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chickennoodler

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  1. chickennoodler liked a post in a topic by Volin in September Patch Feedback Thread   
    Okay, then I'll make a start. First let me say that I'm not having a particularly good day, don't put too much stock in my single opinion.
    Haven't played much lately and seem a bit rusty in general.
    I have only tested 2 things seriously the last 2 days this was:
    The Batariel deck has simply slipped into the middle class in my opinion, sure you can still play it, but it's a run-of-the-mill deck like you mostly see in random groups anyway (wrong orbs; hardly any, no and/or wrong buffs and there's then a single Bata running around that actually only has enlightenment in common with the usual buffed Bata deck).
    On stronger maps, the burn is too weak to clear necessary threats in time and it dies quickly these days when the camps are a bit harder.
    Too bad, I'm curious whether the better players can still get something out of here, from the first feeling the deck unfortunately falls completely out of the meta. Possibly further a Speedrun alternative on very easy Bandit maps.
    The second thing I looked at is the Twilight Deck, unfortunately I find here (at least from meta point of view) not much new. The dragon buff as well as the creeper buff are nice, but nothing more - the Abo Spelldeck remains the king in the ring. Nightshade in T3 is a possibility, but I suspect that this will remain more of a casual approach, but finally nice to have the alternative, although especially here Twilight T3 already had 2 strong units. But since XL are always very popular, the masses will be happy and probably grab here.
    A more Unit based Twilight deck will be a bit stronger with the patch, but thanks to the Nox Cloud and the Creeper Buff, the Abo deck has increased to the same extent.
    The transformation overhaul has no relevance to me so far in the pve, in fact I had to look up what else changed there in the patch notes. As before, the slot gain because of the "internal" Breeding Ground remains the main advantage for me here.
    All in all, I think there is unfortunately more work in here than you can feel in the Twilight deck ūüėě I hope Twilight is not yet finished here, although I can imagine that the PvP impact is significantly greater.
    My conclusion: So far the patch that gives me the least pleasure. The Buffed Bata deck has slipped more than 1 tier imo and after the Bandit rework I had hoped for a little bit more with Twilight, but I don't want to be unfair, I realize how much time and effort is put into this. The small changes to Spells, Units are very nice and please me very well, including the nerfs of Decomposer and Frenetic. (The revisions to the buildings also read very nice, only I never actually play them ^^)
    I thank you very much for your work, hope it's not brazen to hope for something more in Twilight.
    Ahhhh - wait - one thing I have almost forgotten. Pure Fire I've also been playing since the patch, and it feels really nice. The overdue boost in sustain from both the deck and NPC side (aka Dancer rework) feel good and make the deck a lot more rounded. Moloch normal speed when? ūüėõ
    mostly translated with www.DeepL.com/Translator (free version)
  2. Dallarian liked a post in a topic by chickennoodler in Community Update #26 - August 2022   
    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
  3. Draconnor liked a post in a topic by chickennoodler in Community Update #26 - August 2022   
    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
  4. Metagross31 liked a post in a topic by chickennoodler in Frost Sorceress   
    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.
  5. chickennoodler liked a post in a topic by Cocofang in Necroblaster - Upcoming Changes   
    The proposal to adjust every map around Necroblaster is completely unfeasible.
    It is the single best tower and a nerf won't make it unusable. Currently it has a condition tied into its power that does pretty much nothing because once fueled it won't run out again in the vast majority of cases. It's true that most defensive building set-ups currently require way too much attention and don't do a good job at actually locking down areas. And in a way the goal of building a defensive set-up is to just not having to care for that area any longer. But Necroblaster is way too good at it for what its requirements are.
    The proposal doesn't even touch its obscene damage. Just makes it so accessing it requires a bit more thought.
  6. chickennoodler liked a post in a topic by WindHunter in Necroblaster - Upcoming Changes   
    With the exception of Hatecaster, which has more of its stats in life points, Necroblaster is the most stat efficient card in the entire game and it is only T3 and completely splashable. In terms of damage per power, it is the most damage efficient card in the game. To pay for this incredible level of efficiency, the card is supposed to have the downside that it costs corpses. Except it only does at the beginning, and then never again. As it currently stands, Necroblaster would functionally be no different if we just removed the corpses entirely and gave it slow construction to simulate waiting for initial corpses. We are making Necroblaster's interaction with corpses a real mechanic, and not just the facade it is currently.  If we did not move in this direction, we would have to substantially nerf some other aspect of the card to bring it down to a reasonable level. 
  7. Lans liked a post in a topic by chickennoodler in Mind Control (T4 Card) - Upcoming Changes   
    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?
  8. chickennoodler liked a post in a topic by Cocofang in Spore Launcher - Upcoming Changes   
    It would be SO MUCH cooler if the Treespirits got spawned from the projectile, not from the unit itself. I mean, it is literally called a "Spore Launcher".
    Having it on every auto attack (or every few ones) would be amazing but it would have some wonky quirks to work out. The amount of spawned Treespirits could even scale with the amount of spores shot and therefore with support, as far as I have seen. They'd have to be temporary though.

