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Rankerz

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  1. Xamos liked a post in a topic by Rankerz in Shadow Phoenix, still dominating PvE?   
    Hi all,
    Just trying to catch up after more than a year being away, and I see a lot of changes have happened regarding PvE-dominating cards
    The biggest ones I have noticed:
    Nightguard mindcontrol rework
    Breeding Grounds cost increase
    Shrine of war orb change
    Batariel damage buff nerf
    Also changes regarding various Expert maps starting power and stuff like Convoy Walker timer
    I was excited to see how this impacted the meta, and seems like one clear outliner is still dominating most of the maps: Shadow Phoenix
    The AoE nuke damage while being unbound power is not something any T2 card or combo is even close in my eyes, regardless how many buffs other cards have received
    Is there any plan to change this card in the future or is it fine and I'm being too narrow thinking here?
    (I was searching for a topic on this forum about Phoenix but not much discussion I have found)
  2. Rankerz liked a post in a topic by WindHunter in Shadow Phoenix, still dominating PvE?   
    The question of nerfing Shadow Phoenix is a tricky one. The card is a definite outlier in my view but that does not mean we can simply nerf it. One reason we delayed touching Batariel for so long was because nerfing it would not have helped at the beginning. When we first started balancing, there were only a few high performing archetypes, some viable ones, and many many unviable ones. So while Batariel was a definite overperformer, there simply was not a wide enough roster of viable alternative strategies for the game's hardest content to fill the gap if we had nerfed it from the get-go. Instead of widening the meta, we would have narrowed it, forcing players engaging with the hardest of content, like rPvE 10, to use one of the few other available meta strategies. We decided to nerf Batariel only once we were confident that there was a sufficiently high amount of alternative deck archetypes available towards which players could turn, but which were being suppressed because Batariel was overshadowing them. This last part is key, we generally avoid nerfing cards simply because they are strong, perhaps even too strong. We prefer to only reduce their strength when said strategy is so strong that it is forcing other provably viable options out of the meta and warping the playerbase's conception of what is balanced.

    In Shadow Phoenix's case, it is my opinion that the card is too strong, but that there are an insufficient amount of alternative strategies that less skilled players can use to tackle rPvE 10. One of the important aspects of Shadow Phoenix is that it is both easy to understand and to perform. It helps to act as a gateway for players who want to start approaching rPvE 10 but who might be afraid their own skill levels are insufficient, and it does this precisely because it is too strong while being easy to use. We therefore have a pragmatic reason for leaving Shadow Phoenix untouched, as removing it would likely gatekeep a portion of the playerbase out of rPvE 10.

    Once we had expanded the early tier options in each faction, a hot topic on our balancing discord over the last year, I would be open to the idea of nerfing Shadow Phoenix. But even then, how ought it be nerfed? While Shadow Phoenix is an easy enough card to use, its design is rather complex. One of the reasons it is so strong is because it is a spell disguised as a unit. While spells normally have cooldowns to prevent them being cast repeatedly in short succession, Shadow Phoenix has charges. Summoning 4 Shadow Phoenixes and dropping them on a camp is analogous to being able to cast 4 Lava Fields on a camp simultaneously. An important distinction is that Shadow Phoenix is technically killable, but also capable of reviving. So what part do we nerf? If we touch the single-target damage (550), we make the card only usable in large groups and mostly just make the player wait for more power. We could increase the corpse requirement to make it more dependent on Embalmer's, and even potentially increase Embalmer's costs as well, but this does not touch the upfront damage at all, and the change mostly hurts less coordinated teams and players who might forget to activate Embalmer's. Another option would be to touch the revived Phoenix, maybe the revived version only does 50% damage, though too much and it disincentives revival at all in favor of more initial Phoenixes. Overall, adjusting the card will prove difficult, if we do ever decide the time is right to rebalance it.
  3. Majora liked a post in a topic by Rankerz in Patch #400033 - 5 June 2022   
    I always keep on eye on the Community updates, even when I'm not playing actively.
    Feels like such a nice way to let the people know what is going on behind the stages. Keep up the good work guys !
  4. Majora liked a post in a topic by Rankerz in Patch #400033 - 5 June 2022   
    I did not play for over a year, but this patch deserves the check for sure !
    Thank you for the great effort you do, to make this game evergreen awesome :)
     
  5. Rankerz liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Map Balance Changes

    PvE Map Changes
    Behind Enemy Lines: increased initial power wells from 2 to 3. All three have a capacity of 1200, equivalent to a 40 min lifetime.
    Behind Enemy Lines is a map with a high failure rate with non-Nightguard strategies, and is none to have substantial periods where the player is forced to wait. The primary goal is to keep the map strategic and difficult, while removing the tedious moments. A secondary goal is to buff non-Nightguard strategies in preparation for the upcoming changes to mind control. Convoy: buildings are now properly blocked from being built in the canyon in the center of the map in all locations.
    Nightmare Shard: increased initial power wells from 2 to 3 and increased the capacity of the T2 & T3 power wells from 600 (20 min) to 900 (30 min). Once the goal is activated to destroy the infected Twilight spawns (which occurs either after the player has reached the Shard or the first Twilight Witch spawns, whichever is first) the fog of war over each infected camp is cleared in a 35m radius.
    The average completion time for this map on expert is 48 minutes. The idea is to increase early power generation to reduce waiting, and to increase well capacity in-line with how long the map actually takes. Additionally, many players do not have a good idea of the strength of the various Twilight camps. The choice to remove the fog of war over the camps should help the players to make a better informed decision of where next to attack. Nightmare's End: increased initial power wells from 2 to 3 and increased initial well capacity from 900 (30 min) to 1200 (40 min). Increased the capacity of the T2 power wells from 600 (20 min) to 900 (30 min). 
    Nightmare's End has an average completion time of 72 minutes. This makes it the longest map in the game, and it is notoriously frustrating, leading to low replayability. Initial power generation and well capacity does not match the map's actual difficulty or length, so we are hopeful these changes can help bring about a smoother gameplay experience. There are other issues with the map in need of changing, but they will need to wait for a future patch. The Dwarven Riddle: added a monument and 3 power wells on each side of the map, regardless of number of players. 
    This change will allow both players to go T4. It should only affect players who play the map in a more "standard" method, in contrast to the speedrun method.   Standardized all official single player campaign maps to have 4 gold chests.
    Defending Hope: added 2 gold chests to match the standard.  Ocean: removed 2 gold chests to match the standard. The Soultree: added 1 gold chest to match the standard Introduction: added one gold chest to introduce new players to the concept of gold chests.

