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chickennoodler

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Posts posted by chickennoodler

  1. On 3/1/2022 at 3:48 AM, Kubik said:

    It is caused by each unit having at least 5 speeds + modifiers (walk_speed, run_speed, current_walk_speed, current_run_speed, current_speed), and only 2 of those are correctly set, updating rest of the speeds seems to fix the issue. (At least for the scenario 4 drones, kill 2 with eruption, resurrect 2 with surge of light).

    I was not been able to reproduce it for Werebeasts, because they always died all 😄 and I did not try any other combination.

    I've seen it on werebeasts too.

     

    This bug explains a lot, always wondered what caused limping fast squads.

  2. 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?


     

    TREX likes this
  3. 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.

     

     

  4. 1 hour ago, Kubik said:

    Your numbers are not correct. And there is planned change.

    @WindHunter Can I share whole `combatvalues.xml`? And can I share what the change will be, or are the details still a secret?

     

    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.

     

    1989269695_2022-01-0806_46_18-BattleForge1.2retail-Copy.png.df373b250119fbbee7beab90de07af46.png

     

    It would be nice to have the actual concrete data. I'm pretty sure I've missed something.

     

    * Oh ty very much.

     

  5. *In progress

    ***** slot list being reworked. I've been referring to wrong things.

    ****Kubik posted the actual melee slot numbers in his 2nd post below.

     

    To prevent further loss of game info, I have posted this guide on melee

    1st off, split melee creatures into two types. And then split them by size.

     

    1.

    Standard

    Spears

     

    2.

    Small/ Medium

    Large/ XL

     

    For melee to kill even faster, you need to exploit the melee slot system to make use of your superior hp and dps.

    All units have melee slots. To fight a unit in melee, your unit or squad will go up and slot themselves into a slot and fight. Depending on the size of the melee unit you send and how many squad members your card has, the number of available slots changes

    Each squad member in a squad takes 1 melee slot and allows your enemy extra melee slots to attack you in melee.

     

    Standard melee and Spear melee use separate types of melee slots.

    Small/ med size unit melee slots are separate from Large/ XL size unit slots

     

    >As an example to see this in real time, in forge. Spawn 3 north guards, 3 imperials. Use the auction house click and play into forge for free if you don’t have.

    Now spawn the twilight crab from the twilight enemy menu and let them fight.

     

    >>Now spawn 2 Deep ones or an Overlord.

    2056955979_2022-01-0820_13_37-BattleForge1.2retail-Copy.png.c997d77e14338fed869e53f5967e9a5c.png

    464680194_2022-01-0820_12_34-BattleForge1.2retail-Copy.png.7e65eadfb2a6aaa46cae95d57c5eef0a.png

     

    Observe how you can now Triple dogpile an enemy. This is because

    the game currently counts all melee slots in units of

     

    Standard Small:

    Spear Small:

    Standard Large :

     

    1 small squad member uses 1 standard melee slot

    1 medium standard unit uses 2 standard melee slots

    1 small spear type squad member uses 1 spear melee slot

    1 medium spear type unit or squad member uses 2 spear melee slots.

    1 large standard unit uses 1 large standard melee slot

    1 XL standard unit uses 2 large standard melee slots.

    -----------------------------------

    **numbers not accurate. See kubik's post below

    >> Still wrong. lets try another term fix.

    >>> This better?

    ----------

    Standard melee slots: aka how many standard melee units of a size you can dogpile on your enemy

    *You attack them

    ----------

    >Your size :   Enemy size, Number of slots.

    S:  small squad of 6 (24 slots), Medium ( 6 slots), large (8 slots), XL (12 slots)

    M :  small 12,  medium 3,  large  4,  XL  6

           <M size squads:  There's only witch claws. Im not doing one just for witch claws.

    L :  small 12,  med  2,   large  4,  XL  6

    XL :   small 6, med  1,   large  2,  XL  3

    --------

    Enemy dogpile you chart,

    Standard melee slot list.

    *They attack you. You victim. The winner is you.

    .......

    >Your size. Assumed 1 card :   Enemy size, number of slots.