    Imagine if attackers got swamped like that. Could take Spore Launcher into an entirely different direction. Nerf the amount of default spores it shoots from 3 to 1 but let every attack spawn a Treespirit, amount of spores and Treespirits scaling with support. Unfortunately, the Treespirits would take up pop cap as we don't currently have a way to introduce new pop-counts per unit ...
  9. chickennoodler liked a post in a topic by Blashyrkh in Primeval Watcher - Upcoming Changes   
    I don't see why these changes should change that. The new orb requirement to 3nature1neutral will not make this better.
  10. TREX liked a post in a topic by chickennoodler in Completed Tower Changes - Old Thread   
    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?

     
  11. chickennoodler liked a post in a topic by LEBOVIN in Info or patch date of Snap jaw's new dps number?   
    It was last patch, the wiki pages of each individual card are just not updated yet. The change is noted on the main patch page: https://skylords-reborn.fandom.com/wiki/Patches/Patch_400031
    and yeah only what is displayed was adjusted, no actual dmg changes occurred. 
  12. Kubik liked a post in a topic by chickennoodler in Low priority: Reduce decomposer ability range maybe   
    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.
  13. chickennoodler liked a post in a topic by Kapo in CCC #1 - Hunt down the stragglers! - UNTIL 26.12.2021   
    Hello Skylords, Skyladies and other Skybeings; and welcome to CCC #1 - the very first Crappy Community Contest!
     
     
    THE CONTEST HAS ENDED.
    To see the winners, scroll down below. If you are just here to grab the booster code, there you go:  CRAP-YCMN-TYCO-NTES
     
     
     
    What are ‚ÄúCrappy Community Contests‚ÄĚ?
    This and future CCCs are meant to be super-small-scale contests with weird challenges, hopefully luring you away from well-trodden paths. They are small scale on the organizers side too: there will not be a stream, video or event announcing the winners. What's special about this contest is a participation price for the whole community.
     
    What, when, where, how?
    There are no special rules for this contest besides one:
    rPVE 1 (Map of the Month) - Fastest time wins 

    Small groups of bandits escaped from the rPVE9 contest. Kill them fast! 
     
    The contest has started already! Submit your replay of your fastest rPVE 1 1-Player MotM run through Discord (DM to Kapo#0116, please include your IGN) or the Skylords Forum (DM to Kapo) until 26.12. 23:59:59 (= 7 days time total).

    You can submit multiple times, but only your fastest one will count. Please note that the Top 3 Replays will be posted here in the forums.
    You can find your replays here: Documents=>Battleforge=>replays
     
    What's the prize pool?
    Since this is not just a Crappy Contest, but a Crappy Community Contest, you may earn a price for the whole Community. If we reach more than 30 participants (unique players, not entries), you will unlock a Mini-Booster code for the whole Skylords Community. If more than 50 participants enter, it will be upgraded to a Booster instead of a Mini-Booster. So tell your fellow Skylords to do a quick run, rPVE 1 is less than three minutes but it raises our chances to hand out a code for everybody. 
     
