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Bkingn

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  1. Emmaerzeh liked a post in a topic by Bkingn in Community Update - March 2024   
    WOW Bots are super exciting and awesome! I really would like to enjoy PVP as a casual but im always destroyed so playing against bots would be a nice addition to us bad PVP players 😄
  2. Metagross31 liked a post in a topic by Bkingn in Community Update - March 2024   
    WOW Bots are super exciting and awesome! I really would like to enjoy PVP as a casual but im always destroyed so playing against bots would be a nice addition to us bad PVP players 😄
  3. Bkingn liked a post in a topic by WatcherOfSky in Community Update - March 2024   
    PvP bots sounds really exciting! That's definitely a feature that would help pvp put.
     
    The new card's design looks sweet too! 
  4. Bkingn liked a post in a topic by arcadia171e in Community Update - April 2023   
    Seems like a massive nerf to banestone... this will break and make useless many speed and solo mission strategies.
  5. Bkingn liked a post in a topic by Ultralord in Advanced Filtering - collection sorting with search bar commands   
    nice overview!
    Didnt know about the "copies<1" in the AH.
    This can for a 100% collection so much!
  6. Bkingn liked a post in a topic by Riviel in Community Update - March 2023   
    Thats the patch that we need, but we do not deserve.
    It is just that good. Personally have few cards that need upgrades and i had to figure out some sites with correct upgrades for missions. Some had old ones.
    Cant wait for it live.
    Banzai all contributors.
  7. Bkingn liked a post in a topic by RadicalX in PvP Tournament - Skylords Reborn Championship #2 (Sunday March 5th)   
    The tournament is over! Congratulations to the winners, I will send out the prices during the upcoming days. If you didn't receive your prices after a week, please contact me. Thank you everyone for participating and watching the stream! 
  8. Xamos liked a post in a topic by Bkingn in M units scaled to L and XL   
    Amazon and Dino HELL YESS! 😄 they look sooo sick!
  9. Bkingn liked a post in a topic by Dutchy in All cards from Forum   
    This one? https://allcards.skylords.eu/cards.html
    We removed it as it was not up to date with patches and new cards.
  10. Bkingn liked a post in a topic by LEBOVIN in [SOL] BattleForge: Shadows Over Lyr - a print & play card game   
    Maybe this helps. https://bfcards.app
  11. Metagross31 liked a post in a topic by Bkingn in Community Update #25 - July 2022   
    Guys keep up the amazing work! I would suggest to go to other RTS game forums and try to inform these players that battleforge is alive as skylords reborn. And btw custom games are the future for these type of games. I still play warcraft3 for some good old legion td. Skylords have a great future! 
  12. Majora liked a post in a topic by Bkingn in Community Update #25 - July 2022   
    Guys keep up the amazing work! I would suggest to go to other RTS game forums and try to inform these players that battleforge is alive as skylords reborn. And btw custom games are the future for these type of games. I still play warcraft3 for some good old legion td. Skylords have a great future! 
  13. Bkingn liked a post in a topic by Cocofang in Community Update #25 - July 2022   
    No mention of Deck-Folders to organize your own decks and increasing the 100-cap? REEEEEEEEEEEEEEEEEEEEEE
  14. Bkingn liked a post in a topic by Eazay in Community Update #20 - March 12th 2022   
    The new card looks very interesting, and the artwork is beautiful.
    For the Tyranny debuff, how would it sound if instead of making enemies benefit 50% less from healing, instead are harmed 50% more from damage over time effects. This would synergies well with plague and noxious gas while providing the novelty of acting as the polar opposite of the effect of your units benefitting more from healing.
  15. Bkingn liked a post in a topic by Mynoduesp in Already made custom map change   
    You can join the MapCreator-Discord where ppl generaly help you to learn how to use ceate custom maps (or change existing ones).
    But a disclamer, this rabbithole is deep.
  16. Metagross31 liked a post in a topic by Bkingn in Already made custom map change   
    Hi all!
    I have a question about already made custom maps. Theres a map called Umbabwe TD, can i change the map somehow? (making a new version of it)
    So that map is really cool, but could use some improvement and also there is a bug where the last player from 3 players will get 6 monuments instant. I would like to change the the early spawn time as well cuz there are like no time to build up towers and the wave already sent. The early levels are hard, esp. small units just walk through towers, there could be some rule applied where units can not cross between close towers so we could make a nice path. Ice barrier helps a lot but small units still sneak through. also the map is fun with spells it helps a lot when you use some CC, but snare is bugged cuz if you snare an enemy they will attack you after the effect ends.
     