    PvP Map Changes
    While PvP has been moving steadily towards a more and more balanced state, a major issue we still face is the maps themselves. Just like we previously made changes to the 1v1 maps, we are happy to finally unveil our changes to all the 2v2 PvP maps (and Yrmia). These changes should create a more competitive and fair play environment, with many existing imbalances and cheese opportunities removed. All minimaps have been adjusted to reflect the changes and to be more accurate in general.
    [ 1v1 Maps ]
    Yrmia / Yrmia (Spectator Map):
    Decreased the capacity of all power wells with 900 capacity to 600 capacity (1). Decreased the capacity of all power wells with 1500 capacity to 600 capacity (2). [ 2v2 Maps ]
    Danduil:
    Removed the 4 fortification walls surrounding the Monuments on both sides. Added 1 power well of 600 power capacity at each of the 4 monument positions in the corners. Fixed an issue where it was not possible to spawn non-S-sized units by the ground presence solely provided by the outer power wells (2 and 3). Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Fyre:
    Increased the construction cost of the 4 outer fortification walls from 25 to 50 energy. Decreased these wall's distance to the power wells. These walls can no longer be built by enemies if the player or ally own the power well closest to the wall. Additionally, slightly narrowed the layout of the respective area around the wall in the bottom left to enable the same effect there. Added flying blocking at the 2 big lakes in the center to prevent sieging across them with long-ranged flying units. This is now visualized by permanently present clouds in the area. The power wells in the top left of the upper starting base now provide spawn presence for units and buildings. The power wells in the bottom right of the lower starting base now provide better spawn presence for units and buildings. Fixed various other minor blocking issues. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Gorgash:
    Increased the construction cost of the fortification walls at each starting position from 25 to 50 power. These walls are no longer pre-built at the start of the game. Increased all player's starting void power from 400 to 425 to compensate for wall changes. Decreased the power cost of the walls at the central northern and southern bases at the border of map from 75 to 50 energy. Adjusted the position of the monuments and power wells in all 6 bases in the north and south of the map to decrease distance to the wall. These walls can no longer be built by enemies if the player or ally owns the power well or monument closest to it. Removed the 2 walls around the northern and southern bases in the center of the map. Changed the layout of power wells and monuments in these bases by rotating each cluster by 180 degrees. Moved the power wells and monuments in these bases outwards, hence further away from the center of the map. Removed the northern and southern power well in the well cluster in the middle of the map. Moved the 4 power well clusters near the outer left and outer right bases closer to the center. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Koshan:
    Swapped the starting positions between players, whilst preserving previous symmetry. Added 2 ramps to the sides of the new start positions, granting access to the plateau behind. Opened up the plateaus in the corners by creating connecting ramps towards the diagonal of the map. Adjusted the positions of wells, so that they are further away from the nearby wall, and thus hostile units mounted on the wall cannot attack the wells anymore. Nadai:
    Added 1 power well of 1200 capacity at each side of the center monument position. Adjusted the positions of monuments and walls, so that 4 of the walls cannot be taken anymore if an enemy has taken the adjacent monument. Adjusted the positions of monuments, so that they are further away from the nearby wall, and thus hostile units mounted on the wall cannot attack the orb anymore. Swapped the starting positions including the starting power wells and monuments only within teams for consistency, whilst preserving map symmetry. Turan:
    Opened up the middle of the map by creating 4 connecting paths between the power well clusters and the central monument. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Yshia:
    Adjusted the positions of the 4 outer fortification walls to prevent offensive walling, by moving them outwards and thus closer to the power wells and monuments there. Opened up the plateaus by adding 2 ramps to each of them. Widened one of the ramps leading up to the two small plateaus. Increased the cost of the plateau walls from 25 to 50. Moved the well clusters more towards the center of the plateau, but keeping them close to the wall to prevent offensive walling. Moved the monuments previously located off the plateau to add to each of them 1 power well of 600 power capacity. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Zahadune:
    Added flying blocking at various places at the borders of the bodies of water to prevent sieging across them with long-ranged flying units. This is now visualized by permanently present clouds in the area.
    Fire Random PvE Balance Changes
    Fire was added as an enemy faction in rPvE in our Anniversary Patch. While we are currently working on adding Nature as the next faction to fight against, we have been keeping a close eye on the balance and player experience against Fire among all skill levels. With this patch, we will be making some changes to improve the experience. 
    [ System Changes ]
        - Significantly reduced the difficulties 6 and below.
        - Volcano now only spawns in level 4 camps and beyond.*
        - Incoming attack waves should now be less oppressive on higher difficulties.
    [ Bosses ]
    Removed fire class from all fire boss units - Protector's Seal no longer blocks the damage of Fire bosses.
    Abaddon: 
       - Rage:
           - Reduced the damage bonus from the second stage from 300% to 200%.
       - Gates of Hell: 
           - Reduced the initial damage from 800 (2400 in total) to 400 (1200 in total).
           - Reduced the eruption damage from 2000 (6000 in total) to 1000 (3000 in total).
    Aspect of Summer:
       - Global Warming: No longer prevents ice shield from being applied to target units.
    Brannoc:
       - Reduced life points from 65000 to 60000.
       - Fire Sphere:
           - Increased channeling time from 3 to 5 seconds.
           - Reduced damage from 2000 (10000 in total) to 1500 (7500 in total).
           - Reduced the radius from 25m to 20m.
           - Reduced the casting range 30m to 25m.
    Fireback:
       - Increased life points from 30000 to 40000.
    Fiend of Fire:
       - Flamethrower: Reduced damage per second from 600 to 500.
    Molten Golem:
       - Blazing Surface: Reduced damage returned from 50% to 25%.
    Vulcanos:
       - Unit is now XL.
       - Can now damage air units.
    [ Units ]
    Emberstrike:
       - Fire Lance
           - Reduced damage from 1200 (3100 in total) to 1000 (2500 in total).
           - Only deals 50% damage to structures.
    Firesworn:
       - Fixed a bug that prevented the unit from attacking units other than L-sized units.
    Fire Dragon:
       - Rage: Reduced the damage bonus from the second stage from 300% to 200%.
    Fire Worm:
       - Earthquake:
           - Reduced the damage per hit from 1000 to 500.
           - Now properly deals L counter damage.
    Magma Spore:
       - Ground Blast: 
           - Reduced the damage from 720 (1120 in total) to 350 (1050 in total).
           - Reduced the area Radius 15m -> 10m.
    Spitfire:
       - Fire Bomb: Reduced range from 50m to 35m.
    [ Buildings ]
    Pyromaniac:
       - Reduced the duration of the damage over time debuff from 10 seconds to 3 seconds.
    Tower of Flames:
       - Volcanic Ground:
           - Reduced the damage from 6 times 200/1000 to 6 times 150/750.
           - Reduced the range from 25m to 20m.
    Volcano:
       - Reduced life points from 5000 to 3500.
       - Reduced the size by 10%.
    New Building: Flame Crystal - Spawns in Level 4 and Level 5 camps* and will periodically remove debuffs and cc effects from allied units
    Fire can be extremely strong, but due to its high attack and low defense, it is extra vulnerable to Crowd Control spells. We want to counter this weakness with a brand-new building, while some major enemy damage dealers have been rebalanced
    * Level 3 camps are usually right behind the T3/T4 camp; Level 4 camps are the row behind Level 3; Level 5 is always the last row.

    Map Editor Changes
    Increased maximum allowed file size of community maps from 64 to 512 megabytes. Added optional verbose logging for LUA. This is relevant for mapmakers and can be enabled in the debug section of the configuration file at `/Battleforge/config.json` using the `lua` configuration. The logs can be found in the `/Battleforge/Diag` folder. Increased max brush size in the map editor. Fixed crashes for the height map generation for Random PvE in the map editor in certain cases. Allowed selection of the fire Random PvE preset in the map editor.
    Bugfixes
    Fixed issue related to character names becoming too long with the added `{GM}` prefix and not being able to be whispered. Fixed issue with deleting community maps while they are being downloaded by another player. Fixed incorrect ordering for all time rankings in the leaderboards. Fixed ability to add 21 cards or 21 boosters to trade, instead of 20. Fixed too large scroll step size for upgrade view when trying to scroll through the upgrades. It now scrolls with the same steps as the cards scroll view. Fixed inconsistencies in the Amii card frames. Card descriptions will no longer overflow into the card artwork. Fixed walk speed mismatch between respawned squad members and existing ones, causing the group as a whole to move at an unfavorable speed. This could be noticed for example with Werebeasts and Strikers. Fixed wrong displayed remaining card charges for Offering in rare cases Fixed incorrect handling of overkill stampede damage when destroying buildings. In general, this has a nerfing effect on stampede. Improved error handling and logging for issues related to starting BattleForge with DirectX10. and many more!
  6. Rankerz liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Card Balance Changes

    Global Balance Changes
    Each unit size has a defined limit of how many melee units of a given category can attack it at once. This limit directly affects the viability of melee units in a way that is not true for ranged units. As part of how balancing efforts, we have decided to increase the amount of melee units which can attack a given unit at a time. This should prove especially helpful for early strategies utilizing S-units or when fighting against boss units in RPvE with a primarily melee army.
    Numbers of melee attackers for creatures of different sizes:
    A single S creature can be attacked by at most 4 Normal, 6 Reach and 2 Huge attackers ➜ at most 6 Normal, 9 Reach and 4 Huge attackers
    A single M creature can be attacked by at most 6 Normal, 10 Reach and 2 Huge attackers ➜ at most 9 Normal, 15 Reach and 4 Huge attackers
    A single L creature can be attacked by at most 8 Normal, 12 Reach and 4 Huge attackers ➜ at most 12 Normal, 18 Reach and 6 Huge attackers
    A single XL creature can be attacked by at most 12 Normal, 14 Reach and 6 Huge attackers ➜ at most 18 Normal, 21 Reach and 8 Huge attackers
    Normal = S & M-units.
    Reach = Units with extended range. Ghostspears is a good example.
    Huge = L and XL-units.
    S-units count as 1 normal (or reach) attacker.
    M-units count as 2 normal (or reach) attackers.
    L-units count as 1 Huge attacker.
    XL-units count as 2 Huge attackers.
    Fortification walls: increased the gate's toggle cooldown from 1.4 seconds to 3.4 seconds. 
    Some units were unable to attack or pass through a gate when it was rapidly toggled between closed and open.
    Twilight's Transformation ability: added scaling to the transformation cost based on tier.
    Tier 2 units remain at 85%
    Tier 3 units from 85% ➜ 80%
    Tier 4 units from 85% ➜ 75%
    Twilight Transformation is now as efficient as Breeding Grounds at T4. 
    Changed all cone-attacker splash radii to 38m (ie. Frost Mage). This would reduce out-of-range issues faced by cards of this type.