    S:  Squad of 6 example.  (24 small slots),  (12 medium), ( 12 large), ( 6 XL)

          <Squad of 4 example.   (16 small slots), ( 8 medium), ( 8 large), (4 XL)

    M: 6 small slots, 3 medium, 2 large, 1 XL

          <M squads:  Squad of 4 example.  (     )   (  )  (  )   (  )

    L: 8 small (due to knockback, probably more), 4 medium, 4 large, 2 XL

    XL: 12 small slots (due to knockback, probably more), 6 medium , 6 Large, 3 XL

    ---------------------------

     

    Spears again, use their own special spear separate melee slots and also have more slots. Meaning,

    you can more than double the possible melee slots for fighting an entity by using spears also

    or just use the spear type unit, who have more melee slots anyways. Unfortunately, this melee type is much rarer.

     

    -------------

    Spear melee slots: aka how many Spear melee units of a size you can dogpile on your enemy

    *You attack them

    *not finished

    **numbers not accurate anyways. See kubik's post below

    -----------------

    XXX Not done yet

    S

    M

    L

    XL

    -----------------

    Enemy dogpile you chart,

    Spear melee slot list.

    *They attack you. You victim. The winner is you.

    ..........

    >Your size. Assumed 1 card :  Enemy size and number of slots

    S: Squad of 6 example. (30 small slots), (10 medium), (Large +),( XL +)

       <Squad of 4 example. (  ), (   ), (   ), (  )

    M: 6 small slots, 3 medium, 2 large, 1 XL

        <M Squad of 4 example.  (     )   (  )  (  )   (  )

    L:    *** No spear type here I know of.

    XL:   *** No spear type here I know of.

    ------------------------

    -----------------

    So to review

     

    Standard normal: uses standard slots. dmg capped

    Spears: Uses spear slots. Better than standard type. much Rarer.

    Can double possible melee spots by using both melee types.

    S/M and L/ XL sizes have their own separate unique melee slots in addition to Standard and Spear slot system.

    You can thus triple melee a unit with S/M Standard slots+ Spears slots, then L/XL standard slots.

    --------------

    >>>False spears. False standard unit.<<<

    -----------------

    Now, here’s the rub. What is a spear type unit, what isn’t?

    You can not just eyeball the unit model.

     

    Nomads are not spear type despite them holding a spear. Wreckers are spear type.

    Spearmen are spear type. Amazons.... are not.

    Eliminators are spear type. Knight of chaos is not.

    Imperials are a VERY good spear type. Light blades . . . . are not.

     

    Basically, this guide is not finished yet because it would require me

    listing every melee unit in the game and classify it.

    Btw, off topic. Meme worthy Slavers.... are not spear type. Amazing how shitty slavers are.

     

    All XL and Large size units are standard melee type to my knowledge.

    All spear melee types must be S or M sized. After t3, there are none I know of.

    ----------------------------

    List of all spear types I know of. As of Jan 2022. Dec patch 2021

    *EA meticulously gave every color orb in t1-t3 combination a standard type and spear type unit except

    t3 fire, where they get a 2 fire orb Giant slayer.

     

    --

    t1

    --

    F  Imperials

    F  Ice Guardians  (Wow really? Weird discovery)

    G  Spearmen

    R  Wreckers

    P  Executor

    --

    t2

    --

    F  phalanx

    F  Lyrish Knight

    FF  Mountain rowdy

    P  Eliminators

    PF  Lost Wanderer

    R  Scythe fiends

    RR  enforcers

    RP Bandit spearmen

    RG  Twi Brute

    G  ghost spears

    G  mauler

    GF  Earthkeeper  (Yes. At least they're better than Slavers.)

    RG  **Infected tower's Twilight Pest unit (Unique case)

    --

    t3

    --

    F  Silverwind lancers

    RR  Giant slayer

    G  Drones

    P  shadow insect

    RP  bandit lancer

    RG ** Fleshbender's Twi pests (Impractical case) (Actually produces the strongest spear type in game

    if you fleshbend correct unit, but you would need promise of life or second chance revive

    for permanent version of unit and fleshbender is just so troll.)

    >>>>

    To test small size slots, i used Wintertide blue and thugs a lot.

