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JarodDempsey

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  1. JarodDempsey liked a post in a topic by WindHunter in Forest Elder - Upcoming Changes   
    We have been working on Forest Elder and have an update for its Forest Charm ability.
    Forest Charm Rework:
       A. No longer applies a healing buff to up to 10 units over a 30 second period. 
       B. NEW - "Every 2 seconds, restores 250 / 275 / 300 / 300 life points to allied units in a 30m radius, up to 2500 / 2750 / 3000 / 3000 in total. Lasts for 30 seconds."
       C. Cooldown: 60 seconds --> 50 seconds. 
    Forest Charm was previously implemented in an odd way whereby it applied a healing buff to individual units in range. This seems to have been a workaround to make Forest Elder's healing function similar to the way damage spells work where there is both a single-target and a splash damage component (ie. 300, up to 900 in total). Right now, healing is undifferentiated, meaning that a spell like Surge of Light which can heal up to 1320 life points will always divide that health equally among affected members. If there is only a single target, it will heal for all 1320 life points, if 3, each will heal for 440 life points each. Unfortunately, Forest Elder's workaround has its own issues. Namely, the healing buff cancels as soon as its target reaches maximum life points. If said target is then damaged, it will be buffed again, potentially taking two or more different heal buffs without actually needing them and significantly reducing the efficiency of Forest Charm in the process. Additionally, Lost Spellbreaker prevents the application of the healing buff, creating situations where it will never reach its intended target.
    We have worked to implement alternative healing methods and we can now make healing spells function like damage spells. This means we can have a healing spell affect a single-target for one amount, while healing for a different total amount. As such, we can and are changing Forest Elder's ability to this new healing format. This should lead to greater consistency and higher on average healing. 
  2. JarodDempsey liked a post in a topic by WindHunter in Ice Shield Tower - Upcoming Changes   
    As part of our second round of building changes, Ice Shield Tower will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Orb cost: 1 Frost (T1) ➜ 1 Frost, 1 Neutral (T2)
    2. Power cost: 50p ➜ 90p
    3. Life points: 1100 ➜ 1440 
    4. Ice Bolt:
       A. Damage: 66 damage, up to 100 in total (581 dp20) ➜ 96 damage, up to 144 in total (840 dp20)
       B. Radius: 5m ➜ 8m 
    5. Ice Shield:
       A. Change from active to auto-cast (30m range, add radius on hover).
       B. No longer affects flying units.
       C. *New Description:* "Every 6 seconds, tower applies an Ice Shield to a friendly ground unit that absorbs up to 690 / 730 / 800 / 880 damage for 30 seconds. Has a range of 30m. Affects ground targets only."
    Iteration 1 Goals
    Ice Shield Tower has long struggled to find a place alongside its T1 counterparts. Defense Tower is much more stat efficient and Northern Keep is a better support tower. In terms of Ice Shields, it competes with the more mobile Frost Sorceress which is favored over Ice Shield Tower in PvP. In light of this situation, we have decided to move the tower to T2 and make its Ice Shield ability auto-cast. This allows us to increase its strength and opens up the possibility of creating Ice Shield synergies in T2 and beyond, such as has already been done with Icefang Raptor, by creating a more readily available source of Ice Shields. One issue we ran into with this change was how strong it would be alongside War Eagles and Skyfire Drakes in PvP, leading us to removing its ability to work alongside air units. 
  3. JarodDempsey liked a post in a topic by Hrdina_Imperia in Fire card tier list (PvE)   
    My poor guy Rocket Tower getting shafted so hard. I personally find it good, though I get it can get outclassed by the Pyromaniac? Dunno, never used that one. 
  4. Volin liked a post in a topic by JarodDempsey in button to show last deck seen from other player   
    could we get a button to show the last deck seen from another player or if possible a history of recent decks seen? like yeah copying is nice but i dont want to copy every deck i see and it wont help new players who dont have the cards yet, it is annoying to have to request decks multiple times or just do without bc u can only open one window at a time 
  5. Dallarian liked a post in a topic by JarodDempsey in button to show last deck seen from other player   
    could we get a button to show the last deck seen from another player or if possible a history of recent decks seen? like yeah copying is nice but i dont want to copy every deck i see and it wont help new players who dont have the cards yet, it is annoying to have to request decks multiple times or just do without bc u can only open one window at a time 
  6. JarodDempsey liked a post in a topic by Cocofang in Community Update #28 - October   
    It's a beam that continuously deals damage and it can attack anything. There is no CC.
  7. JarodDempsey liked a post in a topic by erkserkserks in Bad Harvest Position 3 Practice Map   
    Bad Harvest Position 3 Practice Map
    Are you tired of losing on Bad Harvest? Do you want to learn how to defend the Gold Wagon on expert difficulty? Want to experiment with new strategies? Now is your chance!