    PvE Balance Changes
    The focus this patch for both PvE and PvP has been on the Nature faction. For more information on our vision for Nature, check out our Nature Deep Dive.
    While changes are split here between PvE and PvP sections, many of the changes, such as Parasite, Shrine of Memory, and Spikeroot, have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them. 
    [ Tier 1 ]
     Amazon (Nature):
       - Wildlife Protection radius increase: 20m ➜ 30m
    Quality of life change to make it easier to use Amazon(g) with Werebeasts in T1.
     Fountain of Rebirth
       - Ritual of Rebirth healing: 15 / 18 / 21 / 25 life points regenerated ➜ 20 / 23 / 26 / 30 life points regenerated globally
    A small buff to enable the Fountain to be used in more scenarios, particularly when supporting non-Nature players in multiplayer.  
     Treespirit:
       - Unit cost decrease: 60p ➜ 50p
       - Life points reduction: 680 / 720 / 800 / 880 ➜ 560 / 600 / 660 / 730
       - Thorns damage reduction: 100, up to 150 total ➜ 75, up to 115 total
    These changes to Treespirit were initially intended to turn the unit solely into a Root Network battery, but testing has shown increased viability in all game modes due to the ability to spam them out quickly, a trait that Nature T1 otherwise lacks. The cost reduction means a net benefit for Root Network decks, allowing them to set-up more quickly while binding significantly less power.
    [ Tier 2 ]
     Healing Well:
       - Water of Life:
          - Added initial healing capacity of 1500 life points.
          - Recharge rate increase: 20 life points per second ➜ 50 life points per second
    Purely support buildings typically need to provide a lot of benefit to be considered for inclusion in a player's deck. Currently, Healing Well takes 2 minutes and 30 seconds, or 150 seconds total, to fill its healing capacity of 3000. This is a recharge rate of 20 life points per second. Given that the building starts with 0 initial capacity, this means that the player must not only wait for the building to construct, but also well over a minute before the building becomes usable, and then only for a few seconds before they will need to wait again. In some sense, this mimics an initial and recurring ability cooldown timer, but we do not think this state of affairs is proper to this card. These changes should allow Healing Well to fulfill its purpose as a stable source of sustain in a localized area.  
     Sunken Temple:
       - Orb requirements changed: 2 Nature ➜ 1 Nature, 1 Neutral
       - Building cost reduction: 120p ➜ 110p
       - Swapped Shadow and Nature affinities of the card.
       - Plague:
          - Changed from active ability to passive auto-cast ability with a cooldown of 30 seconds.
          - Now displays a respawn status bar indicator.
       - Summoned Pest Creepers:
          - Unit now dies after 40 / 60 / 60 / 60 seconds.
          - Added immunity against reviving effects.
          - Can no longer be infected with the Twilight Curse.
          - No longer grants ground presence.
          - Green affinity poison duration increase: 4 ➜ 5 seconds
    Sunken Temple is a spawner building with has a high upfront cost of 120 bound power and a continually high cost of 80p for each ability activation. Given that the units it spawns are unbound units, the building will eventually pay itself off. This payoff comes in the form of melee S-units, which already begin to struggle in T2, particularly in PvE. Additionally, while the building eventually pays itself off, the time it takes for this to occur is quite long, both in terms of power cost and in-game time. This is not helped by Nature's newfound lack of void manipulation in T2. In nearly all scenarios, it would be better to push for T3 with a different strategy than using Sunken Temples.
    One of the holes that currently exists in Nature's T2 is the lack of a splashable defensive tower. Even Pure Nature's tower, Living Tower, is often lacking when not supported by other root network entities. The idea with this change is to turn Sunken Temple into a shrine which continually spawns short-lived defensive units. These units can then be paired with cards like Infected Tower to create permanent Twilight bugs or Furnace of Flesh for some minor void manipulation. 
    [ Tier 3 ]
     Northland Drake:
       - Unit cost increase: 240p ➜ 300p
       - Life points increase: 2435 / 2560 / 2820 / 3100 ➜ 3235 / 3360 / 3620 / 3900
       - Frost Breath (auto-cast) damage increase: 265, up to 398 total (2370 dp20) ➜ 400, up to 600 total (3570 dp20)
       - Active ability Blizzard:
          - Duration increase: 10 seconds ➜ 15 seconds
          - Ability cost increase: 60p ➜ 70p
          - Infused(r) Blizzard's flat damage bonus to frozen units is now consistently dealt against all frozen targets damaged by the storm.
    We have done a lot to buff Pure Frost, but have thus far neglected Northland Drake. We wanted to give the card a substantial buff, but needed to sharply increase its power cost to avoid any potential issues with PvP. Overall, this constitutes a 20% total increase in stat efficiency and a much improved ability. 
     Oracle Mask:
       - Mysticism:
          - Increased duration of the internal buff from 8 / 8 / 10 / 10 seconds ➜ 12 / 15 / 15 /15 seconds to match the external buff.
          - Changed the buff effect of the aura around friendly buildings from granting units invisibility ➜ units take 100% less damage.
          - The granted buff of the aura will now reapply to existing units in range.
          - Changed the displayed status bar icon on affected units and buildings from the card artwork icon to the ability's activation icon.
          - Added a proper global status bar description.
          - The visual effect of the activation no longer lasts an unlimited time on Oracle Mask.
    The old Oracle Mask was incredibly bugged and allowed the player to unbind their entire army and generate free units. This is a stopgap measure while we work on redesigning Oracle Mask entirely. 
     Shrine of Martyrs:
       - Power cost increase: 125p ➜ 220p
       - Blessing of the Martyr: Now a permanent, passive effect. Only one Blessing of the Martyr can be active at a time per team.
    We have envisioned Pure Frost as a macro-based faction oriented around good preparation and diverse unit compositions. The recent changes have given Frost players a lot to do in terms of micromanagement, and the newly buffed Shrine of Martyrs has only added to that by requiring the player to check back every 30 seconds. Given Frost's nature as a faction, which we discussed at length in our Deep Dive into Pure Frost, we would like to test out a version of Shrine of Martyrs which applies a permanent global buff. By doing so, we hope to cut out some of the micromanagement we have added to Frost in recent patches. 
     Shrine of Memory:
       - Orb requirements increased: 2 Nature (T2) ➜ 2 Nature, 1 Neutral (T3)
       - Power cost increased: 100p ➜ 120p
       - Echoes of the Past:
          - Void return percentage increase: 100% / 150% / 200% / 200% ➜ 150% / 175% / 225% / 300%
          - Maximum void return increased: 20 power per 2 seconds ➜ 80 power per 2 seconds
          - Also affects allies now, also only one Echoes of the Past can be active per team.
          - Decreased duration: 30 / 30 / 30 / 35 seconds ➜ 30 seconds on all upgrades.
    As a T2 building, Shrine of Memory sees play in PvP scenarios regularly, but falls behind in PvE compared to other void return mechanics. Its current effect is most efficient with medium amounts of void power, but actually loses efficiency beyond a certain threshold (333) and only works for the player which owns the structure. This means that Pure Nature as a faction has very poor void return tools, which is a major reason it is currently so weak.