    Thugs have unity passive and are small size, Wintertide blue gives 40%

    dmg resist.

     

    *life currently in way, will get back to this later

  6. Does anyone remember which patch mentions snap jaw dps being changed to the current 190 now?

    The old value listed on the card was 280.

     

    I can't find any info or mention of this, and it's driving me nuts. Is it a dps # correction, is it a nerf etc.

     

    https://skylords-reborn.fandom.com/wiki/Snapjaws

    I see nothing on the patch changes, and no one is talking about it

    because people usually don't remember the snap jaw's dps number.

  7. Maybe an ability range of 50m siege range on a building used mostly to speedrun feed or kill void recycle ones own units at close range is excessive.

     

    This is such a minor issue, but the large range is mostly abused for denying allies ground presence. Unless speedrunners need the range that high, reducing the range will mostly only hurt decomposer trolls without hurting functionality.

    Kubik likes this
  8. On 12/25/2021 at 1:26 PM, Aviat0r said:

    You can try that. But all possible resolutions should be able to select in the options menu. If the resolution is not possible because there were some removed IIRC, you can simply set it back to another one either via the config or via the options menu.

    It does for sure not crash your computer in a way that you can't recover it. You might have to restart it if the game hangs.

    Okies. I will try messing with the width of the config.json then.

     

    Thank you Aviat0r.

  9. Yeah, after last night, something changed and the smallest window mode now is humongous.

    1280 by 768 now covering most of the laptop screen.

     

    Is there any way I can modify this window size? I have no interest playing the game

    in stretched out fun house dimensions, but i can't figure out how to make it smaller.

  10. On 10/3/2021 at 1:04 PM, Dallarian said:

    I liked steampunk more.
    But perhaps water inspired faction isn't too awful.
     
    Actually sounds pretty interesting.

    Something like a frostpunk faction as the last faction in desperate fighting against the Assemblers as the final pve boss boss faction in battleforge lore,

    could be excellent.

     

    But yea, any type of sea faction would be nice too as we don't get any actual water in battleforge. (prolly cause

    water is ass to animate well in engine)

  11. 17 hours ago, Zyna said:

    This is working as intended. Completed achievements stay completed.

    Can you guys attach replays and videos? I have not experienced this myself.

    I cannot reproduce this, can you make a video?

    Also, the next time make one post for each bug please, ideally with replays, screenshots, or videos attached.

    Banzai lord :

    Having looked closer again, not a bug, the ability icons just look too similar due to ability background choice. Both icons are

    grayish brown and gray from left to right, so I guess i'm having a really hard time seeing it.

    1080351902_2021-12-2121_24_20-BattleForge1.2retail.png.3d138dacf462cbdb165762aee576197d.png

     

    Molten boss:

    I will if I see the lag bug again. I don't see this boss reliably enough to do testing.

    Hopefully the bug trigger is not Banzai lord purp+  purp banzai birds + boss ability interaction. (I don't have Banzai purp.)

  12. Rough list of bugs I've seen as of the new Dec 18 2021 patch.

    If you see more bugs, have some fun and post it here or post a new topic more formally

    in this bug report forum section using the format.

    --------------------------------------------------

     

    newly found--Bandit sorceress blue blessed installation doesn't display her effect on the building.

    Can still use exit building button. Either not working, or ability display not working.

     

    Invisible amii phantoms. *spears only. no bodies. True phantoms, spooky spears only.

     

    Inventory (the card icon tab top left)  card search filters for colors not filtering out duo color cards like lost,

    amii, twi, bandits correctly. When u filter purp orb only as example, bandits and lost cards still show up.

     

    Market  AH search function is not sorting correctly when only Rarity filters in particular are used. It currently requires indicating card type

    like "squad" or else it pulls only common cards as search results.

     

    Molten boss in rpve fire faction can somehow cause massive lag, enough to potentially drop people.

     

     

    XXXX wind hunter cleanse ability cant target any air units

    either ability bug or needs description change

    **edit: Description it is. This change was Intentional

     

    XXXX *special case. I had gold upgraded all cards before this new patch.