     
    Why this map exists
    Bad Harvest position 3 on expert difficulty is feared by many players because defending the gold wagon is difficult. Position 3 is critical. If position 3 fails, this often results in a loss for the whole team. It's hard for players to learn position 3 because failure means potentially disappointing three other players. The goal of this map is to encourage newer players to learn position 3, and for veteran players to develop new and creative strategies.
     
    Map Layout
    This map is Bad Harvest, but modified such that the player doesn't have to worry about defending the main base. This is a single-player map. Enemy units are killed near the four main base entrances (the red areas shown below). 

     
    Map Mechanics
    All of the original mechanics should be intact, and the spawn waves should be identical to the original Bad Harvest map. You can still win the map by killing the Stonekin Lords and Rogue Giant. However, you can also win by surviving 25 minutes. Once 25 minutes have elapsed, a switch in the main base can be activated to obtain victory.

     
    How to Play
    Like all community made maps, this map can be found by clicking the blue "User Generated Map" icon on the world map screen. The map name is "Bad Harvest Pos3 Practice"
    You can also download the map here.
    Credits/Thanks
    Thanks to Kapo for inspiring this map idea by hosting CCC #7.
    Special thanks for Dallarian for making the first version of this map and introducing me to map-making.
     
  8. JarodDempsey liked a post in a topic by Hrdina_Imperia in Community Update #26 - August 2022   
    Dope. Now just to figure out, how to solve the T1 hybrid orbs conundrum (yeah I know, source code, so probably no chance) :^(
  9. JarodDempsey liked a post in a topic by WindHunter in Completed Tower Changes - Old Thread   
    All changes in the opening post, as well as the nerfs to Necroblaster and the buffs to Deepgorge, will go live with the next patch. The only exception to this is Infected Tower. We are currently working on designing a more interesting set of changes for Infected Tower. The more complex tower changes which have their own threads (Lost Launcher, Rocket Tower, Stronghold, and Bandit Launcher) will likely not be included in the upcoming patch. 
  10. JarodDempsey liked a post in a topic by WindHunter in Primeval Watcher - Upcoming Changes   
    Primeval Watcher has been updated to include an Iteration 2. Most of the changes did not go live last patch. The only two additional changes are that we will be adding Siege to the unit as well as increasing the amount of enemies Stasis Field can affect by 2, to a total of 9.
    Additionally, New units are currently in development for   and  to replace Primeval Watcher in these decks. 
  11. JarodDempsey liked a post in a topic by Zyna in Patch #400033 - 5 June 2022   
    Hotfix - 14 June 2022

    General Fixes
    Fixed a server crash related to cancelling ranked queues. Fixed a crash when starting same match twice. Card Adjustments
    Void Maw:
    - Void Shear:
       - Now deals 8000 damage again instead of 0 damage.
     
