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chickennoodler

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Everything posted by chickennoodler

  1. You say that, but it's almost always been you guys when things broke in the past. That being said, you're right this time, Microsoft rushed an update that fixed the issue . Literally can not believe it. I have the up to date stable WIndows 11. I spent 3 days updating drivers etc which didn't work and then suddenly today Microsoft introduced a .net Framework update that makes everything work again. It feels more and more like Windows 11 is just in perpetual Beta Testing. . . . Which means I owe you guys a big apology because it wasn't you guys introducing bugs. I'm Sorry. My Bad.
  2. After Last night 4/22/23 The game just isn't running correctly. The Graphics lags and is jittery and the whole game doesn't input commands without lag. Considering I have up to date Drivers on Windows 11, and I can literally play League of Legends and whatever Battle Royale my relatives put on this laptop, I guarantee it's your Server Side issues again. At the point, I'm just reporting the issue because I don't care anymore.
  3. Well, Primeval Watcher became 3 Green orb and Ghost Spears became 2 Green orb with NO BENEFIT WHATSOEVER. Ghost spears might not be Trash tier, but they're pretty much useless out of PVP and Primeval Watchers are now actual Trash Tier useless cards. Your feedback doesn't matter, The skylord team will announce something they plan and they will patch it into the game no matter how shit the idea is. Depressing. I'm gonna stop posting any feedback about the game what so ever because why bother?
  4. There's not much point in using a Hero Batariel decks anymore for Speed clearing. You're better off doing Hero unit spell spam. I would argue it's worse. There's no point in bringing Enlightenment Batariel Reds in any other faction anymore. I don't bring Batariel Red because it hits Single targets harder like a knock off Abomination. I bring Batariel Red because it procs splash damage faster. Well the Batariel Reds are having a much much harder time ramping up their AOE damage so why ever bring them? Both Batariels are slow at procing the AOE damage now so might as well use Batariel Purp for it's special ability in every situation besides a Hero Batariel deck.
  5. It's not like Pre-reset era on Skylords had patch notes for this stuff so I can't prove it anyways. Pretty sure you can't prove I'm wrong either though because again no patch notes back then, now that I think of it. Feel free to imply I'm wrong. I don't care. It's been 2-3 years minimum now, maybe I have dementia. You can see that the Bandit battleships originally didn't have Hero immunity at the beginning of Slavemaster Expert when they leave with the Ravenheart. Think of that what you will. Bit off topic though, so guess I go.
  6. Twilight Slayers seem really weak for PVE for at t3. It has the statline and abilities (and disadvantages) of a strongish ultra rare t2 pve card. The Fire Affinity seems heavily designed to Shred Avatar of Frost and Stonekin XL like Deepfang. Without that affinity, this card is like a strong t2 card. >> PVE ++++ Fire Affinity slaughters Avatar, Stonekin XL ++high dmg +low cost per charge -*small size, so the 6 Pop per unit screws people over trying to mass in pve --* Cheap 75 power cost made not great or practical by above pop cap problems. ---*negative close range passive ability causes further problems. -*It has no multishot, or anything while only having an XL dmg bonus. Not a great size dmg bonus at T3 for a unit size known to fly now. (Frost mage rdy!) -*small size, so pathing and knockback will again be awful. They fly now? They fly now. Two slayers = 150 power pop cap = 12 2,280k xl dmg 1,140k Xl dmg at close range trolled Red affinity +50% dmg vs Elementals, aka all Stonekin. Purp affinity +50% kills bandits i guess? Swamp Drake = 120 ish pop cap = 5 1,700k xl dmg. Magma hurler= 100 popcap= 5 1,700k L dmg
  7. And.... that's why I stopped reporting these types of bugs. You guys always try patch them out regardless how useless they are. XL creatures is the only approved strat, everything else is 'problematic' or 'we'll fix it' I swear, the guy who patched my Original Battleforge Skycatcher green usage ability idea versus the Slavemaster Ravenships by giving them all hero Immunity gave me a Chef's kiss lesson on why to never reveal beneficial bugs. Minute it spread, unannounced patch change for Skylord.