    Can anybody help me with this? I would love to improve this map cuz its so much fun!
  17. Kapo liked a post in a topic by Bkingn in Already made custom map change   
    Hi all!
    I have a question about already made custom maps. Theres a map called Umbabwe TD, can i change the map somehow? (making a new version of it)
    So that map is really cool, but could use some improvement and also there is a bug where the last player from 3 players will get 6 monuments instant. I would like to change the the early spawn time as well cuz there are like no time to build up towers and the wave already sent. The early levels are hard, esp. small units just walk through towers, there could be some rule applied where units can not cross between close towers so we could make a nice path. Ice barrier helps a lot but small units still sneak through. also the map is fun with spells it helps a lot when you use some CC, but snare is bugged cuz if you snare an enemy they will attack you after the effect ends.
     
    Can anybody help me with this? I would love to improve this map cuz its so much fun!
  18. Bkingn liked a post in a topic by wibryz in AOE damage overflow bugfix (high impact)   
    It would strongly encourage spreading your forces against potential AOE damage instead of grouping. As is, AOE damage doesn't strongly penalize grouping your units, instead it semi-promotes it, at least in some cases. You can send several, likely pre-damaged throwaway squads ahead, so that they eat up the AOE damage and leave your more important units protected despite being in the area of the damage. Like shielding your expensive units from a Thornbark using throwaways. Also, as is, faster shooting, lower damage AOE damage sources are much more effective than slow, big-number ones, in cases where the damage should be identical on paper.
     
    As far as to the existence of this bug... I suspect the developers at EA Phenomic might have been aware of this, or even left it in purposefully as a way to limit AOE damage, or, less likely, introduced such damage calculation in order to limit AOE effectiveness. If that was the case, I don't agree that this was a good solution to limiting AOE damage effects.
    Already a more elegant solution would be to limit maximum damage per target beyond the first X targets affected on a spell by spell basis, while preserving the damage total if enough targets are affected. In the sense of "maximum per-target damage for targets beyond the first 2 is limited to half the amount". Or using 2-zone AOE for the big AOE spells and effects. Or the gradient damage distribution like suggested above. Or by applying damage up to the max per target limit to the X first targets affected, and distributing any remaining damage evenly among units and buildings in the area. Not by covertly limiting damage in spite of an explicitly stated total damage value.
    Each of these solutions however is more difficult to implement than the current damage formula.
     
    This is why the post landed here, in the suggestions subforum. While I still consider this to be a bugfix, it also is a significant balance change. I am partial to WindHunters suggestion posted over on Discord to whitelist spells on a case by case basis. The way I see it, it would work both for slowly playtesting then changes, and as a staggered release. Though having some spells which handle damage distribution differently than used to, might indeed become confusing.
  19. Bkingn liked a post in a topic by Kubik in AOE damage overflow bugfix (high impact)   
    I would suggest first fixing it first so it does not miss so many enemies 😛 There is optional boss one step sooner (lvl=2 instead of lvl=3), but no unit defined for it, so every time game decides to have it there, it only logs warning that boss is missing 😞
  20. Bkingn liked a post in a topic by wibryz in AOE damage overflow bugfix (high impact)   
    There is a longstanding bug in the calculation of AOE (area of effect) damage, affecting spells, unit abilities and unit attacks which have a max damage per target and max overall damage. Examples of affected spells are Eruption or Fire Sphere, abilities like Rifle Cultists' Dark Grenade or AOE attacks of units like Construct, Frost Mage or Deepcoil Worm.
    TL;DR at the bottom!
     
    How the bug works:
    If an AOE damage effect kills a unit, only 50% of the overkill damage is transferred back to the pool of available damage which is to be distributed to other targets.
    Let's take Fire Sphere (u3) as an example. The spell has a maximum single target damage of 6000 and a maximum total damage of 8000. As it stands, the spell will only ever do its full damage if its primary target (closest to the area of effect center) has at least 6000, and its second target has at least 2000 health.
    If you use Fire Sphere on a group of weaker enemies, it's effectiveness will vastly diminish. Let's take for example a group of 8 Sunderers (u3), which have exactly 1000 HP each, for a total of 8000 HP. Fire Sphere will kill 3 of them, and damage a fourth Sunderer for 375 damage, leaving him with 625 HP. Total damage dealt: 3375. It would get even worse for lower health targets.

