v1, and even more in 2v2+. These strategies can be adjusted "on the fly" during the match. You see something odd from your enemy, you can react to it by using a neutral hero, switching your tech to some other unit, or you can try to outsmart/outmicro your opponent and stick with your strategy. Overall this is satisfying, because you feel that you "earned your win" by doing better strategical/tactical decisions instead of loosing to "some OP wombo combo".

     

    This brings me to part 2, Battleforge.

    In battleforge you plan your strategy beforehand - by creating your deck, and you will not be able to switch it during a match. This means you're forced to play your strategy, no matter who your enemy is. You decide how many t1 t2 t3 t4 units and spells you use, which colors at which point and so on. While this sounds intriguing on paper, it suffers from one large issue:

    There are only a couple of really viable cards for each deck slot and color. And if you don't use these units you'll most likely end up being stomped. So while in theory you have at least half a dozen options, only 1 option can be used. That is because you need your deck to be able to counter as many possible unit combos as possible. And usually this is only possible by using the most slot efficient cards. If one card has multiple effects, for example counter M units, swift and siege, this is most of a time a more efficient slot pick for your deck than picking a seperate M counter unit and a siege unit, because you need 2 deck slots for this. Only under very specific circumstances this is worth it.

    This has one advantage:  it establishes stability in matchups, because you know what your opponent most likely will play - but it's REALLY unhealthy for the game's long term motivation, because all you can do is repeat and repeat the strategy over and over again. This can be considered "balance", because these meta strategies are equally powerful, and so each player has the ability to compete with others. But the disadvantages are way more severe:


    1) it's repetitive, and becomes boring (unless you're good at it, because winning is fun)
    2) the repetition rewards players who are grinders. The more often you play the same you get better at it. This also increases the gap between veterans and newer players, with newer player not being able to catch up at all
    3) Because there is a lack of alternative strategies you don't feel rewarded for being creative with the units at your disposal, because you get stomped - this is the worst thing, because it teaches players "I don't have alternatives and I NEED to play this." and if I do not enjoy this particular strategy I will leave the game ultimatively. And this is the worst thing that can happen. The upgrade system requiring players to grind upgrades and stacks further emphasizes this issue.
    4) Because the meta cards are mandatory, they're usually overpriced and require grinding. In the worst case a player can think "I have to grind for cards I personally dislike to play matches that I get stomped in. Why should I invest my time into this? This sucks"

    And another major issue is following:

    In Warcraft you have cheese strategies (cheese means it's a strong strat but can be easily countered if you know how, for example by scouting the enemy). But those strategies are usually rushes and either end the game quickly for the cheese player, or the attacked player counters it and gains a large advantage to win.

    In Battleforge, there is almost 0 cheese going on in t1, and even in t2 there is not that much cheese possible (except for stonekin, which is a whole cheese faction by itself). But t3 suddenly becomes a cheese fest. There are quite a few lame cards with 0 counterplay or are not fun to play against, and this leads to major frustration.

    Loosing to earlygame cheese strategies is frustrating aswell, but this only lasts a couple of minutes and afterwards you can do a fresh start with a new opponent. If a players has a 20 minute long, close game and then looses to some t3 cheese he will feel cheated from the game because he was very invested. Also t3 usually becomes a spam fest on who destroys power wells more efficiently. And cheese has the most potential to do that.

    Of course someone can argue that players have options to counter game moves, especially if you have invested years in playing and know all possible micro tricks and have played against certain factions/cards dozens of times. But this doesn't help newer players at all. All they see is that they get "stomped by lame shit" and quit eventually.

    This is why there NEED to be more viable cards in PVP. Currently I feel bad for executing the routine meta strategies against newer players because I know they will be frustrated for loosing just because I have executed the strategy more often than they did. This is the same reason why I don't enjoy playing against top players because they do the same with me.

    There should be at least 3-4 possible strategies for each deck color in t1
    - swift/non swift starts
    - melee/ranged centered strats
    - multiple core spells that can be exchanged for different outcomes and depending on your game plan
    - options for high risk/high reward strategies for all factions
    - nerfs to cookie cutter strategies/units that outshine all others. I even think it should be considered to make certain splashable cards pure to remove them from mixed color decks

    While this sounds a lot, it doesn't really take that much effort. Increasing some cards power per HP/dmg ratio to make them viable while nerfing some others to bring them in line will establish a much larger variety already. Of course there are cards that will never be competitive, simply because their use is so niche, but they can be ignored, as long as halfway useful designed cards can be included in pvp decks.