    Turning SoM into a tier 3 buildings opens up significant space for buffs. Shrine of Memory now affects allies again, an ability which was originally taken away due to its strength in 2v2 PvP. Additionally, we have increased the void return percentage and allowed it to overcome the natural void return cap to allow it to compete with other void return options in T3. The goal is that after this change, all four factions will have competitive void return options which are thematically appropriate to the faction itself. 
     Stone Warrior:
       - Damage increase: 1700 dp20 ➜ 1850 dp20
       - Life points reduction: 1950 / 2020 / 2170 / 2360 ➜ 1750 / 1820 / 1970 / 2160
       - Shatter Lance activation cost reduction: 100p ➜ 80p
          - Gifted(g) Shatter Lance: Can now target structures. Deals 50% damage against 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. 
     Sylvan Gate:
       - Power cost reduction: 110p ➜ 80p
       - Add "Accelerated Construction" - Construction time is reduced by 50%.
       - Change Linked Fire ➜ Repeater
          - Range: 25m ➜ 100m
          - Sylvan Gate no longer provides support itself
       - Move affinities to their own passive:
          - Change Blessed(b) affinity to Tainted(p) affinity - Friendly entities connected to the root network within a 25m radius around Sylvan Gate will deal piercing damage
          - Infused(r) affinity - Friendly entities connected to the root network within a 25m radius around Sylvan Gate will deal 25% more damage.
    Sylvan Gate is in a prime place for a redesign. We would like to turn Sylvan Gate into a long-distance Root Network repeater, a role that fits perfectly with its existing tunnel ability. With these changes, a single Sylvan Gate will cover 200m and be able to connect support from every root entity within 100m in every direction. This means that Sylvan Gate can bridge massive distances, allowing the player to easily move their frontline root network unit while leaving their root network battery far away from the battlefield. 
     Thornbark:
       - Linked Fire, out-of-combat support provided increase: 1 ➜ 3.
    One of the aspects of root networks that has always been a little weird is the fact that every unit provides the same amount of support. There is no scaling, so it is always best to use the cheapest option in terms of power and population limit. With this change, Thornbarks used as root network batteries will provide significantly more support. Now only 2 Thornbarks will be needed to max-out another root network unit with full support. 
    [ Tier 4 ]
     Banzai Lord:
       - Counter added: Banzai Lord now has an S-counter
       - Bird Calling summon amount: 3 birds ➜ 2 birds summoned in total
       - Banzai Birds:
          - Damage (p): 1000, up to 3000 ➜ 1500, up to 4500
          - Healing (g): 1000 life points ➜ 3000 life points restored
          - Life points increased: 800 ➜ 1200 
          - Explosion radius decreased: 25m ➜ 20m
    Banzai Lord has causing performance issues by spawning massive amounts of birds at once. To mitigate this issue, we reduced the birds from 3 to 2, but increased the damage and health of each bird proportionally. This means that Banzai Lord (p) will continue to deal the same total damage. At the same time, we reduced the explosion radius slightly to give the purple affinity a minor nerf. The green affinity was severely underperforming and each green affinity Bird now provides 3000 life points worth of healing, which should allow it to properly fulfill its healing role. 
    Fire Sphere & Shatter Ice
       - Fixed incorrect handling of overkill damage.
    This is the first instance of us changing the way overkill damage works. It should provide a substantial buff for both cards by allowing them to always deal their full potential damage when a sufficient number of enemies are present.
     Forest Elder:
       - Flower Power / Pest Plants aura radius: 20m ➜ 30m.
       - New passive Ability, "Magic Link": Unit is surrounded by a magical zone of 30m radius where summoning friendly units requires 30% less of the usual power costs.
    Forest Elder is meant to be the apex Pure Nature unit, but currently is a walking Regrowth on steroids and a slightly improved Wheel of Gifts. Pure Nature is a unit-centric deck, and a major part of being a unit-centric deck is needing to summon units. Many players who splash Nature want to summon units in base, next to a Breeding Grounds. It thus feels unsatisfying when you have to summon a unit in the field and miss out on the major cost refund. We wanted to let Nature players stay in the field without waiting for other units to catch-up, as well as decrease the faction's bound power cost. As such, we thought it fitting to give Forest Elder a slightly improved mobile Breeding Grounds effect. More changes will be coming to Forest Elder in the future.
     Lifestream: 
       - Life Link:
          - Damage absorption limit increased: 10000 ➜ 20000 damage
          - Removed maximum ability duration.
          - Range increased: 200m ➜ 300m
          - Implemented a new visual effect to prevent confusion with Regrowth.
    Lifestream is Nature's superweapon equivalent and is a sustain option in a faction overflowing with sustain. In order to be used, it needs to either out compete Regrowth and Forest Elder or possess its own niche use. We have striven for the second option. To do so, we doubled the absorption limit and made the effect last permanently until the limit is reached. This will both increase Lifestream's strength in existing situations, as well as allow it to be used with less active input required from the player's end. Overall, it should fit in better as a part of a fixed defense and compliment Nature's healing in more offensive scenarios. To achieve this second aspect, we also decided to increase its range to 300m to match our recent buff to Comet Catcher.
     Necrofury:
       - Unit's default attack: Melee ➜ Ranged.
          - Damage: 1100 dp20 ➜ 4160 dp20
          - Range: 40m attack range
          - Needs to face enemies in order to target them.
          - Only affects ground units
       - Movement speed increase: 4.8 m/s ➜ 6.4 m/s
       - Nether Bomb is unchanged when switched into this mode.
    Necrofury is a card with a good concept that doesn't see play outside using its powerful Bone Shards ability to one-shot bosses with Unholy Hero and Fallen Skyelf. We are wanting to leave its current boss killing identity intact while opening it up for general usage. The goal is to allow Necrofury to function as a backline archer without the need to constantly micromanage her. Given Necrofury requires only 1 Shadow orb, it will be flexible enough to be used in a wide variety of decks and provide a reason to single splash a Shadow orb. 
     Overlord:
       - Blood Share:
          - Effect radius increase: 15m ➜ 20m
          - Healing increase: 1000 ➜ 1500 life points
          - Self-inflicted damage remains at 1000
    The ability is currently very thematic and fitting for Overlord but also quite lackluster, so we are giving it a small boost.
     Primeval Watcher:
       - Stasis Field targeting: Self-targeting ➜ Targeted area within a 30m radius
    Primeval Watcher is the primary backline damage dealer for Pure Nature. We want to increase its overall strength and the flexibility of Primeval Watcher's paralyze ability to allow for more offensive application. More changes will be coming to Primeval Watcher in the future.
     Promise of Life:
       - Orb requirements changed: 3 Nature, 1 Neutral (T4) ➜ 3 Nature orbs (T3)
    Allows Promise of Life to combo with Abyssal Warder and Pure Nature in T3, but otherwise has the same restriction for other decks, given it will still require 3 Nature orbs. This combo has proven to be quite powerful in testing and opens up a unique style of play, though one that can feel foreign to Nature. The idea is to attack a location with Abyssal Warder, purposefully allow it to die, and cast Promise of Life just before its death. This causes both a fully restored XL-warder and 2 L-warders to spawn, both of which are unbound. Promise of Life and Abyssal Warder will allow the player to quickly accumulate a large army of unbound units, while the new Shrine of Memory will grant fast void return, resulting into quicker transitions into T4.   