    The fastest skylords will get small prices too, sponsored by myself and other skylords:
    1st place               1000 bfp + Easter Egg + Bandit Minefield + Nether Warp (G)
    2nd place              500 bfp + Wheel of Gifts + Matter Mastery (G) + Grinder P
    3rd place               250 bfp + Worldbreaker Gun + Rogan Kayle + Grinder P
    4rd place               100 bfp + Church of Negation + Bandit Sniper + Grinder R
    5rd place               100 bfp + Home Soil  + Bloodhorn (R) + Grinder R
    6rd place               100 bfp + Battleship + Matter Mastery (G)
    7rd place               100 bfp + Ashbone Pyro + Cultist Master
    8rd place               75 bfp + Cultist Master + Ravenheart
    9th place                50 bfp + Corsair + Ravenheart
    10th place              50 bfp + Ravenheart + Plague
    11th place              Crystal Fiend (G) + Aggressor G
    12th place              Plague + Frost Crystal
    13th place              Amii Paladins + Mountain Rowdy P
    14th place              Amii Paladins + Coldsnap +
    15th place              Soulhunter B + Soulhunter P
    16th place¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬† 4 Crystals (Dark/Flame/...) and 2¬† Amii Phantoms as a Consolation Prize ūüėČ

    Upper 50%             Split share of 3000 BFP
    Lower 50%             One random Skylord in the lower half recieves Enlightenment, another one Rageflame (B), another one Amii Monument.
    Last Place               Juice Tank (x4)
    In the unlikely case of a tie, the run that has been submitted earlier gets the higher placement in the ranks.
    If one or more mighty Skylords decides to sponsor this event, please contact me, I would be more than happy to upgrade the price pool. My special thanks to the SR Team for supporting a community prize idea. Also a big thanks to the following Skylords for sponsoring cards and/or BFP:
    THE_BIG_WET     Easter Egg Promo
    CrazyCockerell    Bandit Sniper
    Ultralord             500 BFP + Crystals
    Dutchy                3000 BFP + Ashbone Pyro, Cultist Master, Home Soil, Battleship, Worldbreaker Gun, Bandit Minefield, Corsair (G), Bloodhorn (R),
                               Crystal Fiend (G), Matter Mastery (G), Rogan Kayle
    Worgrimm          Amii Monument
    Sanguiris             Rageflame B, Nether Warp (G), Church of Negation, Matter Mastery G, Ravenheart (x4), Grinder P (x2), Grinder R (x2), Cultist Master, Plague, Mountain Rowdy P, Frost Crystal, Soulhunter P, Soulhunter B, Aggressor G, Aggressor B, Amii Paladins (x2), Amii Phantom (x2)
    Anonymous        Wheel of Gifts, Coldsnap, Plague
    Anonymous 2     Enlightenment
    Damo                 4 Juice Tanks specifically for the last Place
    In conclusion
    My hope is to start off a series of CCCs with very different ideas and themes, to explore the possibilities of small scale contests that don't take weeks to prepare and execute. If you have any questions, please do not hesitate to ask.
    Best regards,
    Kapo
     
    Future events
    If you are interested in helping with these (or better) kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out! Contact our beloved Event Managers Minashigo Hiko and Metagross31 on the forums or discord. They are happy to assist you with upcoming events and with sponsoring your prize pool!
    If you especially like this small-scale-format and you have an idea for it, you may also contact me directly to discuss your idea.
  14. chickennoodler liked a post in a topic by Kapo in CCC #1 - Hunt down the stragglers! - UNTIL 26.12.2021   
    Hello again Skylords, Skyladies and other Skybeings; The contest is over, and it's time to announce the winners!