    Why does it happen? Because of faulty calculation in the damage formula, which returns only 50% of overkill damage to the pool of remaining damage.
    So what's the maths behind it?
    Before: max single target damage = 6000, damage in pool = 8000
    Target 1: health = 1000, damage dealt = 6000, overkill damage = 5000, damage returned to pool = 2500, remaining damage in pool = 4500
    Target 2: health = 1000, damage dealt = 4500, overkill damage = 3500, damage returned to pool = 1750, remaining damage in pool = 1750
    Target 3: health = 1000, damage dealt = 1750, overkill damage = 750, damage returned to pool = 375, remaining damage in pool = 375
    Target 4: health = 1000, damage dealt = 375, health remaining = 625
     
    Is it a bug, or is it a feature?
    That's a non-trivial question. But so far, there is every indication that this is in fact a bug.
    1. There is no indication whatsoever in the spell descriptions, especially the big AOE spells like Fire Sphere, that they massively lose effectiveness against groups of enemies, or that they deal only half damage to further targets.
    2. Against a heterogenous group of enemies, the total damage dealt varies greatly, depending on which target was closest to the spell center, thus in which orders the targets are affected.
    3. Logic dictates, that there is no reason for an explosion to lose effectiveness (as in: deal less overall damage) the more viable targets are affected.
    4. Increasing "maximum single target damage" reduces the overall damage dealt by the spells, if they are used against groups of enemies, to a point where Lava Field sometimes deals more overall damage than Fire Sphere. How does that make sense?
     
    What's the proposed bugfix/change?
    To enable full overkill damage overflow. As in, if the single target damage is 6000, and the target has only 1000 health, let 5000 damage return to the remaining damage pool.
     
    Using the example above again, that's 8 dead Sunderers for a total of 8000 damage and a happy, fulfilled Fire Sphere.

     
    Can it be implemented easily?
    We've been hard at work and testing with Kubik (who's effort and insight are massively appreciated!), and the relevant code already exists, ready to be implemented. It also is easily adjustable, should it turn out that another value, like a 75%, or 80% damage carryover on overkillis the sweet spot.
     
    What will change if the bugfix is implemented?
    Every AOE spell, ability and attack, which has a listed damage per target and maximum damage will be affected by this change. However, the degree to which it will have an impact, varies greatly from one case to another. For most cards, especially with low damage numbers, the increase will be negligible (not JUST because these are low numbers, but primarily because those spells/attacks have a low chance to kill a target with any given shot).
    Generally, the bugfix is a direct buff to many cards and abilities. However, damage is only actually increased if 1. at least one of the targets is killed, 2. there are more viable targets in range than (total_damage / max_singletarget_damage) rounded up. Also, to be clear, damage is NEVER going to be increased for the primary target
    Spells which are affected the most, are spells which have high enough numbers, that they are expected to reliably kill some, or most of their targets. The greater the single target maximum damage of the AOE damage source, and the greater single target maximum damage in relation to total maximum damage, the more any given spell/attack/ability is affected. Also, spells/attacks/abilities which have a larger AOE and the above characteristics, tend to be affected more (because more targets fit into the AOE).
     
    My predictions concerning the impact on specific cards:
    High impact: Fire Sphere, Rifle Cultists* (ability: Dark Grenade), Boom Brothers* (ability: Boom), Necro Fury* (ability: Bone Shards), Altar of Chaos (against really large groups), Worldbreaker Gun (attack and ability: Heavy Snowball, though the latter only against really large groups), Shatter Ice, Comet Catcher (against really large groups).
    * - Unholy Hero increases the impact
    Moderate impact: Construct (attack), Giant Wyrm (attack), Ironclad (attack), Wasteland Terror (attack), Abomination (ability: Blessed/Tainted Fury), Skycatcher (attack), Gemeye (attack), Volcano (attack), Artillery (attack), Hatecaster (attack), Deepgorge (attack), Thornbark (rooted attack), Treefiend (rooted attack), Lost Horror (attack), Soulshatter (>3 targets), Backlash (depending on void power, may be low impact), Corpse Explosion (>3 targets), Morklay Trap, Shadow Phoenix (>4 targets), Lost dancer (ability: Necro explosion, only with lots of targets in range), Nasty Surprise (>3 targets), Necroblaster (attack, and shadow affinity ability: Tainted Voodoo).
    Low impact: Magma Hurler (attack), Sun Reaver (ability: Metal Spikes), Deepcoil Worm (attack), Twilight Bombard (attack), Lost Disruptor (attack, moderate impact against grouped very low health fliers), Shadow Mage, Eruption (>3 targets).
     
