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chickennoodler

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Posts posted by chickennoodler

  1. 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.

  2. 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.

  3. On 7/21/2022 at 5:10 AM, Kubik said:

    Did you try after yesterday's patch? there was some change that could help on Windows 7, but you said you have upgraded to Windows 10, and so far no one else reported any issues, on windows 10.

    If 39% of 4 cores is "ridiculous cpu usage %", what CPU usage did you have before?

    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.

    -_-

  4. 21 hours ago, Kubik said:

    What is "high" by your definition? I think 5% of my CPU is extremely high when consumed by BF.
    What kind of spikes? Garbage collector type of spikes? IO wait type of spikes?

    Are you on ancient OS? Like Windows 7?

    And about the crash I have no clue why it crashed in "Selection Donut", or even what that "Selection Donut" is 😞

    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.

  5. 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

  6. 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.

    Metagross31 likes this
  7. On 6/28/2022 at 3:24 PM, WindHunter said:

    Additionally, we are interested in the community's thoughts on removing Colossus's normal Swift ability and connecting it to Lumbering Step instead. The idea is that this way Colossus would be the same speed as the other units a Nature player typically makes uses, such as Forest Elder and Primeval Watcher. 

    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.

  8. 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.

  9. 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.

  10. On 4/22/2022 at 2:06 PM, WindHunter said:

    This change was made specifically for PvE. Here is just a random assortment of Stonekin units in T3. As you can see, Earthkeeper makes them quite tanky as a group as long as you can keep the ranged units behind the unit being targeted by Earthkeeper (which should not be too difficult given the ability's long range of 40m). The ability scales well into higher tiers, with its primary limit being Earthkeeper's health.

     

    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!

  11. 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.)

  12. >>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.

     

     

  13. On 4/5/2022 at 1:26 AM, Blashyrkh said:

    I don't see why these changes should change that. The new orb requirement to 3nature1neutral will not make this better.

    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.

    On 4/6/2022 at 8:44 PM, JarodDempsey said:

    primeval is pure natures best ranged unit currently

    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.

  14. 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?

    Lans likes this
  15. 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.

  16. 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
  17. 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.

     

     

  18. 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.

     

  19. *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

  20. 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.

  21. 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
  22. 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.

  23. 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.

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