    But first, I‚Äôd like to thank everyone for making the Crappy Community Contest happen - no matter in what way: participation, sponsoring prizes, spreading the word or helping me to organize it. I received so much support and even more nice words - maybe a small apology for the amount of crappy advertisements is also in order ūüėČ
    In total, we reached a total number of 130 participants, more than double of our goal. Thanks to the Skylords Team for sponsoring the code CRAP-YCMN-TYCO-NTES
     
    Here are the fastest Skylords of the CCC #1:
    1st place          01:27.4       arabika
    2nd place         01:28.0       Damo
    3rd place          01:29.5       Hirooo
    4th place          01:30.4       RadicalX
    5th place          01:32.5       Treim
    6th place          01:34.6       Dolewan
    7th place          01:36.4       THE_BIG_WET
    8th place          01:39.7       Dutchy
    9th place          01:41.5       _empty_
    10th place        01:42.1       Hiko
    11th place        01:44.5       Bini_Inibitor
    12th place        01:45.4       Wanky
    13th place        01:46.3       batika
    14th place        01:47.5       Zorgok
    15th place        01:48.4       Relictook
    16th place        01:48.5       SylarXXI
    Upper 50% share: The split share of the 3000 bfp is only 46 BFP each - the high number of participants takes its toll here.
    Lower 50% draw:
    Draw 1      DeityExcalibur           Enlightenment
    Draw 2      Endimion                  Amii Monument
    Draw 3      Karl_Marx                 Rageflame (B)
    I will send you the prizes as soon as possible through ingame mail.
     
    Replays and Strategy
    Here are the replays of the Top-3 entries - copy them into your Replay folder to watch them:
    CCC1_01-27-4_arabikaa.pmv CCC1_01-28-0_Damo.pmv CCC1_01-29_5_Hirooo.pmv
    For those who just want to quickly know how the time is achieved without watching, here is a short description: 

    With this new knowledge, if you want to try for yourself, please remember that the Map of the Month gets switched pretty soon.
     
    In conclusion
    Thanks again to all who helped to make this happen. What I can tell so far is that the series will continue, CCC-2 has already been discussed with the Event Managers - but before that my guess is that we will see some other contests/events.
    If you have a crappy idea for future CCC's you may share and discuss that with me, maybe you can host your own Crappy Contest! Feel free to contact me. If you want to discuss or host any other kind of contest, contact our Event Managers Hiko and/or Metagross. They are super supportive and will help you to organize your own event!
     
  15. chickennoodler liked a post in a topic by Dutchy in Tutorial deck Challenge, Dutchy Style   
    Hello everyone ūüėĄ
    As the title suggests, I would like to try to accomplish the tutorial deck challenge. For those unfamiliar, the tutorial deck challenge is about completing all expert maps with an upgraded tutorial deck. 

    I think the main challenge of the maps will be the charges. Since I will have only limited time, and I do not want the people watching to wait for charge cooldown, I though I might make my own tutorial deck of 7 cards. 


    I am going to stream my first attempts in the week between Christmas and New Years. Afterwards I will upload the successful runs on YouTube and put the replays in this topic. 
    If you have any tips for me, feel free to put them below. 

    YouTube Channel:  https://www.youtube.com/channel/UCaZk_YLKq12P8yFEvm0ptVw
    Twitch Channel: https://www.twitch.tv/dutchydutchy
     
     
  16. chickennoodler liked a post in a topic by Majora in Anniversary Patch Bugs   
    This was an intended change to go along with the buffs Windhunter received, but apparently we did not adjust the description.
    @WindHunter @LEBOVIN FYI
     
  17. chickennoodler liked a post in a topic by LEBOVIN in Anniversary Patch Bugs   
    It says at the end the usual sentence 
  18. nofearek9 liked a post in a topic by chickennoodler in Wintertide Red: What were you guys thinking?   
    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.
  19. DrunkenGummyBear liked a post in a topic by chickennoodler in Skylords Pre Reset era price reference   
    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+
     
     
     
     
     
     
  20. Fundus liked a post in a topic by chickennoodler in Wintertide Red: What were you guys thinking?   
    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.
  21. Fundus liked a post in a topic by chickennoodler in Wintertide Red: What were you guys thinking?   
    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.
  22. DieToPlay liked a post in a topic by chickennoodler in Wintertide Red: What were you guys thinking?   
    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.
  23. Alishmass liked a post in a topic by chickennoodler in Decomposer   
    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.
  24. DieToPlay liked a post in a topic by chickennoodler in Decomposer   
    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.
     
  25. Torban liked a post in a topic by chickennoodler in Easing Cards Color Restrictions   
    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
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