    Whenever I played long games in Battleforge in the past there were quite a few games where I felt the win for the enemy side was unjustified because of card XY being used. Also when I played said XY card I didn't really feel rewarded for winning, because I knew it was lame. That's why I kept switching colors throughout the time I played the game. Some other of my mates also left the game because of that. One was Apoll, a first hour pure frost player, and the other UchihaSasuke, who played pure Nature. He switched to PVE after the mixed color factions were released and eventually quit the game. Maybe some of the beta-2011 era players remember these names.

    tl;dr : The amount of viable t1 cards needs to be increased for the sake of variety in pvp deck creation.

     

  12. If you don't change the overall meta the veterans will stomp the newer players and drive them away from the game, leaving the pvp community ultimatively dead for everyone but a couple of old day players.

    It's already almost impossible to catch up to all the abusive combos, micro tricks and other gameplay elements to even get on par with the "average joe" player who used to play Bforge before shutdown.

    Bugs need to be fixed, wombo combos should be harder to obtain and overall it would be nice to have a couple of equally available units for each unit role instead of a couple of no brainer cards that outclass every other card in one ore multiple areas.

    That's why SynthCs approach is good.

    Dallarian likes this
  13. 6 hours ago, LEBOVIN said:

    Because in the tokens are sometimes exclusively assigned to players. For instance play King of the giants, and only the tier 1 orbs are missing but all other ones are there.

    if amii had a 4 orb requirement the card would have absolutely no use for speedrunning lol

    and on soultree you already have t4 for the last camp anyway, so it should be easily doable 

    last statement: I am not a developer, secondly when you care for preserving speedrun tactics you ignore pvp but it is vice versus just the same, depends on your priorities - but banning people’s opinions is not this forums intention

    Making it 4 orbs is not for speedrunning but making it an options for players to play more creative decks.  Full color t4 + an additional 5th color for healing, CC or different support units etc.

    You said yourself you don't need it for speed running, it only lowers the time for finishing certain maps, which makes the use of this card questionable anyways.

    Or switching orbs to feature a larger variety of multi orb units throughout the game.

  14. On 7/23/2019 at 7:30 PM, Cocofang said:

    I am against committing to balance changes before a full release and all wipes/resets being done. You would be allocating your time and resources to this instead of actually getting the whole thing done. Even one hour of dev time spent on balance instead of release is a setback in my book.

    I don't really care where dev time is spent after the game is launched and everyone gets to keep their progress. But release should be the absolute top priority right now. And diversion should be avoided.

    As for balance changes overall: I am for separating PvP and PvE balance wise. These two modes are played so fundamentally different, they shouldn't be affecting each other. Basically, if balance changes are necessary in either PvP or PvE, ideally there should be a respective PvP and/or PvE version of a card that is appropriately adjusted. I assume the majority of balance changes would be PvP centered anyway. So I would hate to see PvE decks getting messed with because a card needs PvP changes. And vice versa ofc.

    12p maps were fucking awful in the original Battle Forge. Too many disconnects or player failures.

    Would it be possible to "split" the 12p maps though? I don't know the name right now but one of them is just the same map three times. Would it be possible to just make it a 4p map by removing the 12p intersections?

    As for the other one that is three intertwined maps, would it be possible to split that one into three 4p maps and just automate the events that depend on the (now gone) other maps? Basically hard-scripting them so people can just play one map.

    Separate balancing sounds good in theory but is impractical. Mostly because it confuses people even more than the game currently does. That's why it's better to keep the stats for both PVE and PVP the same. The good thing about PVE is that in theory you can buff underused cards to serve more of a purpose in PVE matches.

    Example: for some reason Master Archers are nerfed. Northguards on the other hand are never used in PVP, so they can be used by PVEs instead if necessary. This is just an example though.

    On 7/25/2019 at 1:01 PM, Pritstift said:

    Please define what is balance in battleforge for you? With the existing cards and how they work you can create a lot of different tactics - so why i should want to have balance changes in pve? I dont see any balance problems in pve - many players here try to see problems/balance problems but what about to accept the current mechanism and in consequence how the game works. Is this not the reason why you like to play battleforge?

    I will give you some examples:

     

    -Amii-Monument - i have no problem to play with or without Amii-Monument - for speedruns for sure i will use it - but is this really a balance problem? For speedruns you can use every existing option to make the run faster...Also for beginners this card can be helpful to finish expert maps. So some players here think that the same content will be better just after changing Amii-Monument? This makes no sence for me to be honest. To playblight or rpve with or without Amii-Monument will not change the balance - expert maps are still easy to play without Amii-Monument. So you should accept the Amii-Monument like it is and you can use it if you want or dont use it if you dont want.