    PvP Balance Changes
     [ New Card Design Spotlight  - Burning Spears ]
    Burning Spears were designed as a new tool to increase deck building options in pure Fire. The faction currently has a limited pool of pure cards in PvP leading to a very M-unit centric deck design with a limited amount of deck building options and balancing levers to change specific matchup behaviors. The addition of Burning Spears will add a versatile small sized unit into the faction, that is supposed to help with some of the factions counter issues against L and XL units in T2, while demanding a deck slot investment in return. The passive ability enables very high back loaded damage potential to punish players that try to ignore them, whereas the slow and steadfast ability allows Burning Spears to stick to their priority targets while enabling further spell synergies with cards like Wildfire.
    [ Nature Rework ]
    Pure Nature has been struggling to find its place in PvP for a long time. The faction features some tools prone to snowballing games once a lead is established. This can be frustrating to play against. While these tools offer great snowball potential, the faction lacks ways to actually get ahead through more conventional means. At higher levels of play the deck could be considered the weakest, since it was possible to shut down the strenght points it has while abusing its weaknesses.  
    To address these issues, we want to increase Nature’s pool of options in open field trades while increasing its capacities of defending structures more consistently. At the same time, we are toning down the snowball mechanics to avoid creating an overly strong faction, which can’t be dealt with at some point in the game. This should lead to a more enjoyable experience for all players involved. Considering some of these changes are quite drastic, follow-up tweaks might be necessary to reach the desired goal.
     Burrowing Ritual:
      - Cost reduction: 50p ➜ 40p
    Our previous plan of slightly buffing Tunnel in PvP didn’t work out for various reasons. As a result, we decided to add a bit of power to one of its combo pieces, making slot investments for Tunneling strategies a little bit more worthwhile.
     Creeping Paralysis:
       - Cost reduction: 60p ➜ 50p
       - Paralyze duration increase: 15s ➜ 20s
       - Target limit increase: 7 ➜ 10 total targets
    Adding more crowd control and open field trading options for pure Nature allows the deck to compete with nature splash factions. The listed buffs are supposed to enable its role at defending power wells against melee units by preventing them from focusing down power wells. The spell also excels at disrupting immobile army stacking strategies.
     Deep One:
       - Life points reduction: 1650 ➜ 1450
       - Catch ability cost reduction: 25p ➜ 10p
    Deep One happened to be the most stat efficient T2 L-unit. Combined with Surge of Light, this led to very powerful snowball potential, allowing straight focus onto power wells ignoring any counter units. We reduce the overall health ratio to impact the effectiveness of Surge of Light support. On the other hand, we want to maintain Deep One’s ability during more defensive trades and are reducing its ability cost as a result. Deep One’s performance will be highly impacted by the upcoming Nightguard nerf as well.
     Energy Parasite:
       - Counter type change: S-counter ➜ M-counter
       - Power Drain: added 30s initial cooldown
    Any tool capable of generating maximum energy leads can snowball out of control very quickly. Therefore, preventing Energy Parasites from connecting to power wells at any given state is an absolute must if you want to beat pure Nature consistently. This necessary zoning of Energy Parasites often lead to a tempo loss by default, leading to heavily restricted gameplay options when playing against them. While this power level was necessary to keep pure Nature viable in the past, it did not leave a lot of room to buff the faction. This change is supposed to bring up more counter play options to Energy Parasites while keeping the unit strong and viable. The initial power investment can’t provide fast payoff, as counter unit spawns can be delayed. As nature often struggles with attacks based on M units, we also change the counter type from S to M. This might allow Energy Parasites to be utilized in combat before the initial cooldown goes off.
     Ghostspears:
       - Orb requirements changed: 1 Nature, 1 Neutral ➜ 2 Nature orbs
       - Weapon Change ability cost removed: 10p ➜ 0p
       - Damage increase: 900 dp20 -> 990 dp20
    With the introduction of Amii Paladins, every nature splash has its own melee S-sized M counter nowadays. By moving Ghostspears to pure Nature, we can tweak each of these units to specifically balance them towards each faction's needs. This change opens up room to buff pure Nature’s overall trading capabilities. 
     Parasite:
       - Orb requirements changed: 1 Nature, 1 Neutral ➜ 2 Nature orbs
       - Cost reduction: 100p -> 80p
       - Damage per second increase: 60 / 60 / 60 / 66  dmg/s -> 70 / 70 / 70 / 80 dmg/s
       - Max targets increase: 4 / 5 / 6 / 6 -> 8 / 9 / 10 / 10 total targets
       - Fixed damage interval from 0.9 to 1 sec without increasing total damage
    Pure Nature had little room to interact with air units in the past. Spirit Hunter poison gets countered by strong sustain tools (Ravage, Crystal Fiend healing etc.) and Parasite Swarm is too expensive and too susceptible to cc in order to work consistently. Parasite is supposed to be a strong support tool addressing this issue. Additionally, the card synergizes well with crowd control options to deal with stacked unit setups. We will move orb requirements towards pure nature to avoid interactions with splash factions, creating space for such a strong buff.
     Parasite Swarm:
       - Splash damage removed
       - Total damage increase: 16, up to 24 total damage (800 dp20) ➜ 24 damage (960 dp20)
       - Counter type change: M-counter ➜ XL-counter
       - Mind Control: added 10s initial ability cooldown
    Parasite Swarm is mostly reliant on using its active ability to generate value. This makes using the card rather inconsistent, especially in early T2 stages. The upcoming change increases single target damage by 50% vs L, S and buildings, while increasing damage by 125% against XL units (M remains unchanged). On top of that, its counter type is getting shifted from M to XL in order to provide a new option of dealing with XL units. This should make Rogan Kayle less mandatory in pure Nature. In return, we add a small initial cooldown on the ability to prevent undazed spawn into instant swap plays.
     Rogan Kayle:
       - Damage increase: 990 dp20 ➜ 1075 dp20
       - It’s the Shoes range increase: 15m ➜ 20m
    While not a pure Nature card in the first place, Rogan Kayle often gets used in combination with crowd control spells to produce permanent cc-chains. Outside of that, the card is rarely used and has large drawbacks due to rather underwhelming stat cost ratios. We increase its power a bit to open up more situations where the Lyrish leader can actually lead to victory.
     Shrine of Memory:
    Shrine of Memory will be shifted away from a meta pure Nature card and redesigned as a T3 tool. The card used to be a catch-up mechanic to compensate for nature’s weak early T2 complementing its spell spam heavy snowball tools. With the upcoming buffs, a back loaded hyperscaling mechanic is no longer necessary. Considering gameplay with SoM point and click hard counters like Suppression or Matter Mastery would naturally get more popular if Nature would increase in popularity, we decided to rework the card entirely. For more information, head towards the PvE section, where SoMs new powerful role will be further discussed.
     Spikeroot:
       - Unit cost reduction: 120p ➜ 110p
    Root Network decks were kept in a rather weak state in PvP considering static siege setups are rarely fun to play against. That said, we think it’s safe to increase Spikeroots power level a bit considering the card can complement Nature decks in various ways and is not reliant on root network support to be functional in the first place. It can be used as another tool to address nature’s M-counter issues. 
    [ Shadow L-counter Adjustments ]
    Nightguard has been dominant across Shadow splashes by shutting down a lot of L-unit centric strategies entirely across multiple matchups. The advantages of getting unbound units through mind control effects are more substantial than just removing units from the map. When kept alive, even a single unbound L-unit would lead to a huge long term advantage. Her omnipresence is preventing options to diversify faction identities, but also leads to numerous unhealthy interactions like shutting down L-unit centric factions entirely. We haven’t been able to touch Nightguard so far as a few L-units were at risk of getting out of hand without her (i.e. old Mountaineer). But since these outliers have received nerfs, we want to attempt to redesign the L-Counter role in Shadow splashes to enable more proactive skirmishing.
     Nightguard:
       - Unit cost increase: 65p ➜ 90p
       - Swap ability cost reduction: 75p ➜ 50p
    As the central change here, Nightguard unit cost will be increased by 25 energy, rewarding energy investments to prevent the swap from going through in the first place. On the other hand, her ability cost will go down by the same amount, so total swap costs remain unchanged. This will weaken Nightguard’s preemptive zoning power before the swap goes through and also strengthen any re-swap scenarios. Therefore, taking down the Nightguard after a swap goes through needs to be prioritized even more than before. As the total cost per swap remains unchanged PvE impact is minimized considering it is way more likely to be able to keep her safe compared to PvP.
     Executor:
       - Counter type change: M-counter ➜ L-counter
       - New passive ability, "Piercing Death" - Unit deals 60% piercing damage
    Executor has been redundant so far given that Shadow already has exceptional M counter options. To bring up a combat based alternative to Nightguard his counter type will be changed from M to L. In addition he will receive piercing damage to be able to help against buffed L units. This should help against early T2 or in 2vs2 matches.
     Knight of Chaos:
       - Chaos ability cost reduction: 50p ➜ 40p
    Pure Shadow was quite reliant on Nightguard to sufficiently counter L units. This buff should help compensate for the loss of power, and will also open up more opportunities for the less reliable purple affinity to finally cause real chaos.
    [ Miscellaneous Changes ]
     Dreadcharger:
       - Charge increase: 12 ➜ 16
    Small change as a response to recent design changes in the Shadow vs Frost matchup. This should enable more extended T1’s given that Frost also receives Ice Guardian buffs in this patch.
     Eliminator:
       - Taming ability radius increase: 20m ➜ 30m
          - Added radius preview
          - Buff increase, fire(r) affinity only: 30% ➜ 50%
       - Fixed affinities not working together without allowing it to stack infinitely 
    Helping Eliminator to reward very specific strategies in decks that are built around him.
     Ice Guardian:
       - Increased range from structures before Ice Shield decays: 25m ➜ 30m
       - Added a visual indicator when the Ice Shield is not decaying.
    After acquiring more data from the Master Archer change, the previous spam scenarios are less effective in PvP as predicted. That said, Frost often ends up being confined to its own structures. We are giving Ice Guardian a bit more room to chase units and add a little bit more power into close well combat, where Frost is supposed to excel. This is needed to avoid map cutoffs early into the game. We also added a visual indicator when the ice shield is not decaying. This should lead to more comfortable unit micro options.
     Mountain Rowdy:
       - Ice Block ability cooldown increase: 30 / 25 / 20 / 20s ➜ 40 / 35 / 30 / 30s
    While we are satisfied with the overall position Mountain Rowdy took in pure Frost, he currently has the potential to keep his ability active constantly. With the increased range, this is a very potent zoning tool and sometimes slows down the game a bit too much. Therefore, we want to provide a proper window for players to attack after the ability runs out. 
     Phalanx:
       - Damage increase: 570 / 600 / 660 / 750 dp20 ➜ 600 / 630 / 690 / 780 dp20
    Phalanx recently saw a bit more play in PvP. We think they still are on the weak side, therefore a small buff, which doesn’t impact their combo potential with Nasty Surprise should help them take a more consistent L counter role in Frost splashes.
     Slaver:
       - Cost reduction: 80p ➜ 75p
    Small buff to bring stat efficiency more into the line of other T2 L counters. Shouldn’t affect the unit performance too much.
     Stoneshards:
       - Life points reduction: 840 ➜ 810
    Small tweak for Stoneshards considering Stonekin is slightly overperforming and will benefit a lot from upcoming Nightguard changes.
     Strikers:
       - Movement speed increase: 6.4 m/s ➜ 8 m/s
    While Strikers are underperforming as a unit, we do want to keep them in a niche role rather than buffing them back into a meta position. Increased movement speed should help to seperate the great Striker players from the good ones without inflating their power level. This should make it easier for them to isolate and pick off units more often.
     Twilight Brute:
       - Damage increase: 940 dp20 ➜ 970 dp20
    Even though Twilight Brute is a strong tool in a few matchups, deck slot limitations are quite restrictive in Fire Nature decks, so the card doesn’t see too much play all in all. Increasing the attack should provide a small extra reward for selecting them.
     Twilight Minions
       - Damage increase: 900 dp20 ➜ 930 dp20
       - Life points increase: 780 ➜ 840
    Considering Fire Nature loses Ghostspears as small sized M counter, Twilight Minions need to step in and take their role. Despite their superior stat efficiency, they were rarely played due to ranged disadvantages compared to Ghostspears and a less flexible ability. As a result, we will increase stat efficiency a little further to compensate for this patch and also look to add a lot more value for Twilight oriented deck builds in Fire Nature in the near future.
     Virtuoso:
       - Damage increase: 1790 / 1890 / 2075 / 2265 dp20 ➜ 2025 / 2125 / 2310 / 2500 dp20
    Even after the recent ability buffs, Virtuoso remained underplayed due to his inferior stat efficiency compared to most other L sized melee units. As a result, we decided to increase his damage output to help him at countering L units and sieging.
     Warden Sigil (Frost):
       - Blessed(b)Sigil ability: Can no longer be attached to structures that are still under construction.
    We are working on Wardens Sigil buffs to add more defensive tools in Frost T1. Unfortunately, the testing process isn't finished entirely, therefore only some technical preparations will be included this patch. We will follow up on this one soon.
     Warlock:
       - Cost increase: 45p ➜ 50p
       - Damage increase: 430 dp20 ➜ 600 dp20
          - Blaze Bolt: 60, up to 90 total damage (430 dp20) ➜ 72, up to 108 total damage (600 dp20)
          - Attack speed: 3,5s ➜ 3s
       - Witchcraft ability now allows self-targeting
    After testing the Warlock sufficiently, we do think it’s safe to enable a little more combat power rather than keeping the unit just as a cheap supportive tool. Warlock still should remain as a part of growing armies, but once he can deal a bit of meaningful damage himself, the required amount of set-up to make him work is reduced. This should help Warlock become more valuable in earlier T2 stages.
     White Rangers:
       - Increased ability damage against non-Amii buildings from 50% ➜ 100% (orbs and power wells still do not receive any damage)
    White Rangers already perform well in PvP, but given there is a distinction between normal and Amii structures (orbs and power wells), we can remove their reduced damage output against buildings to open up more use cases in PvE without inflating their PvP power level.