  8. Ascension - Map1 Main Issue: The map is completely dominated by one singular, low-interaction, low-execution strategy. Context: Mark of the Keeper and Mana Wings trivialize the map to a laughable degree. Meanwhile the elaborate defensive set-up that got designed for this map should be the star of the show. However, Mana Wings circumvent it entirely, being able to clear key locations in relative safety and defend Jorne without issue. ------------------------------------- ------------------------- --------------- Chicken or the egg issue. Teamwork on map 1 either is very good, or Epic fail. Realistically, you need to plan for it being Epic fail. A lot of times, I can't even get people to use the Tunnels to go mid. They try running through the walls and towers. Just had an Expert game on Map 1 this Month, where all my allies suicided giant t1 armies repeatedly on those so called Defenses, and repeatedly so. While fighting through Parasite spam, Ogres, FathommLords and the t1 archer, spear shaman spam. Game was pretty much over before they got t2. This is after I explained the tunnels btw, no one goes mid anyways. They keep attacking wall and tower side, so parasites and towers usually win. So I'm forced to sit mid and spawn all 12 manawings and solo cheese the whole map's worth of enemies at Jorne. While taking a T2 base. It feels even worse seeing an ally turtle 10+ archers or towers in base and do nothing when you accidentally forgot to or didn't build a Mark of the keeper for them.
  9. In rpve to be honest, if it's bandits, this is good advice. Not so much versus harder factions like Lost or Fire memes. Building 1 wheel and choosing a buff is actually not at bad starting move, just not at t3. Each wheel buff saves your team time while fighting, so you build them as you go. The bigger issue is if you build wheels and you and your team mates don't fight. Yes, that includes you, so I can see what Dutchy means. Building 3 wheels when you are behind in power after getting pwned at t2 by a close t3 lost base is a really bad idea. Spell buffed solo unit builds also don't benefit from wheels at all besides the heal, so if your team mate is using one, you prolly should just spawn units and follow first. In campaign, wheels are worth it in many situations.
  10. It's gotten lowered to 28-30% so better now for me so yea, the windows 7 changes helped my pc. It's a windows 10 laptop though....... guess it's still feels it's a Windows 7 laptop at heart. -_-
  11. 5-8% without clicking and jumps to 30%, -39%. during gameplay, aka when I play cards or click. It's particularly bad and laggy at the start of Insane God expert. Using a windows 7 Laptop that was "upgraded" to windows 10. I have no idea wtf happened, but it is consistently using ridiculous cpu usage %. since the recent update.
  12. Name: CPU go bye bye REPRODUCIBILITY: Turn on game. Playing normally triggers high GPU consumption. How??? SCREENSHOT/VIDEO: none. Task bar app shows consistent GPU consumption spiking during normal play since after update. Log: attached Additional info: Game lagged and eventually lagged and crashed Anyone else actually seen this bug after update? I have it, but literally no idea what is going on. _log_proxy_latest - Copy.log crashdata - Copy.mdmp
  13. A cautionary tale to keep in mind. The Warlocks cards pretty much works like this and applies free buffs. Both are incredible meme cards because the more warlocks you have, the more they try to self buff other warlocks, who then have expired buffs and repeat. They also all waste buffs trying to buff the same units a lot. Both are some of the worst cards in the game You can see this problem already on lost Wanderer. Shaman only targets damaged units, so the terrible ai is not as noticed. It's not fun, but something to keep in mind.
  14. For unit grouping, it's actually better if colossi can use swift to Leroy jenkins first into fights as it will combo extremely well with flying units. If you really need to shave that value for balancing, keep in mind a lot of people forget Bloodhorn has swift. It's a very weak trait at t4.
  15. Does the +50% siege damage solve the waddling slow movement or bad pathing? Important now because you know, buildings and terrain can now block the newly changed Primeval watcher ability so it can keep trying to waddle slowly out of position and get stuck around some god forsaken tower or terrain again, or god forbid melee range. Like a Potato. Which have eyes btw. (*sarcasm alert) Sure, make it a useless 3 green 1 neutral card. It's not like Great Wyrm, Grimvine or New Colossus will still be the better cards even if Primeval Watcher had +100% siege damage. Because it would still handle like a Potato. No no no, make a card that already can't walk or turn easy, or shoot paralysis through buildings anymore even more of a meme. My copium jokes aside, if its 2 green 2 neutral, its a ranged splash card for 2 green orb decks. But it still is a slow Potato. You make it 3 green 1 neutral, It's a slow pointless Potato you'll probably never use in Pure Green and let's not kid ourselves, any replacements t4 2 green req cards you guys make will prolly take you guys 6 months to 1 year to get to. Why does this orb requirement change even need to happen now again? Idk, but I suspect anger due to Potatoe poisoning.