  12. Reverend830 liked a post in a topic by JarodDempsey in Primeval Watcher - Upcoming Changes   
    primeval is pure natures best ranged unit currently so the reason nobody ever sees it is because pure nature is so unpopular. It does only 15 less damage per main hit than wyrm with similar attack speed but also tons of trash clear. It can solo kill an abom using its free ability surviving with more hp than an ironclad. Its free ability is aoe cc for free and depending on position of your army can cc an entire camp with 1 click of a button... for free. 
    Granted these new changes will make it take longer to cc multiple areas but it will be able to use each ability more efficiently without suffering from overlap. 
    The buffs to power cost and damage on chain attacks are a nice qol overall that imo watcher didnt even need but are appreciated nonetheless. 
    The main thing that will make them more playable will be making pure nature more playable and i think in this respect the orb reqs arent a huge issue. No one in stonekin will be using them over gemeyes and while they technically are the best ranged for twilight, thats really just skycat needing to be buffed which will likely happen during the twilight rework and no one uses watchers in twilight now (plus creeper spam exists if someone really wants twilight ranged). I do think it is technically a bit of a loss for amii but we cant really balance around a faction with like 3 cards in it anyways. I think changing to 3 nature will make it parallel to other primary 3+1 orb t4 archers like ironclad and thunder wagon.
  13. JarodDempsey liked a post in a topic by WindHunter in Primeval Watcher - Upcoming Changes   
    A certain distant Twilight cousin of Primeval Watcher may or may not be on the horizon...
  14. JarodDempsey liked a post in a topic by WindHunter in Forest Elder - Upcoming Changes   
    Sorry for never answering these questions.
    1. Disarmed units are units which cannot attack, either with melee or ranged attacks. Green Peace is a disarm effect, as is Rogan's "It's the Shoes," and Twilight Hag's charm. We are trying to use more standardized terms for crowd control effects to reduce player confusion. The intended goal here is that Forest Elder(p) will naturally synergize with the crowd control effects a Pure Nature player is most likely to use anyway in Primeval Watcher's paralyze and Green Peace's disarm.
    2. Both affinities will have Magic Link.
    It is very possible, if not probable, that Pure Nature in general and Forest Elder in particular will remain too weak after the suggested changes, so we are ready to release additional ability powers or stat increases if that proves the case.
  15. JarodDempsey liked a post in a topic by Volin in Stonekin - Faction Discussion Thread   
    This leaves me a bit confused. From my feeling the latest buff had no impact at all. I don't think I have seen a single Rageflame at all in the last months in a game.

    I see you want to make him a sole supporter, but who would rely on a unit to freeze that does not hit air units at all and gives the same CC time as most spells.

    Coldsnap does this better as it is almost instant and hits flyers.
    Frost Shard does this better as it is instant and hits flyers.
    Maelstorm does this better as it covers the whole camp, does more dmg then a half dozen Rageflames and hits flyers.
     
    What I like is that with Gemeyes one of the basic problems of the Stonekin faction gets addressed for the first time: Dmg against frozen targets.
    One of the reasons why more advanced players avoid Stonekin (from my personal feeling and from the conversations with friends) is that the faction is suuuuper slow. One of the reasons for this, beside that it is a very unit-based deck, is that Stonekin has very rare tools to circumvent the malus of frozen enemys. That Gemeye P has now the option to pierce this, while Gemeye G gives another better option of non-freeze CC will help here a bit.
     
  16. JarodDempsey liked a post in a topic by WindHunter in Stonekin - Faction Discussion Thread   
    Stonekin is a faction which we have slowly been working on in the background for awhile. Given our previous changes to Frost and our upcoming changes to Nature it feels right to also touch-up the hybrid faction which exists between them. For other topics, we have split the discussion into a main thread and threads for individual cards. In the case of Stonekin, the faction has so few cards we thought it best to keep everything combined in one thread. Please note that all changes proposed here are provisional and as such are subject to change. 
    Balance Changes