     

    -SOW - this card is perfect to make the game fast and it does fit to many different deck-colour combinations. So is it really balanching to change this card e.g. to 3x fire orbs? The consequence will be that less players will use SOW and just because some players think it is cool to play pure fire we will not have a better balanching. You should try to accept this card like it is and you can use it if you want or dont use if dont want. Also sow is a big help when you play with randoms players that have no clue about any void manipulation...

     

    For me all existing maps are easy to play - so it makes no sence for me to change some important cards just with the idea to bring more balance and indireclty making the maps somehow harder...The maps are still easy to play even with a changed Amii-Monument , SOW....Afer you may have the idea to change other cards like cultist masters , englightment, batariel....

    You just destroying the mechanics in this game we love it for...better concentrate on totally useless cards to bring more options for strategies in pve/pvp instead of killing core mechanics of the game...

    And to finish - what are normal speedruners? I am also a normal speedruner - just with a lot of experience. After you performed the changes i am sure that the same names still will be on top of the rankings - if you know how the game is working you also know how it will work without e.g. Amii-Monument or SOW.....

    "Of course, all time records for some maps should be count from last balance/map change patch" - this is somehow stupid - or not? How you want to know that a tactic of a player was affected by the last change???? So e.g. every month there is a balance change - so you have to play fastetst time again and again even if there was no change for the tactic???? And to be honest - some speedruns are hard to perform to get really the best time - i would not be motivated to repeat this every month again and again...

    If the amii monument is doing exactly as intended answer following questions pls:

    Why is it that if you play a 4 player map in single player that the other starting locations have no orbs? And the other orbs on the map are usually guarded by L and XL creatures?

    Easy answer: because each tier gets exponentially more powerful. So gaining an easy way to get an additional tier level lowers the map difficulty. And on Soultree this even leads to winning the game instantly.

    The card should be reworked to require 4 neutral orbs to allow 5 multicolor splashes. This would indirectly buff pure color decks because you could mix in different 1-orb t4 abilities to support your pure color creatures instead of breaking map difficulty on several maps.

    On 7/25/2019 at 2:33 PM, LEBOVIN said:

    [...]

    Nobody forces you to play them all the time right now.

    Why does it sound good to you to force others stop playing what they like? [...]

    Everybody stating stuff like this needs to be banned from development processes. This statement is utter ignorance.

    On 7/25/2019 at 6:35 PM, Pritstift said:

    So you just care for pvp and not pve? In my opinion this is not the right way. Look at the votings - where are the big number of pvp-players that are waiting for the reset? Why they did not vote yet? I think the active community that also takes care of the game is small. So it would be a good idea also to take pve/rpve and also speedrunners into consideration for balance changes....if not you will reduce the active community even further.

    So for what reason the votings are running right now if decisions are already fixed by Kubik? Also i am sure we understand his reasoning but he also understands our reasoning? You should read more carefully - because if we would not understand his reasoning in some points we would not be able to discuss right now - right here. Anyway - go on - seems like all is said.

    I doubt that there is a large number of people "waiting for reset". There are new players every now and then who try PVP, get smashed by the old school players and leave.

    The game has a very, very steep learning curve with all the different colors, splashes, XL units, tiers, void/power management and so on that only a small part actually stays and plays. 

    There are quite a few balance issues, and some stuff like counterplay against certain units is just so counter intuitive that I doubt it's healthy for the game. The whole stonekin faction is pure cancer for healthy gameplay as an example, at least if played with half a brain cell. 

    On 7/26/2019 at 11:51 PM, Loriens said:

    Friend, it's okay when you return in your old game with some new patches.
    For example I returned 2 times in Starcraft 2 - and Blizzard even removed some units while I was inactive. Some of their balance changes was huge, but I never saw someone who left the game for this reason. It's even better for the game to have fresh blood in balance and tactic.


    Main idea of RTS is to find out winning strategy and improve it. So new players will just try to invent strategy, like it always was in any RTS.
    And it's funniest part of all RTS game, much better than microcontroll)
    Green nether warp gives constant heal, so Shadow Mage spam+Green Nether warp is really overpowered against Pure Nature and too good against some other decks.

    Indeed. The longer patches are absent the more repetitive strategies and abuse/exploits are found and used in matchmaking. This usually leads to most players who disagree with that leaving the game. This also applies to the stuff I wrote in the paragraph above.

    22 hours ago, Deldrimor said:

    Repeating the same again and again. So again: EA never had the intention to balance stuff for speedrun. Never ever. The balancing focuse was always on pvp. So in consequence this line must be continued as common practice.