    'We have the technology' achievement not interacting with upgrading the new cards after having upgraded all the cards.

    ***Zyna says this is intentional. Not a bug

    --------

     life of change bugs? Not sure these are bugs

    --------

    inventory card icon covers bfp when players in forge. Can't see how much bfp you have if its covered

    by inventory yea?

     

    Banzai lord ability never seems to changes color to indicate it is ready. This could be an ability color choice issue.

    **edit: Having looked closer, It's just when ability is ready, its a grayish + brown. Very similar to cooldown gray, especially if you don't look closely.

  13. I despise clearing the top right stonekin base for cannon on expert though.

    Can we make that base easier then if it's required? Instead of having to fight through a wall with

    gemeyes and deepgorges behind it?

     

    Without earthshaker or cc like peace, clearing this base while defending treasure ship would be no bueno I feel as that base

    usually only has 1 player defending. after taking both bases there.

     

    Relying on the guy to micro defending base and kill top base probably wont end well

     

     

  14. On 5/5/2021 at 9:21 AM, SunWu said:

    You obviously didn't notice they reworked a lot of the maps so that frost now has much better chances of gaining mapcontrol / defending swift rushes.

     

    Obviously, any change helping frost this way helps all the other faction playstyles overall. Expecting it to benefit Frost only in the longrun is silly. I do not count that as a Frost buff as players adapt to the new mapping, it can eventually turn out no, it benefits other factions as much if not more.

  15. When most of us use entangling roots to counter enemy melee to shoot em dead with arrows, the balance team gave Wintertide Red, a spell that self roots your units like entangling roots. . . . . a 30% melee damage buff.
     

    Does it take much thought to see why giving self rooted melee units a +30% melee dmg buff when everyone in pvp and pve, is trained to retreat and Pincushion rooted melee units dead is stupid? What "interesting mechanic"? Dying!? And you can't stack dmg buffs, Homesoil makes that part useless anyways.

     

    Is it really that surprising that I would find this an unworthy replacement for Wintertide Red's payback mechanic Volin? Ignoring the fact that Frost t1 pvp is expected to accept being crippled against M size swift melee spam like the goooood old days for months with no concrete end date, which is also awful.

  16. 17 minutes ago, anonyme0273 said:

    If you dig deep enough, somewhere in the bowels of the Forum or Discord (I honestly don't remember myself) there is a way to be a part of the process in a separate Discord server where these balancing changes are proposed and discussed. However, I have a feeling not every voice matters. If I remember correctly, there is also another Discord for description changes, but again, clearly not public enough for the general knowledge to know about those.

    I just feel alienated. Anyone who uses lightblade phalanx's payback would have told them to not change Wintertide's payback mechanic.

    This is a very VERY old battleforge era strat.

     

    It's even used in a community game called ground hog day for god's sake..... but no devs or balance team caught on they were patching such a critical t1 spell mechanic tool?

     

    How can I trust them then? What's next? Northern keep? Scorched Earth? 2 Envenom type stacking? Chaos knights?

  17. I'm so extremely salty about this. I just can't believe this shit. Wanted to let you all know balance team removed your ability to do this combo with Frost t1.

     

    You know when you have the card Phalanx in payback mode, then you have a lightblade provoke bait an Abom in forge and it dies from anti-trample dmg? Wintertide Red turns ur units t1 into this payback mode. You also have light blades T1 as Frost. You used to use Wintertide Red, provoke the Sunderer, Harvester or any large or Xl size creature with lightblade, they try walking over to lightblade and you path them through those Wintertide red buffed payback units and the enemy died.

     

    Balance team instead gave Wintertide Red 30% more melee dmg. When rooted by Wintertide. As in you are self entangling rooted, a common anti-melee debuff. I'm seriously considering quitting if this is the balance quality we can expect later on.

     

    Congrats guys, now you can't kill Grinders on Bad Harv Expert or Soulhunters on Blight Expert or Twi juggers on Guns of Lyr Expert as Frost t1 with Winteride Red and lightblades now.

     

    Yes, I am this salty, but let's be real. Am I wrong?

    They replaced a unique t1 frost tool with a poorly thought out idea.