  7. Rankerz liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Patch #400033 - Force of Nature
    Welcome to our newest patch, titled "Force of Nature"!
    This update contains our fifth balance patch for the game, brand-new cards, and many other changes, enjoy!

    Patch Preview
     - Three new cards are now available! Jump in-game to collect Wasteland Terror, Burning Spears, and Transcendence.
     - Major changes to the PvP game mode, including PvP Happy Hours, reward reworks, hiding player loses, and more. 
     - Added 18 new, primarily PvE achievements for both beginners and veterans alike. Including one to earn the new promo Mana Wing!
     - Rebalanced Fire RPvE to provide a still challenging but less frustrating experience
     - Rebalanced over 40 cards, with a large focus on Nature cards. 
     - Changed several PvP and PvE maps to improve player experience 

    General Changes
    Updated in-game player banner colors for GM accounts to represent the current roles. Added ability to search for missing copies and charges in the Auction House. For example, writing `(charge=2 & copies<2) | (charge=1 & copies<3) | (charge=0 & copies<4)` in the textbox will show you all the cards you can still potentially buy to get a fully charged collection. Added ability to play cards by clicking on the upgrades in the upgrade scroll view or the upgrades in the upgrade window. Added ability to change the play speed in the forge, or to pause and unpause it. New hotkeys are available in the options menu. The default hotkeys are J, K and L for decreasing speed, toggling pause, and increasing speed. Added a responsive deck counter to the decks window that shows how many decks the player has, relative to the maximum number of allowed decks. Improved the UI that displays what is remaining to complete an achievement. Previously, players could hover over the progress bar to see a tooltip, but this was unclear. Now, there will be a clearly visible (?) icon next to the progress bar that has the tooltip instead. Added ability to press the Space button in the reforge window to reforge the current cards in the window. This removes the need to press the Reforge cards button.   Increased unit icon (dot) size on in-game minimaps from 4x4 to 5x5 pixels. Added the new Force of Nature loading screen. Added ability to change how the automatically generated replays are named. There is an extra setting in the GUI section of the configuration file at `/Battleforge/config.json` called `savereplaysnameparts` for this.
    New Cards
    Burning Spears - 80p T2 Pure Fire
    You will find the upgrades for this card on the map Oracle. 
    S-unit designed to counter Large and Extra Large units. For more information, check out our design spotlight below in the PvP Balance Changes, section as well as Community Update #23.
     
    Wasteland Terror - 260p T4 Pure Bandits  (Fire and Nature Affinity)
    You will find the upgrades for this card on the map Blight (Fire Affinity) and Raven's End (Nature Affinity).
    Bandit dragon for those Bandits players who want other options besides Tortugun. Its ability acts as a mass Disenchant to let your army continue to more forward through crowd control. For more information, check out Community Update #14. 
     
    Transcendence - 90p T4 Amii Spell 
    You will find the upgrade for this card on the map Sunbridge. 
    Our first Amii spell is castable on both enemies and allies, with different effects depending on the target. When cast on enemies, it buffs one unit and debuffs all of its surrounding allies. When cast on allies, it debuffs one unit and buffs and its surrounding allies. In both cases, it rewards careful target selection and micromanagement from the player side. For more information, check out Community Update #20.

    Mana Wing - New Promo Card 
    While not a new card, we have also added a new promo to the game. Every player will be able to get a promo Mana Wing by completing the new achievement "A Force of Nature". The promo will not be available in boosters, but it will be trade-able. For more information, check out Community Update #24.
     

    PvP Game Mode Changes
    [ New Player Protection ]
    To protect new players from facing top players when they are just getting started in ranked play, it is no longer possible to get matched with players with a base ELO above 135.000 if your own base ELO is below 102.000.
    [ Made Player Names Anonymous ]
    To prevent players from dodging bad match-ups, player names have been anonymized in the ranked lobby. This does not affect the sparring lobbies. 
    [ Losses are Now Hidden]
    It has been proven in other competitive games that showing losses on the ranked ladder results in demotivation and higher entry barriers. We have therefore removed losses from the ladder. The information is still accessible on your profile if you want to look it up. 
    [ Updates to the Free PvP Decks ]
    We have made some changes to the cards contained in the free PvP decks to compete with the new meta. If we made updates to the free PvP decks you have currently selected, you will now have the option to either swap to the new cards, or keep your current set up. Changes have been made to Pure Nature (Parasite over Shrine of Memory), Twilight (Twilight Minions over Ghost Spears), Pure Shadow (Executor over Nightguard) and Pure Fire (Burning Spears over Scorched Earth). 
    [ Improved Rewards ]
    We have removed the gold penalty that was currently active for playing sparring games. Quests that require you to play 2vs2 games, now also count 3vs3 games for completion. 
    We have also allowed you to drain the reserve while looking for ranked a match. If you queue for at least 5 minutes, even if you don't find an opponent, you will earn BFP as if you were ingame, meaning you get BFP not just for playing, but also while searching for matches. 
    [ Happy Hours ]
    Happy Hours are specific time periods where players will receive additional gold and BFP for playing PvP. The daily boost / reserve will drain at a factor of 1.5x, while you will also get 1BFP per minute extra for queuing. For Happy Hours, there will be an in-game announcement, and the icon on the world map will indicate Happy Hours are active. 

    Happy Hours will take place during the following times:
    - 1vs1 happy hours: 7pm-9pm CET
    - 2vs2 happy hours: 9pm-10pm CET
    - 1vs1 happy hours: 4am-5am CET
    By clustering players together during certain time frames, players will have an easier time finding matches more frequently. 