    2.) When pvp will get active after the reset we will outnumber the low amount of speedrunners.

    7.) I really absolutely dont see the point why you should be part of an voting about a pvp card, when you have exactly 0 idea about pvp. Now i have idea about speedrunning and i can repeat again: balancing doesnt make any sense in speedrunnings.

    8.) So which map isnt possible to finish in normal pve? Whaaat? Indeed the normal pve needs some balancing. Nerfing too strong cards like Lost Spirit Ship that is getting abused in spam easily, amii monument where you can easily overgo one full tier like wtf? Its monumentcheating! Shadow Phoenix + Embalmers and so on. Pve is way too easy, especially in t4. Thats a problem you know. Do you even see it as a problem as a speedrunner? I guess nope. Why not? Simply because you are a speedrunner and dont want to miss such OP stuff for your faster time you want to have. 

     

     

    In the end i was one speedrunner, i was and i am an top 10 player in pvp, i am an normal pve player. Now i vote for that only such players with this high amount of expertise should attend on the balancing discussion otherwise its a bit jokeless.

     

    If just all can vote for the balancing, well it will be most of the time catastrophical i can say it already now. The result will be a "cat in the bag". It actually can be very good or very bad.

     

     

    And somewhere you've said its not good for the weaker players when nerfing mortar. Believe me if we are nerfing mortar everybody only will profit. At guns of lyr at deff position for example it still would be strong enough even for an casual player that wants to beat the map on expert. So youre argumentation belonging to that is really jokeless. 

    I do agree on these points - but I disagree on point 2 - I doubt there will be a large amount of people to increase the community for longer time.

    The issue with old games is that newcomers rarely have the chance to catch up on the old seasoned players skill wise. The longer a game is left unpatched, the more abusive the meta becomes and the more exploits are found and used to win.

    BF already suffers from its steep learning curve even before playing the first match (hundreds of cards of 4 different main colors + 3 splash decks + neutral cards, how to build a working PVP deck, how to manage power, how to manage units etc.) and then there is the fact that you need to upgrade your cards to even stand a chance in pvp matches at all.

    This leads to early frustration and makes people abandon the game. I encounter new players every now and then in matchmaking, and they're gone after quite short time from my impression. 
    The game was made by Phenomic, and Phenomic was widely known for making RTS games who were at the border of frustratingly hard to play. 

    About the card nerfs itself: 

    I do agree that some cards need buffs and some might need nerfs, but in general I would appreciate more variety in the viable core cards. The game has dozens of cards that could be used for the same role but aren't because some other card is stronger. Not a little bit stronger, but so strong that it hurts. Great examples were shown in RadicalX  underwhelming Top50 topic. 

    Having more alternatives automatically leads to a more healthy enviroment because 

    a) players have more options to choose from (more happy players because they can use their favorite unit X more frequently)
    b) games are more interesting to watch because you see more varied decks
    c) certain decks may get buffed because they can mix unit types more frequently

    Kilian Dermoth and Chibiterasu like this
  15. 12 hours ago, Showaren2 said:

    Game totally balanced?... Timeless One alone destorys an abundance of matchups...

    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.

  16. On 5/16/2019 at 10:11 PM, Karl Lavafeld said:

    agree its super boring to watch. there are only 3 matchups for 90 % of games . fire -fire . shaddow-shaddow. and now its getting crazy fire -shaddow.

     

    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.

    MrDanilov likes this
  17. 7 minutes ago, Kubik said:

    you do not know you ping, or do you? game does not show the ping at all.

    From the video you posted I have no idea what is measured, because the timer started after something appear on the screen, not when he clicked.

    No idea how it is implemented in star craft, but unless the implementation is something insane you math is wrong. By my expectation ping 120 ms would mean delay anywhere between 120 ms and 620 ms, for 500 ms steps, or 120 ms - 370 ms for 250 ms steps.

    BF uses variation of lockstep protocol with 100 ms steps. so if your ping to server is 120 ms then delay will be anywhere between 120 ms and 220 ms.

    (I did not include any input delays in the calculations, because they are hard to measure)

    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.  

  18. 1 hour ago, Kubik said:

    unfortunately the numbers in game are not always correct. But 500 ms (if correct) is problem on your side, probably your connection.

    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

  19. On 6/8/2019 at 3:40 PM, MutedTurtle said:

    Construct + battleship is very strong, and if they were able to move faster, they would be among the best units.

     

    Also, you can use nether warp G+B for get to your destination anyways. 

    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.

  20. 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%?

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