    Fundus and DieToPlay like this
  18. You guys do know the Wintertide Red 150 trample damage infliction when trampled on this card is a pvp pve

    anti Large and XL creature kill combo with lightblade for frost T1 against Harv or in PVE Grinders etc right?

     

    You guys took away a critical anti large XL size tool in Wintertide Red and gave it .... a useless 30% more melee dmg???!!! To frost

    On card that roots your own units? Excuuuuuuse me? When would that be useful ever in Frost t1, pvp

    or pve with homesoil barrier existing.

     

    Guys, do you guys bounce ideas or actually talk about these changes? Wintertide red might

    have been super unpopular, but it's an Extremely mechanically important card for Frost t1 that you should not have changed.

     

    I'm really nervous that this is how you guys are balancing. This was not a niche card, but you guys obviously thought it was

    and messed with it anyways. Like, that scares me, what are u guys gonna mess with without understanding it next? Scares the shit out of me.

    nofearek9 and Fundus like this
  19. On 3/11/2021 at 3:02 PM, anonyme0273 said:

    All price analyses are redundant without player influx. With the economy set as is, the prices have nowhere to go but down with unlimited supply of both cards and currency and decreasing demand.

    It's more surprising when you can find some prices that just never change.

     

    Deepcoil worm is stuck permanently around 550 ish

    Colossus is nearly always 190-220 range.

  20. Ultrarares, rare Squads and buildings so far.

    ** I recommend using Ctrl F and typing the card name you want to see etc.

     

    Price ref based on pre-reset era

    Because over relying on SMJ is weird

     

    Price listed is an expected range, but you will find outliers when

    you look because most casual players won't read this list or use SMJ anyways.

     

    *Pricing is subjective and based on my buying experience.

    But remember, in pre reset era, I could even flip commons for profit.

    Very difficult to do this in the current post reset, so use this list as a reference, not as a

    modern daily list trying to flip cards.

     

    I think

    ----------------------------------------------------

    Pricing reference based on Pre-Reset era

    ----------

    Ultra rares:

    Low supply, expect soaring and plunging price deviations when

    listings expire or supply is lower. No one actually cares much about the consistently

    lower priced ultra rares on here so expect derp pricing on promise of life etc.

     

    Squads:

    Nox carrier (both affinity)  10-30

    Queek queek  50-80

    Tortugun (both affinity) 100

    Wrathgazer 100-130

    Timeshifter 120-150
    Moloch 100-150

    Thunderwagon purp 180-220

    Parasite Swarm  150-220  (this one is odd. It used to fly to 350, but was prolly price gouging)

    Shadowworm   250-330

    Core Dredge blue   260-330  (high flux)

    Core Dredge Red    330-370+  (very high flux)

    Forest elder Purp   300-350

    Abyssal  Red 250-300+

    Abyssal Blue   330-370+

    Rageflame    330-350

    Lord Cyrian (was a promo)  5k+ (current reset market 350-400 ish)

    Grim bahir (both affinities)   400-450  (high flux, again, expect within range)

    Ironclad Red    450-600  (post reset 400-450+) (Was very high flux depending on the day) 

    Lost Warlord Red  500-600

    Ironclad Blue  550-750  (post reset 400-450+)  (very high flux at the time. It was weird) 

    Thunderwagon Red   480-520

    Lost warlord Blue   500-700 (usually low 600s, high 500s)

    Spitfire   500-700 (high flux at the time)

    Skycatcher (both affinities)   500-700  (very high Flux)**    (Modern pricing is 800ish. Anything more is SMJ being weird or supply is low.)

    ***Addendum. Realistically right now, any price between 860-920 range is okay currently because SMJ is creating a lot of unnatural demand. This is actually why I don't like SMJ, it creates an unnatural third party carfax effect, but in reverse, which inflates the value hence people just buy buy buy. Forgetting hey, instead of trusting strangers, you're now trusting and giving pricing power to 1-4 specific strangers to determine prices.