    Tier 2
    Earthkeeper: 
    1. Back Up
       A. Remove steadfast from ability.
       B. Duration: 30 seconds --> Until interrupted
       C. Power cost: 0p --> 25p
    Earthkeeper has a very powerful ability, particularly the blessed (b) affinity. By making it last indefinitely absent interruption, Earthkeeper can be used by Stonekin decks to set up incredibly durable defenses that do not need to be constantly maintained. We removed steadfast to allow Earthkeeper to be knocked back while channeling (similar to Timeshifter Spirit), requiring good positioning, and added a 25p cost to increase initial set up cost in exchange for the indefinite duration.
    Matter Mastery: 
    1. Gifted Takeover (g) - maximum of 2 orbs and 100 power costs --> maximum of 3 orbs and 140 power costs 
    2. Rework Tainted Takeover (p) - "Grants permanent control over an enemy building and causes the building to lose 3% of it's maximum life points every second. The controlled building does not grant ground presence to play out cards or claim structures next to it."
    Preemptively changing Matter Master before building orb & power costs are fixed to ensure Matter Mastery remains relevant. Changing takeover limit to 140 power to avoid interaction with Church of Negation in PvP. We can adjust PvE building power costs around the 140p limit. Reworking the purple affinity to give permanent control but cause the building to slowly die. Should give it use cases in campaign and RPvE without the player having to double back to kill the previously controlled building afterward.

    Tier 3
    Deepfang: 
    1. Change name: Stonekin Critter (ability) --> Budding 
       A. Now a passive which generates a Critter every 20 seconds instead of 2 on spawn.
       B. *New Description:* "Every 20 seconds, Deepfang spawns a Stonekin Critter that will follow it loyally and that can be sacrificed in order to restore its life points. Stonekin Critters are unstable and have a lifetime of 60 seconds." 
    2. Stonekin Critter (unit):
       A. Joyful Death healing: 1000, up to Infinite --> 800, up to 2400 life points (800 healing to 3 targets)
       B. Damage (Steam Boiler): 60, up to 90 in total (500 dp20) --> 72, up to 108 in total (600 dp20)
       C. Lifetime: Has a lifetime of 60 seconds instead of being a permanent summon
    3. Union requirements (both affinities) : No longer requires a Stonekin Critter.
    Deepfang uniquely spawns with two Stonekin Critters (Crystal Fiends in PvE). These Critters can be sacrificed to heal Deepfang and also function as a prerequisite for its Union ability. Unfortunately, there are several issues with the card's current design. First, the Critters have an unlimited cap on their healing, meaning a single Critter can heal every Deepfang in range. Second, the Union ability of every Deepfang can be activated if there is only a single Critter alive from any Deepfang (including from the other affinity), but, third, there is no way to replenish Critters except spawning a new Deepfang for 250p.
    Unlike with Legendary cards, it is not possible to introduce a spawn limit for non-legendary minions, which might explain why Deepfang lacks the ability to summon more Critters. The question arises though, if the player cannot access more Critters, then why are the Critters so central to Deepfang's design? The Critters are incredibly fragile and die to any moderately difficult camp leaving Deepfang a permanently crippled unit, particularly when the Critters are calculated into the unit's power budget. With these issues and Deepfang's strict orb requirements (2 Frost, 1 Nature), it is unsurprising the card see so little play. 
    Without discarding Deepfang's existing identity, we have opted to make major changes to the card. First, we are making the Critters spawn passively but with a limited lifetime. Second, we are limiting the group healing ability of the Critters and slightly nerfing its single-target strength to account for the more plentiful supply of Critters the player will be incentivized to kill before they expire. At the same time, we are giving the Critters themselves a minor buff and decoupling the Union ability from Deepfang to stop the unit from being crippled unnecessarily in tough situations. 
    Rageflame: 
    1. Frostshower:
       A. Freeze Duration: 10 sec --> 15 sec
       B. Revert previous damage increase - Frostshower Damage: 1600 dp20 --> 1400 dp20
       C. Allow to target air units
    2. Rework Blue affinity:
       A. *Blessed Frostshower*: "What is more, the unit is able to ignore the usual damage reduction of frozen enemies and will deal its full damage against them." --> "Additionally, units frozen by this ability will receive full damage when attacked."
    3. New passive, Shatter Ice (both affinities): The unit is able to ignore the usual damage reduction of frozen targets. Take description from Core Dredge.
    A few community members pointed out last time that they thought the previous Rageflame buffs were misguided as they lessened Rageflame's identity as a support unit. We agree with this assessment and have attempted to move in the direction of emphasizing Rageflame's support identity. To do this, we have reverted the damage buff, increased freeze duration by 5 seconds, and changed the blue affinity to have the same effect as Frontier Keep(r) where it allows frozen units to receive full damage when attacked. 
    Stone Warrior: 
    1. Damage: 1700 --> 1850
    2. Life points: 2360 -> 2160
    3. Ability cost: 100p -> 80p
    4. Gifted Strike (g): Allow ability to target and damage structures. Deals half damage to structures.
    The blue affinity was recently given the ability to damage frozen buildings. The green affinity's description suggests it can do the same and we don't see anything wrong with the interaction so we have modified them to be consistent. We also reduced the ability cost to buff both affinities slightly.
    Stat realignment is for PvP viability which leaves unit with identical stat efficiency, which is the same as Mutating Maniac, better than Mutating Frenzy, and slightly worse than Fathom Lord. 