    New Achievements
    Skylords Reborn currently faces primary two issues in terms of content: early game progression is too steep, and endgame content is nearly nonexistent. These achievements are intended to make the first step in tackling both issues. Smaller, more digestible progressive achievements will mean a player will no longer finish the campaign on standard, with the next goal in sight being to play all the maps again on advanced before being rewarded. New players will now be slowly guided through the campaign and RPvE, allowing them to steadily accumulate cards along the way. 
    At the same time, we are adding our first set of endgame achievements to the game. This will provide more content for our veteran players and give them a reason to replay old maps, often with a twist. We hope you all enjoy these new challenges, and we will continue to expand the endgame content into the future.  
    [ Infinitely Scaling Achievement ]
    Reborn in Fire  [1 Mini-booster]
    Reforge Cards (Unlocks every 20 reforges, scales infinitely)
    [ Beginner Achievements ]

    Just a Story  [1 Twilight booster]
    Complete Viridya and Brannoc's story on standard difficulty or higher (Encounters, Siege of Hope, Defending Hope, Soultree, Crusade, Sunbridge, King of the Giants, Titans, Ascension)
    The Most Dangerous Game [1 Bandits booster]
    Complete Mo's story on standard difficulty or higher {Mo, Ocean, Oracle, Slave Master, Convoy, Blight, Raven's End, Empire)
    A Debt Unpaid  [20,000 gold]
    Complete the story related to the Treasure Fleet on advanced difficulty or higher. (Bad Harvest, Treasure Fleet, Mo, Blight, Slave Master, Convoy) 
    A Mile in His Shoes  [2 Stonekin boosters]
    Complete Rogan's story on advanced difficulty or higher (Encounters, Siege of Hope, Defending Hope, Crusade, King of the Giants, Titans, Dwarven Riddle, Guns of Lyr, Empire)
    A Wrinkle in Time  [250 bfp]
    Win the 4-player map Empire spawning at least 5 different Lost Souls cards from a deck containing only frost, shadow, and Lost Souls cards.
    Godslayer  [250 bfp]
    Win the 2-player maps Sunbridge and Insane God on any difficulty. 
    Apprentice  [1 booster]
    Win 20 randomly generated PvE matches of difficulty 5 or higher. 
    [ Veteran PvE Achievements ]

    The Road Not Taken  [3 boosters]
    Win 20 randomly generated PvE matches of difficulty 9 or higher.
    Turn Back All Ye Who Enter Here  [6 boosters]
    Win 20 randomly generated PvE matches of difficulty 10.
    Nevermore  [2 Bandit boosters]
    Complete Blight's story on expert difficulty (Blight, Raven's End, Slave Master, Ocean, and Oracle)
    Make it Double  [2 Amii boosters]
    Complete all 2-player maps on expert difficulty. (Crusade, Sunbridge, Nightmare Shard, Nightmare's End, The Insane God, Slave Master and Convoy)
    Never Thought of Him  [100,000 gold]
    Complete the story of Mo becoming the new king of the fire tribes on expert difficulty with all players in the map using decks containing only Fire cards.  (Mo, Ocean, Oracle, Slave Master, Convoy, and Raven's End)
    The Long Journey Home  [2 Frost boosters]
    Complete the story re-establishing the Kingdom of Lyr on expert difficulty using decks containing only frost cards. (Encounters with Twilight, Siege of Hope, Defending Hope, Bad Harvest, Dwarven Riddle, and Guns of Lyr)
    Not Even My Final Form  [Rogan Kayle Card]
    Win the 1-player map Encounters with Twilight on expert difficulty without using T3 or T4 cards.
    Forest for the Tree  [Viridya Card]
    Complete the 1-player map The Soultree on expert difficulty using only Nature cards from T1 and T2.
    A City Strongly Compact  [Stronghold Card]
    Win the 1-player map Defending Hope on expert difficulty with a deck containing only spell and building cards.
    A Force of Nature   [Promo Mana Wing]
    Complete all 1-player and 2-player scenarios on expert difficulty with all players in your team using decks containing only Nature cards.

    Those who complete "A Force of Nature" will be rewarded with a Promo Mana Wing! This promo is unique to this achievement and will not be available from boosters, but it will be trade-able. We hope you look forward to the challenge!

  8. Majora liked a post in a topic by Rankerz in Proposed PvE Campaign Map Changes   
    Even in the old days, matchmarking on Ascension map2 was a nightmare. I played hundreds of runs, since that map is my all time favourite. I could play it all day literally non stop
    But I do not remember any other map where you have to be so strict and rigid to check the decks on map2.
    You have to have taunt/ cc or basicly 11 people will fail eventually in 99% of time. (It is even more depressing with lower playerbase in current days)
    Since opening up game space on map1 is already suggested, I wonder if we can open the deckstyle for map2 as well a bit
    - The straight up way it to make more spells able to interact with Viridya,
    But this would still limit non-cc having classes
    - Out of the box idea of making it possible to stop Viridya via other methods , like when she took X amount of damage in X amount of time
     This would open up chance to be played for pure fire for example 
    - Changing the behaviour of Viridya, making her slower, predictable etc
    I personally do not like this approach since the map is already not that hard, only too restrictive in deck bringing imo
    I do not want it to be an other PTD where people can literally bring random decks and still win, but some non-frost/cc fresh air would be nice
    Overall great changes, love how we evolved from barely able to run the client to make our own map change choices together !
  9. Rankerz liked a post in a topic by Zyna in Patch #400030 - 08 September 2021   
    Patch #400030
    Greetings Skylords, Skyladies and Skyfolk!
    This update contains our third balance patch for the game alonside some other changes, enjoy! In this patch we put our main focus on making Pure Frost a more competitive deck in PvE and on improving the balance of PvP. All of these changes were implemented and tested in the last four months, so it's built up to be quite a big patch. Feedback to these changes can be given on the balancing discord. When you give feedback make sure to properly support your reasoning by including replays or video footage.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------
    Where are balance changes discussed? 
    For now we have a Discord server dedicated for this. An invite link to the server: https://discord.gg/NvSUwpf
    How can I join the test server?
    To join the test server you simply need to launch LauncherTest.exe located in your BattleForge installation folder. It is important you run the updater first, so you download the latest test server files. In the future we plan to make it easier to join the test server. 
    ------------------------------------------------------------------------------------------------------------------------------------------------------------
    Changes
    A detailed list of all changes can be found on our wiki. However, since the patch notes are quite long, we prepared a summary document for you! You can find it attached to this post. Patch #400030 - September 2021.pdf
  10. Blashyrkh liked a post in a topic by Rankerz in Blight Expert   
    Made some self challenge to clear the 2nd base with pure decks from every starting position (!)
    A lil trick which can help -> Sometimes we delay picking up the 2nd orb to have more time until the mini wave reaches our base
    Pure Fire:
    Bottom right is the easiest to clear with fire thanks to skyfire drakes, same as with Shadow Phoenix/ Mana wing so this replay is not added
    Pure Frost:
    Same as above, just with war eagles, so not added
    Pure Nature:
    Bottom left is already covered how to clear many times on this forum by Krumpli or the Speedrun Youtube so it is not added
    Pure shadow:
    Since Forsaken + Shadow Phoenixes is the most common strategy it is very much works the same so I do not made replicate replays
    Please note these replays can be improved, mostly played with randoms so the outcome was never guaranteed
    The purpose of these replays is to show the possibility of many ways to clear the 2nd bases (hardest part) , whatever deck you like to play
    Hope it helps
     
     
    Frost t1 bottom left .pmv pure fire bottom left.pmv Pure fire top left 2nd.pmv Pure fire top right.pmv Pure frost top left 2nd.pmv Pure frost top right 2nd.pmv Pure Nature bottom right.pmv Pure Nature top left.pmv Pure Nature top right.pmv
  11. Ca7 liked a post in a topic by Rankerz in Adding Promo option as rarity in marketplace   
    Similar to the SMJ site, there is an extra rarity for Promo cards only
    Link as reference : https://smj.herokuapp.com/cards
  12. Kapo liked a post in a topic by Rankerz in Adding Promo option as rarity in marketplace   
    Similar to the SMJ site, there is an extra rarity for Promo cards only
    Link as reference : https://smj.herokuapp.com/cards
  13. Dallarian liked a post in a topic by Rankerz in Current state of game   
    Hey guys
    Did not play in the last month or two, can anyone tell me how is the game doing currently ?
    Is the playerbase still decent enough or decreased much ?
    How is the auction and market looking ?
    I see no patch notes so I assume no real content has released since January but correct me if anything is on the radar worth noting
     
    Thank you in advance!
  14. MrDanilov liked a post in a topic by Rankerz in The Skylords Open#2 30.01.21   
    Saturday and 3 PM thats a good improvement
     
  15. RuneSeeker liked a post in a topic by Rankerz in The Skylords Open#2 30.01.21   
    Saturday and 3 PM thats a good improvement
     
  16. Rankerz liked a post in a topic by Metagross31 in What is the end game for you ?   
    PvP and explaining people on the forums, why Free PvP Decks are a good thing.
  17. Metagross31 liked a post in a topic by Rankerz in Adding Promo option as rarity in marketplace   
    Similar to the SMJ site, there is an extra rarity for Promo cards only
    Link as reference : https://smj.herokuapp.com/cards
  18. Rankerz liked a post in a topic by Toggy in The Skylords Open#2 30.01.21   
    THIS IS A COMMUNITY-DRIVEN TOURNAMENT. WE ARE NOT AFFILIATED WITH THE SR-TEAM.
     