  16. Battle ships honestly, after much playtime, are essentially slower very VEERRY beefy lost ships with no knockback. It sounds better than it is, unless impure frost, this is impractical and even there ironclads usually are more fun. Essentially, to keep their flavor but make them a better card that plays about the same, why not give battleships a crappy 5-50 strength regenerating ice shield that's easy for enemies to pop. They will play the same, but in combat, will perform like old battleships and make B ships more fun to use.
  17. Oh balls, that scenario and picture you described just gave me a terrifying idea. At t2, you can just use the Earthkeeper on the Crystal fiend. That also protects a high priority target, scales hard, and is impossible to counter. Okay, yea that prolly needs to be changed so you can't keep ability switching targets and making units pseudo invincible. Thank you guys!
  18. 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. --------------------------------------------- Pvp based change? Something like Mountaineer Earthkeeper Tempest blob? In PVE we never use this card, so I'm kinda curious if this is the case. (It sucks pretty bad in pve.)
  19. >>New Primeval watcher changes will not work. The buff is not significant enough to address the slow turtle waddling ground movement and overall unfixed mechanical problems from rpve and campaign silence and ranged attack debuff trolling to then shove it from 2 green orbs req (okay territory) to >>>trash tier<<< 3 green orb requirement. Adding more paralysis capability won't do any good here, that won't solve the problems, if anything the current Watchers already paralyze what they can too well. (melee XL, melee trash spam etc) and combos well with Warp + Mo statue *white protection mode. >Parasite spell change is too weak to justify pure 2 green. The card as a whole kills too slow, t1 pve ai healing is too strong and counters it. A few extra damage won't help, so increasing orb req definitely won't help here. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Rest of changes are okay or need testing.
  20. I second this. These changes will not work. No one uses primeval watcher because ground ranged overall is slower and thus vulnerable to ai anti ranged silence debuffs, especially after lost dancer debuffing. The game also has poor ground pathing around buildings for XL creatures. Forcing it to 3 green and giving it slightly more dps and more paralysis ability does not help address this and puts this card into trash territory. Giving it more paralysis when that's not the problem just puzzles me. Oh, walk up to the enemy and use ability? A twi whisperer silenced all my watchers from shooting again .... wow such fun. Its 2 green 2 neutral. Twilight, stonekin colors. The GMs are proposing to removing an okay creature from their roster and shoving it into 3 green without significantly useful buffs.
  21. Overall, the problem with Mind control is not the card, but the fact that 3 green 1 orb is a very weak t4 overall. We need to address that fact eventually. After extensive testing, I've found 2 Green + 2 other orb is always better. Even if you use cultist offering, mind control can not compensate for 3 green orb + t4's lack of spells and unique creatures. The power void income from free creatures can't overcome this weakness. ***name very good creature and cards in those colors. I bet you had trouble past abyssal warders,grove spirit, timeshifters and promise of life. Colossus and vim are crappy for example. Most of the actual good stuff can be played with 2 green required already, so whats left yea?
  22. I've seen it on werebeasts too. This bug explains a lot, always wondered what caused limping fast squads.
  23. Hatecaster: Orb req change to ----> 2 neutral, 1 fire, 1 green Too strong a buff. Waaay too strong. Hatecasters are the best tower power cost wise in the game. It has paralysis ability, is extremely tough hp wise and great dps for 100 power. Giving everyone a t4 option to use it is basically more op than necroblaster. Terrifying. Plz no Infected tower: Added Pop check ...... Really? This is not a balance change, it serves no purpose. Infected tower bug spam has no effect on the game. You're just patching content out. Mindweaver: Realistically a tower that sits there and can't move should have no restrictions on mind control ability because it can't move. And you have to kill the unit anyways once it wears off. In fact that's the main reason i don't use it, it's only useful if you're losing and the ai sent a crab or XL unit, which is not that common. Restricting this ability in anyway is just asking for trouble, its already a weak tower, why make it a weaker pvp tower as well? I've never heard pvp complain, do t3 towers exist in pvp?
  24. This is in my opinion currently the worst tower in the game already though. How does changing the orb requirement and reducing number of rockets fix the rockets behaving poorly or just missing and taking forever to hit etc? Its only use currently is knocking back archer blobs or troll knocking enemy melee already attacking buildings.
  25. Some of these, I was trying to eyeball it or guess using stuff like 10 thugs squads with unity passive and wintertide in forge getting smacked by 10 sunreavers. Normally this small squad would be Verrry dead instantly. It would be nice to have the actual concrete data. I'm pretty sure I've missed something. * Oh ty very much.
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