    Tier 4
    Earthen Gift: 
    Earthen Gift Redesign
    1. Charges: 4 --> 8 
    2. Infused Earth (r) --> Blessed Earth (b): 
       A. Damage buff: 30% --> 50%
       B. Every friendly building played out will be constructed 100% faster.
    New Description: "Every friendly structure in the current game will deal 50% more damage, be constructed 100% faster, and restore 10% of its maximum life points per second, up to 4000 in total per structure. Lasts for 20 seconds. Reusable every 20 seconds."
    3. Tainted Earth (p) --> Gifted Earth (g):  
       A. Affects Stonekin units, not structures
       B. Remove "Every hostile building in the current game will deal 50% less damage." 
       C. Damage buff: +50% more damage 
       D. Healing per second: 10% --> 5%
    New Description: "Every friendly Stonekin unit in the current game will deal 50% more damage and restore 5% of its maximum life points per second, up to 4000 in total per unit. Lasts for 20 seconds. Reusable every 20 seconds."
    Earthen Gift is one of the worst cards in the entire game. Before Reforging its normal price was 3 bfp despite being a Rare spell. As Stonekin's Pure T4 spell it should be one of the reasons why a player goes 2 Nature + 2 Frost orbs, but right now it is a waste of a card slot. The card's existing identity is as a combined buff and healing card but it is restricted to only work on structures. Even on structures it is not usually useful. 
    Instead of completely rejecting the card's initial design we are attempting to improve on it for the one affinity by increasing the damage buff and giving it an effect akin to Kobold Inc (b) which will speed up the construction of friendly buildings. On the other affinity, we are swapping its effect from structures to Stonekin units and modifying its heal and damage buff accordingly. The idea is to potentially allow the spell to replace Regrowth while also giving Stonekin access to a minor damage buff for itself and any other friendly Stonekin players. 
    Gemeye: 
    1. Damage: 2750 dp20 --> 3250 dp20
    2. Tainted Spit (p):
       A. All damage from purple affinity spit now deals piercing damage, not just the poison effect.
    2. Gifted Spit (g):
       A. Paralyze Targets: 4 --> 5
       B. Paralyze Duration: 10 sec --> 15 seconds
    The goal here is to break the two affinities into two different deck paths. By allowing the purple affinity to always pierce through damage reduction, it means that its damage will not be reduced when attacking frozen targets. On the other hand, the green affinity's built-in crowd control will synergize with splash options lacking CC and the to-be-buffed Noxious Cloud which deals significantly more damage than previously but needs time to work. The changes should also allow the green affinity to do a better job when utilized as part of static defenses for its built-in crowd control.
    Grinder: 
    1. Harmony: Either add a timer to Grinder's harmony effect on the unit itself or a yellow bar akin to Mountaineer to visual when the next tick of healing will occur.
    2. Provoke: Single target --> All enemies in a 10m radius
    3. Infused Provoke Buff: 50% more damage --> 75% more damage
    Quality of life change for Grinder's harmony ability to help the player make better use of it. We also added some increased strength and flexibility to Grinder's taunt by allowing it to affect multiple targets in a small area (10m radius is the same size as Eruption). This will also allow Grinder (r) to taunt the empty air versus bosses to still generate the damage buff which has been increased to +75% to account for the fact that in the case of Grinder taunting multiple enemies and reducing their damage by -75% is substantially better than buffing itself by +50% damage.
  17. JarodDempsey liked a post in a topic by Solemin in Lower Thunder Wagons engine sound effect   
    Hi all,
    as a huge fan of Thunder Wagons there's only one thing which keeps me from regularly using them: their way over the top ear-ripping volume while having your view centered on them. The constant sound their engine creates is such a turn-off and sucks all the fun out of this card.
    So, my suggestion: reduce the engine sound by 50% (?) to bring it in line with other sound effects. Or are there other ways without turning off all sound effects?
    Thanks!
  18. JarodDempsey liked a post in a topic by WolvenX in T1 cards for Twilight, Stonekin and Bandits etc.   
    Hi,  Just a thought for something in the future:  Why don't you make some T1 cards for Twilight, Stonekin, Bandits etc.  Currently we have to use the x4 initial elements Frost, Nature, Fire, and Shadow. 
    Having these duel colour decks have their own unique T1 cards would add interesting scenarios and challenges to these decks, and it will add more variety as well.
    Anyhow:  Just an idea!  Cheers!
  19. JarodDempsey liked a post in a topic by Hodron in Can the motm be switched to fire?   
    I just uploaded my personal testing map. In this you can test the live version of every fire rpve boss.