    Hello fellow Skyladies and Skylords!
     
    We had one Skylords Open yes, but what about the second Skylords Open? Now you know about second Skylords Open!
     
    Format?
    The tournament will be played as a best of 3 double elimination tournament, grand finals will be best of 5, no reset.
     
    Prize Pool!
    1st place  - 20€ + promo Juggernaut
    2nd place - 15€
    3rd place - 10€
    4th place - 5€
    Special prize: Beat RadicalX in a best of 3 and you get 8 booster.
     
    Big thanks to Nachtwolf for the € sponsoring!
    Big thanks to NewGuy for the promo Juggernaut and the 8 boosters!
    Prizes will be distributed via PayPal.
     
    When?
    On 30.01.21  starting on 3pm CET (Berlin time), the stream will start about 30 minutes in advance.
     
    Organisation?
    The tournament brackets will be on Challonge, so register and join the tournament there. Please use your in game account name to make communication and finding your enemy easier.
    The streaming channel that will be covering the tournament is DasToggy on twitch.tv.
    In case of problems contact me or one of my mods via Discord, Battleforge or in the stream.
     
    Twitch mods: LynnTaki, TheFatherJack
     
     
     
    Rules!
    -No bugabuse, cheating or insulting the other players. Penalties may vary from a warning to default loss.
    -Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    -Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    -After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    -The Map Pool is:
    1st round: Haladur, 2nd round: Simai, 3rd round: Wazhai, 4th: Elyon, 5th: Lajesh, 6th: Uro and 7th: Yrmia (same pool as in ranked duel). The first match of the round will be played on the fixed map, then it is losers choice.  The winning player (who won the last match in this bo3) also has to lock in his deck first.
    -The brackets for the tournament will be shuffled before the tournament starts.
    -Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.
     
     
     
    Reply in this thread if you have questions, I will check it out later.
     
     
    Best regards,
    Toggy
  19. Rankerz liked a post in a topic by InsaneHawk in Frequent disconnects while playing   
    Alright, let's clear things up a bit. First of all, you're making assumptions in your entire post, I'm not even sure on what you're basing those, but most of them are entirely wrong, the fact that you're calling our servers 'trash' when most of our playerbase is currently having no issue whatsoever, isn't the correct way to tell things I'd say. You're having issues? That's totally fine and we're open enough to collect everyone's feedback, logs, and comments of your game experience with our services, but you need to do it the correct way. As far as I can see you've never sent us any messages or logs on the issues you've been facing. We've had in the last few days some issues with our servers, which we've been monitoring and fixing over the days, we're keeping everyone informed over our Discord.

    Now, let's talk about the rest of your message, as fiki mentioned, our hardware is absolutely fine, we're not even using half of its current capabilities, so this is out of the equation, what could be involved in your crashes is a software related issue, could be related to our proxy/launcher, could be related to our server code, but we're not magicians, if you don't send us logs, your problems won't be solved easily, or fast.

    I'm not sure where you're from and what's the ping you're currently experiencing, but having multiple game servers to host games spread over the entire globe, won't be a viable solution for us, we have very limited funds, and even tho we're getting more and more patrons everyday since release, we're being really cautious with how we spend that money, but the survival of this entire project depends on it. Also this may not solve any issue you're facing at all, Battleforge is a very old game from 2009 and you have to remember this, we didn't make this game and its logic, there's not such thing as reconnection system within the game, so the small instability from your connection, can lead to instant disconnect, it could be related to your internet provider, jitter, ping, packet loss.. Anyway, having different games server around the globe might help with ping related issues, if they're even related to these disconnects you're having, and that we currently can't confirm it is.

    But again, calling our servers (and implying many things with it) trash, sucks, are pointless etc.. etc.. isn't the right way to proceed. You have the right to be mad at something, but try to not make false assumptions and direspect this team's work, which we've been doing for free, on our freetime, for over 5 years now, especially when you have no clue how our infrastructure, code or hardware, looks like.

    And last but not the least, no, we don't have any player limit on the server, and we're not kicking players randomly when that non-existing limit is reached, I have no idea why you'd think we would do that in the first place.
  20. Dallarian liked a post in a topic by Rankerz in Frequent disconnects while playing   
    Apart from 2 major DC days (which will be compensated by promise), I did not encounter any further DC yet playing almost all day every day
    Its a bit over the top to say the game is unplayable
    Also the Devs seem to do everything in there power asap even on a weekend day to make the servers stable, so can we really complain here ?
     
  21. fiki574 liked a post in a topic by Rankerz in Frequent disconnects while playing   
    Apart from 2 major DC days (which will be compensated by promise), I did not encounter any further DC yet playing almost all day every day
    Its a bit over the top to say the game is unplayable
    Also the Devs seem to do everything in there power asap even on a weekend day to make the servers stable, so can we really complain here ?
     
  22. Metagross31 liked a post in a topic by Rankerz in Frequent disconnects while playing   
    Apart from 2 major DC days (which will be compensated by promise), I did not encounter any further DC yet playing almost all day every day
    Its a bit over the top to say the game is unplayable
    Also the Devs seem to do everything in there power asap even on a weekend day to make the servers stable, so can we really complain here ?
     
  23. Danol liked a post in a topic by Rankerz in Growing community. Growing diversity. Growing language barrier. Growing Concern.   
    Often there are important things to communicate regarding the strategy. 
    If someone refuses to participate in a common language even if they are aware that the other person does not understand german, russian, etc than it is a big drawback to go in game 
    It causes frustration which some people simply prevent by not playing with a person like this
    Not only that, but you can say whatever you want about me in a langugage I wont understand, so I cannot tell for sure you are not flaming etc while I try my best to get in contact with you
    This is not an issue for someone who knows multiple languages to just switch, but can be even more frustrating for some younger player knowing only 1 language 
     
     
  24. Fabry liked a post in a topic by Rankerz in Growing community. Growing diversity. Growing language barrier. Growing Concern.   
    Often there are important things to communicate regarding the strategy. 
    If someone refuses to participate in a common language even if they are aware that the other person does not understand german, russian, etc than it is a big drawback to go in game 
    It causes frustration which some people simply prevent by not playing with a person like this
    Not only that, but you can say whatever you want about me in a langugage I wont understand, so I cannot tell for sure you are not flaming etc while I try my best to get in contact with you
    This is not an issue for someone who knows multiple languages to just switch, but can be even more frustrating for some younger player knowing only 1 language 
     
     
  25. MrKrumpli liked a post in a topic by Rankerz in Blight Expert   
    Made some self challenge to clear the 2nd base with pure decks from every starting position (!)
    A lil trick which can help -> Sometimes we delay picking up the 2nd orb to have more time until the mini wave reaches our base
    Pure Fire:
    Bottom right is the easiest to clear with fire thanks to skyfire drakes, same as with Shadow Phoenix/ Mana wing so this replay is not added
    Pure Frost:
    Same as above, just with war eagles, so not added
    Pure Nature:
    Bottom left is already covered how to clear many times on this forum by Krumpli or the Speedrun Youtube so it is not added
    Pure shadow:
    Since Forsaken + Shadow Phoenixes is the most common strategy it is very much works the same so I do not made replicate replays
    Please note these replays can be improved, mostly played with randoms so the outcome was never guaranteed
    The purpose of these replays is to show the possibility of many ways to clear the 2nd bases (hardest part) , whatever deck you like to play
    Hope it helps
     
     
    Frost t1 bottom left .pmv pure fire bottom left.pmv Pure fire top left 2nd.pmv Pure fire top right.pmv Pure frost top left 2nd.pmv Pure frost top right 2nd.pmv Pure Nature bottom right.pmv Pure Nature top left.pmv Pure Nature top right.pmv
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