    Dreadnaught  500-800 (was usually close to 600s, not always)

    Rageflame blue   500-900 (very high flux in price)

    Forest Elder green 1100-1300

    Fire Dancer    1500-1700

    Avatar of Frost   1800-2300

    Mountaineer   2200-2400

    Harvester    2500-2700  (Was almost always 2500 ish)

     

     

    Buildings:

    Oracle Mask (both affinities)   10-50 bfp ( no one really cared)

    Voo doo  30-50-70   (also no one really cared)

    Volcano Red  50-100 (high flux)

    Volcano Green 50-100 (high flux)

    Mindweaver    100-150+

    Stronghold  400-700 (high Flux)

    Church of negation  550-800 (very high flux)

     

    Spells:

    Curse orb 15-20? (Idk how to price this in the current market)

    Evocation's Woe  (both affinities) 3-20 bfp?   (this one always puzzled me. Wtf? )

    Forest Vim (both affinities)  15-30bfp  (very High flux)

    Promise of life (both affinities)   20-30  (very high flux)

    Gravity surge purp   15-30  (very high flux)

    Ice Age   (both affinities)  20-40+

    Twi Warfare (both affinities)    15-50+

    Backlash  25-70 (insane flux) (im not even sure people know what this card even does .)

    Protector's seal (lost+Twi colors) 75-150

    Gravity Surge Blue  100-250 Very Very high flux (popular, but it can get absurd)

    Cluster bomb purp  120-170 (have seen 75-200, but don't expect it)

    Disenchant purp  180-300  (very high flux)

    Nether warp blue  180- 400 (very Veeerrry high flux)

    Frost Shard   300-350+  (This used to have tons of meme pricing at 500+. Not in current market)

    Cluster Bomb Red   650-770

    Nether Warp Green  1300-1500+  (very popular, don't expect it to be 1300 or on the lower end.)

    Disenchant Green  1300-1500+  (very popular, don't expect it to be 1300 or on the lower end.) * It's actually gone crazy right now as of march 2021

    Enlightenment   2100-2600  (ooof, 3100 in current market. Feels bad)

    Infect  3500-4000  (used to be 3k even, but they discontinued free daily boosters to the current bfp reserve and booster discount system.)

    --------------------

    Rares:

    Moderate supply, expect consistent prices. When listings expire or supply is lower,

    prices can soar or behave strangely There are some consistently lower priced rares ,

    but as before, no one cares as much about the prices of lower priced rares, so they

    are really derpy.

     

    Squads:

    Ice fang raptors (both affinity)    3-9 bfp (modern range is closer to 5-12)

    Mountain Rowdy (both affinity)   3-9 bfp  (modern range id 5-12)

    Gladiatrix (purp)  6-15

    Storm Singer (Red)  10-25

    Amazon (blue) 10-25

    Virtuoso 15-30+ (Moderate flux)

    Nightguard (purp)  15-25+ (Depending on timing, price could soar . This is no longer a common thing as more players= more supply)

    Timeless one   15-20+ (High flux)  (Used to be even higher, but free pvp deck change knocked the price of this card down)

    Treespirit (purp)   15-20+

    Satanels (both affinity)  23-30+

    Dryad (Green)  20-30+ (Was usually close to 25)

    Grove spirit  20-33+ (Somedays, it was 10 bfp. That's no longer a common thing on modern post reset market)

    Nightshade plant (both affinity)   40-60

    Twi Creeper (both affinity) 40-60+ (Usually closer to 50)

    Magma Fiend    40-60+ (Was usually around 50's flat)

    Amazon (Green)  40-55 (Higher 40-90 bfp price was once a thing, not anymore post reset)

    Shadowmage 45-55 (consistently)

    Deep fang (both affinity)    40-85

    Treespirit (Green)  40-80+ (Modern post reset price closer to 50s-70)

    Giant Slayer  50-100 (very high flux)  (Modern pricing is 40-60.)