  20. JarodDempsey liked a post in a topic by Cocofang in Can provoke be made to work on bosses?   
    Not sure about the Lightblade restriction. A target power cost limit seems to be doable without a major rework. By assigning boss-units really high values it could lock it out.
    Frenetic Assault also uses a provoke mechanic. Knight of Chaos and Amok are a different effect.
  21. JarodDempsey liked a post in a topic by Bini Inibitor in Slavemaster - Discussion Thread   
    Something more of a bug. Left side of the map (as if anyone bothers taking that route LUL) has two Soulhunters next to a spawn building. However one dies the moment the map starts.
    Doubt it has any gameplay implications, but I thought it worth mentioning.

  22. JarodDempsey liked a post in a topic by Majora in Community Update #21 - April 2nd 2022   
    Greetings Skylords!
    Every three weeks, we give an update on the things going on behind the scenes of Skylords Reborn. Welcome to another Community Update!

    • Nature Deep Dive

    After Frost and Bandits, it is now time for a Deep Dive into one of the more popular factions among (new) players: Nature. In this Deep Dive we will look into the faction's strengths, weaknesses and upcoming changes. You can expect more incentive to play pure Nature, adjustments to the root network, important changes to cards like Abyssal Warder and Forest Elder and a sneak peek into two upcoming Nature cards. We are currently testing the changes, and you can expect most of these changes to hit the live server with our next content patch. 

    We have also opened up multiple forum posts about the proposed changes. 
    From the beginning of the project, community involvement has been, and continues to be, important to us. We have thus decided to institute a change in the structure of our balance discussions. Going forward, balance discussions will be transitioning from discord to the forums with the hope of facilitating better discussion and involving more people.
     
    • Introducing Skylords Bounty: Seasonal Forge

    We are aware there are quite a few players who want to contribute to Skylords Reborn, but don't have the time or motivation to fully apply as a team member. Today we introduce an alternative: Skylords Bounty! 

    A Skylords Bounty is a task for the community to create something needed in one of the departments of Skylords Reborn. If your entry gets chosen, you can win a great prize; in this case a Promo Razorleaf! Even if your entry is not chosen, everyone who applies with a serious attempt will earn a participation reward.
    For our first Skylords Bounty, we have selected the task to help us create the next Seasonal Forge. During our December update, we gave the Forge a snowy look. We are now looking to give the Forge a spring make-over. This is your chance to get your work into the game!

    Please check out this forum post for more information and a short tutorial video on how to create a Forge. We hope we can count on your contributions! 
     
