
chickennoodler
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Posts posted by chickennoodler
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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.
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.)
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I am playing on Resolution
: 1280 by 768
It fits 2/3rds of the screen, so I can play while web browsing, music, word doc, excel etc.
(my laptop screen when widescreen stretches all games badly.)
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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.
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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
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life of change bugs? Not sure these are bugs
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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.
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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
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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.
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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.
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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?
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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.
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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.
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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.
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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
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Pricing reference based on Pre-Reset era
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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 100-150Thunderwagon 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.)
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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+)
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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:
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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 -
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 -
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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Lets put it this way.
Decomposer only makes whats possible faster.
It does not remove the orbs already there.
Remove it, we get spammed "Guns of lyr farming"
Kings of Giants rotate runs!
Insert____ map duo Gold farm
It changes nothing because a new efficient spam method replaces it.
In fact, I've already seen many already.
Alishmass likes this -
The expiring part is Ironclad's own aoe Ability dmg portion. Has nothing to do with other part.
The persisting ice dmg % part is supposed to stick on allies like that.
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If you ever needed to kill a lot of XL units or have fun.
Slap a Ravenheart down
Cast Unholy hero + Life weaving on it.
Heal it you have it later.
Shoot harpoon (Unholy boosts dmg) , then mine (Unholy boosted dmg).
Kite them by moving away from them.
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I think this is how Ravenheart was supposed to be played out, but t4 pvp is not a thing
so it still remains a meme.
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I hate this suggestion macabi.
If anything, we should be INCREASING orb restriction
The entire purpose of the game is to think around this.
The game is not supposed to be "use enlightenment" or "splash Green" 24/7
Torban likes this -
Yes....... The breath attack for Northland drakes hits the first enemy in it's path in a straight line like Fire Dragons and Bandit gunners.
Aimed at the target, the enemy in front absorbs the projectile dmg just like when u fight treefiends and they only hit your front lines etc.
It does not work like Skyfires or Swamp drakes where it directly smacks just the target.
Edit:
Apparently this topic has already shown up before and I answered it.
I thought it was familiar.
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8 minutes ago, timothee said:
I removed Drake, what card do you suggest to add?
Don't remove skyfire. Global warming in pve is a dead card.
Switch that card with something.
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Northland drake breath damages the 1st target in it's path first, not the target you clicked.
Like Fire dragons.
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14 hours ago, Metagross31 said:
Hello everyone,
recently I have seen more and more threads about reworking cards, that regarded greefing potential.
For example, some people were complaining about decomposer being used to greef, while others wanted offering to work on your teams units, which would again allow for more greefing.You know what makes me laugh?
These people are griefing on a private server that says " no making more than 1 account"
You get banned once on 1 account, Skylords is structured to to ban you entirely.
Yet that guy still trollololed a newbie.
Battleforge unfortunately has a lot of ally dmg and team kill spells, but anyone who tries to troll this way always seems
to forget how easily Skylord Perma ban people. In other words, they're actually that short sighted and dumb.
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12 hours ago, xs0ulLess said:
i like her how she is
this isn't really meaningful as you're just drawing out a scenario where all concepts hit at once. This is expensive and would probably just happen if you let it happen
If I have a slight advantage, I would force this situation and you've now lost 2 wells and an orb and I win the game instantly.
That's what I mean about being careful with tools. It's a problem if the enemy has no chance to recover no matter how well they play
7 hours ago, Gnougnou said:I think this wouldn't be enough. Maybe that would help in specific situation in PVP, but that would do fu*k all in RPVE, as Frost Mage spam will always prevail. The idea here is to give Frost another starter, like Fire can go for Nomads or Nature can go for Mana Wings. With shields, using Master Archer & other T1 units to save some money would be viable. As for Imperials, they each cost 70 + 20 for their active, which is really expensive.
I mean look at nature, they have Dryad which gives a flat 25% resist to all surrounding friendly units, and can sleep any unit at pretty decent range, for 60 power + they have Shaman. I don't see how giving frost a not even as good unit can be broken. Not to forget that Nature also has Fountain of Rebirth that gives free global heal every 60 seconds...
We can't give frost the same quality in t1 units as the rest.
It sucks but Frost t1, is extremely unbalanced. It all stems from Frost mage and homesoil +50% dmg aoe
Anything given to frost stacks with this combo.
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Personally, I think we should just buff Frost Sorc attack to suitable Medium size countering damage
level and start from there, but let's examine your proposals.
---> initial proposal
What? Like Wanderer? Warlock?They will waste so much time self buffing each other.
Unlike Shamans and Timeshifters, they target each other at full health and are really mechanically really shitty
as this wastes too much time.
Try it ingame, 4 wanderers(keep out of melee for test) or 4 Warlocks and 4 archers, vs 4 squads. Now try 8 of the same Archer squads vs the same 4 squads.
It's real frustrating watching them self buff while the archers are fighting right?
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----->Alt proposal 1
This is the most likely to work. Not overpowered or mechanically broken.
------>Alt proposal 2
T1 frost is the king of brute strength buffing. This proposal is too strong in combination with the cancer of frost
Frost mage+ Barrier + Homesoil.
It might even too powerful to give even 2 units ice shields at once at t1.
We have to keep in mind who we're giving tools to, this is a faction
with t1, +50%dmg, -40-50% dmg reduc spells.
I would not want to fight 6 ice shielded homesoiled frost mages with Wintertide protection attacking my
wells.
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That's not a bug. If Satanel didn't do that, no one would play it. It would
be the next Necrowagon. The pop cap usage sealing on Satanels is Brutal.
That's why they're so cheap, their strength of summoning over pop
cap is also their greatest weakness as it's *required to get any value out of them.
In pvp, AOE spam and knockback is so common, spamming t1 units does not help you much.
Frost+Fire archetype: Deep Sea Kingdom
in Suggestions
Posted
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)