    Skyelf Commander  40-60 (consistently) 

    Fallen skyelf   40-60 (consistently) 

    Ravenheart 50-90 (post reset, it is hard to determine with the Expert clear free Ravenhearts)

    Fathomlord  50-110 (High flux) ( Modern pricing is 50-80)

    Ice Guardian  50-80+

    Death Ray 50-100 (High Flux)

    Gladiatrix (Green) 50-100+ (Very High flux) (Modern is 45-80+)

    Batariel (purp)  50  (Modern is 80-100) (It used to team kill allied units super hard, but this was changed so price went up)

    Firesworn (Blue)  70-110

    Spikeroot  80- 110 (Modern post reset range is closer to 50-90)

    Lost Shade (purp)  50-100 (Modern is 100-130+)

    Crystal Fiend (G)  70-120 (high flux) (Post reset market  120 ish??)

    War Eagle 100-150

    Scythe fiends 100-150+

    Rogan Kayle   50-70  (*Modern range is currently 110+ due to booster achiev, but I'm willing to bet this will get lower)

    Storm Singer (G)  100-150+

    Skyelf Templar 100-200  ( Modern is 85-110+)

    Lost Grigori  100-150

    Crystalfiend (B)   100-200 (Post reset range 100-150+)

    Skyelf Sage ( 110-160

    Corsair (both affinity)  80-110 (Modern, close to 140-150+)

    Abom (Purp)  80-110  ( Modern range 100-150)

    Fire Worm 100-150

    Nightguard (G)   150-250+(High flux) (Modern range is 145-170+)

    Abom (B)   120-160  (Current Market range   150-200+)

    Jorne 100-170+

    Firesworn (RED)  100-300  (Modern range is 100-150+) *yes, the range was that crazy, I never figured out why.

    Colosus  190-220 (Very consistently)

    Razorleaf 190-275

    Dryad Blue    350-600 (Modern range is 150-200+)  *This pricing changed a lot post reset

    Ashbone Pyro 250-330 ( Modern price range is 190-250+)

    Dreadcharger  350-500 (Modern pricing is 200-220+)

    Battleship   100   (Modern post reset   200-240+)  *price bump due to Battleships getting ice shield gives speed ability

    Viridiya   100+  (Modern post reset range  240-280) *Price change was due to booster achievment, over time will likely go down.

    Lost Shade  (B)   150-250+  (Post reset  200-230+) to

    Brannoc  75-120 (Post reset  300-330++) * Price bump was due to booster achieve. Will likely go down over time.

    Sunderer  450-550 (Modern range  220-300s with high flux)

    Juggernaught  500-700+ (Post reset era  350-550)

    Cultist master  300-350 (Post reset era, close to 500 consistently)

    Bloodhorn (R)   450-550

    Grinders (both affinities)   450-600 

    Mo   450-550

    Manawing  450-550+  (post Reset era  300-500?)  *** Bought my 4 early, so I haven't watched these as much post reset

    Deepcoil worm  530-570 (consistently around 550)

    Batariel (R)  450-550  (modern market  650-750)  (*The thirst to pay for a normally useless 4 fire orb creature u need Enlight for is strong.)

    Bloodhorn (P)  500-600  (post reset era  700-850)

    Overlord 800-950

     

    Buildings:

    Altar of Nihil    3-6

    Northstar (Both affinities)   3-6

    Shrine of greed   3-20

    Soulsplicer Red 10-15

    Rocket Tower   15-30?   *Could be 15-40. Not sure.

    Sylvanian gate (Both affinities) 15-20

    Altar of chaos 15-40

    Lifestream   15-35

    Comet Catcher  20-40

    Ice shield tower   30-55

    Shrine of martyr  20-40     * after card change ..... pricewise nothing changed.

    Mortar tower 35-60

    Mark of the Keeper 80-130

    Shrine of memory 100-170 (fluctuates wildly)

    Soul Splicer green   200-350   (post reset  120-150)

    Embalmer's shrine    200-300 (Very High flux) ** Very popular so depends on timing.

    Incredible Mo   450-550+

    Worldbreaker gun  530-650+

    Shrine of war  530-660++ (It's very popular and essential. Not a good combo for predicting it's price daily.) 

    Wheel of gifts  1200-1400  (post reset, price was trending towards 1000-1100 range. But it's popular enough so it might go back up.)

    Amii Monu  500-650 **!! (Post Reset 2500-3000++++. Due to expert and adv now giving massive amounts of booster achievs, influx of

    new players and old players trying to get these, this absurd price will stick for a long time and veeerrrryyyy slowly drop. . . if at all.