    • Mana Wing Promo

    It is time to reveal our latest promo! A few months ago players were able to vote for their favorite card to get the promo treatment, and Mana Wing was the clear winner. Joining Snapjaws, here is the second Skylords Reborn promo: 

    A huge thanks to everyone involved. From artwork to model adjustments and special effects, multiple people spent weeks on getting everything just right. The wings have a shining glow, and as icing on the cake there are also golden dots when the unit is flying around. We are very proud of the result, and hope you will like it as well!
    We will reveal how you can get your hands on this promo in the next community update, so stay tuned for that!
     
    • Artwork

    The artwork behind the promo was a team effort from three talented artists. The starting point was the Mana Wing wallpaper from ArtRhino. A great piece of art, but it shares the same colors as the original Mana Wing. To give it that promo feel it thus needed some changes. Our two artists, Spirit Alpha and Tweeto, then worked together to create a new look and color palette for our feathery friend.  


    • Survey: Events

    Once again, we would like some feedback on our events. What do you like about them? Which ones were your favorite? And most importantly: Why? 


    We use this information to provide better events for you, so please take a few minutes to complete the survey. If you have never joined one of our events, please let us know in the survey why that is the case. Thanks a lot in advance!

    • Tournaments / Events

    You will now also be able to find the events on our Forum Calendar! We hope this will make it easier to keep track of them, and tease future events in advance! 

    • NEW - PvP League - Register now
    The PvP League has been a project long in the making, but sign-ups are finally open! 
    The league will consist of small groups (divisions) of about 8 players who will fight each other, one opponent per week. A season ends when everyone played everyone in the group. Players should be roughly equal in skill level and can move up or down in groups depending on their results. This makes the league a perfect place to play PvP; both for new and experienced players! More information and sign-up.

    • NEW - Official PvE Contest#5: They See Me Walkin', They Hatin' - Until 14.04.2022
    For this challenge, we want to see you succeed in playing the map Convoy on Advanced difficulty while using pure colored decks.
    Depending on what color deck you use, you will be able to get different rewards. If you want to increase the challenge, you can also try to tackle the map on your own or on expert difficulty for some bonus rewards. More information and sign-up. 

    • FINISHED -  Official 1 Player  rPvE Contest#3 The Minimalistic Firewatch
    This event was very popular; we received exactly 120 different replays! In this event, people had to beat the map of the month on difficulty 7 but with an interesting twist: use as few cards as possible! Check out the results here. 

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

    Welcome aodpi! He's our new Tool Developer. He will create and improve various tools which aim to optimize the user experience and also speed up the internal development process. He is currently helping out with our new updater. 
    We also have a new webdeveloper: nkmol! He is mostly helping back-end wise for the web interface. Welcome, and thank you for your contribution!
    We are always looking for more help and support for the project. Please look over our open positions and apply if you see a role you like! We have multiple positions open, from development to audio or visual editors.  
     
    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a nature-booster: DEEP-DIVE-MANA-WING

    The code is valid until April 23rd, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions or comments! 
     

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #20
    Nature_Deep_Dive.pdf
     
  23. Dallarian liked a post in a topic by JarodDempsey in something needs to be done to prevent people from artificially inflating prices on the ah   
    This was a known problem in beta but was put on the back burner due to all the other work required but now as the population has also shrunk again it has become glaringly apparent once more. Yesterday i noticed skycatcher green was inflated by like double from 2 days before and i talked to the person who had inflated it and he said to use inferior affinity instead, now today he has inflated that card too and currently has 13/17 listings and the blue one is inflated almost 3 times what it was a day or two ago. 
    You can even see on smj how all the cards will be bought out and then immediately listed for like double the previous price which over time is artificially increasing the price and forcing players to buy higher than what the card is actually worth because certain people have so much bfp they literally control the market. 

  24. JarodDempsey liked a post in a topic by Cocofang in Changes to PvE Unit Orb & Power Costs   
    There is a post with text above the post with pictures.
  25. JarodDempsey liked a post in a topic by jobeast82 in North America players   
    Just got this downloaded haven’t played since battle forge long ago is there quite a few players on North America or am I just playing alone?
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