     

    Spells:

    Curse Well   20-50  (post reset  3?- 20?)

    Curse Orb   10-30  (Post reset 3?-20?)

    Earthen Gift (both)   3-10  (be honest, who normally even uses this? Exactly.)

    Wintertide Red  15-50  (After recent dumb change it's  3-10bfp ) (**used to give paybck anti trample for lightblade combo, now it's a worthless spell)

    Sandstorm  7-30

    Revenant blessing (both)  10-25   (Revanet play is super unpopular, so u might be able to get for cheaper. )

    Twi curse  (both)   10-30 

    Matter mastery Purp  10-35

    Lost Evocation (both)  15-35

    Aura of corruption  50-100  (post reset  20-40)

    Twi pestilence (both) 15-50   (usually in 20's. Even post reset 20's, 30's)

    Amok (both)   15-25   (can get lucky for really low prices because it's a reaaallly unpopular card)

    Parasite   15-30

    Plague 15-30

    Wintertide (blue)  15-50  (try for below 30's)

    Mind Control  20-40 (consistently)

    Wildfire 50-100 (Almost always in this range

    Area Ice shield  50-80 (Post reset  30-70)

    Ice Tornado    50-100+  (High flux)

    Inferno   50-100+ (very high flux)

    Frenetic (green)     80-90+

    Ward of the north   40-110 (consistently)

    Hurricane   100-150+

    Motivate   130-170+

    Revenge 150-220+

    Soulshatter   200+

    Frenetic (purp)  220- 350+ (high flux)

    Earthshaker   150-250  (post reset, 300-400+)

    Matter mastery (Green)    450-800+ (Depends on market supply, can go higher)

    Homesoil   450- 550+ (post reset 450-700+ Very high flux)

    Mine   500-750  (post reset  800+  Realistically 850+)

    ---------------------------------------------------

    Uncommons

     

    Most uncommons are so common, you are unlikely to ever get ripped off or get a very good deal.

    Market price is what it is usually. There are some outliers however.

     

    In progress

     

    Squad:

    Frost Sorc 10-30?

     

    Buildings:

     

     

    Spells:

     

    -------------------------------

    Commons

    In progress

     

    Lost Drags  6-20

    Breeding  5-20 (prolly 5-12 range)

    Surge of light   10-20+

    Decomposer 10+

    Barrier   10-20+

    Lost launcher  (both colors)  10-20+

    Werebeasts 15-25+

    Lost horror  25-40

    Nomad (Green)   50-60+

     

     

     

     

     

     

    DrunkenGummyBear likes this
  21. On 2/15/2021 at 12:17 AM, DieToPlay said:

    Would you care to elaborate?

    Dwarf Riddle expert runs. 13-11 mins with randos. 5-6 minutes with a team who

    has optimized it.

     

    Runner only have has access to 1 teammate, so decomposer removal would matter less.

    It's easy enough when you guys know what to do, everyone mostly sits around spawning,

    giving ground presence and using spells.

     

    If decomposer was gone, most consistent gold runs would probably look similar to this or be Guns of Lyr

    *slow speedrun edition with randos.

     

    DieToPlay likes this
  22. 5 hours ago, SunWu said:

    I wonder - is there really any card/tactic that enables 3/4 players to do ,,nothing'' and still win expert like decomposer? I'm asking cause none comes to my mind, though some of you make it sound like there are similar things. Gold farming is one thing, spamming one unit next to a decomposer to win expert in a few minutes is another.

    You seen the puzzling rankings of multiplayer maps done by 1 player?

     

    Yes, we use one of those exploit runner strats, except cheese it even faster with 3 more t1 players. It's just as lazy easy and the difference in time can be as small as 3-5 minutes more than a decomposer run. Heck, Die to Play already runs an example of this type of Gold run regularly for fun that isn't Guns of Lyr. It isn't hard to do, you mostly sit there spawning units, and doesn't use decomposer.

     

    I'm pretty sure people would start complaining about these runs becoming infamously popular after a decomposer change.

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