    My predictions concerning the impact on PVP balance:
    (I am not an active PVP player currently. I did play a decent amount in times of Battleforge, but I am in no way up to date, so take these predictions with a grain of salt).
    Shadow will slightly gain in power, as the explosions have actually high enough damage numbers to reliably kill at least some of their targets, but except for Shadow Mage, it only ever becomes relevant when there are >3 targets in range of the spell/ability. The slight buff to Eruption shouldn't have an impact. Otherwise I expect nothing much to change. The vast majority of significantly affected cards are T4.
     
    My predictions concerning the impact on PVE:
    Enemies: Long range AOE attackers, like Bandit walkers and high tier defensive towers (e.g. artillery) will be more proficient at murdering grouped units.
    Players: Stronger tools of destruction at player disposal. It should only really affect T4, and shadow at lower tiers (Shadow Phoenix in particular should be noticeably more effective against large groups, Necroblaster will get stronger, Corpse explosion and Soulshatter will also be noticeably more effective).
     
    Final thoughts:
    I was for a long time under the impression, that large AOE damage sources are somehow underperforming, without really understanding why. Fire Sphere! Enormous explosion! Which... kills 3-4 units out of a cluster of 15 units. Now that I found out why those spells underperform, I've taken the effort to try and fix it. That's the result. I consider it a bugfix, even though it is also a moderately impactful balance change. That's how Skylords Reborn, and earlier Battleforge, handled AOE damage. A bug that had largely become a feature. I propose we change it in a logical way. Maximum 8000 damage in the area? If the targets in range have as much overall health, the damage will be dealt in full.
     
    Special thanks:
    Kubik, for his unending patience and making the unreadable mess of code actually parsable for the human mind.
     
    TL;DR:
    High tier AOE spells and abilities promise big numbers. Against lots of small targets, numbers are much smaller, because overkill damage is halved (multiple times). The proposed change fixes stuff, so that big spells deal the promised damage. Fire Sphere -> big boom -> big damage -> lots of dead bandits. Vote big damage. Vote dead bandits!
  21. Bkingn liked a post in a topic by Kubik in The map generator is one big BUG   
    How are we supposed to fix it, if we do not have source code for it?
  22. Majora liked a post in a topic by Bkingn in What is your favourite card and why?   
    Yoo fun topic!
    My favourite card is def. Avatar of Frost! He gives me so much nostalgia one of my most wanted card back in the past.
    Blood healing is my second winner such a cool shadow card, you gain some you lose some.
    And for last Forest Elder, big, cute, and pure nature what else you need.
    Honorable mentions: Grinder, Comet catcher, Corsair
    By the way im a "get all the cards and play all of them" player so i like many many cards but these are one of my favs. 🙂
  23. Volin liked a post in a topic by Bkingn in Pure frost RPVE 9   
    Hey there! I play a lot of pure frost rpve i would recommend mountain rowdy in T2 he is such a good tank and a great dot and home soil also increases his aoe dmg, the slow also very usefull. I run ice age green cuz the small regen feels a bit better in the early game. Personally i run avatar of frost but core dredge is also super good t3. Your T4 is perfect i usually run 2 witches and they are more than enough. Ward of the North does not work with ice shields so u better cut that card and use +1 T2 unit e.g.: stormsinger or war eagle. Also dont run amii ritual maybe run construction hut to build ur shrines faster then destroy them
  24. Bkingn liked a post in a topic by Zyna in Patch #400030 - 08 September 2021   
    Patch #400030
    Greetings Skylords, Skyladies and Skyfolk!
    This update contains our third balance patch for the game alonside some other changes, enjoy! In this patch we put our main focus on making Pure Frost a more competitive deck in PvE and on improving the balance of PvP. All of these changes were implemented and tested in the last four months, so it's built up to be quite a big patch. Feedback to these changes can be given on the balancing discord. When you give feedback make sure to properly support your reasoning by including replays or video footage.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------
    Where are balance changes discussed? 
    For now we have a Discord server dedicated for this. An invite link to the server: https://discord.gg/NvSUwpf
    How can I join the test server?
    To join the test server you simply need to launch LauncherTest.exe located in your BattleForge installation folder. It is important you run the updater first, so you download the latest test server files. In the future we plan to make it easier to join the test server. 
    ------------------------------------------------------------------------------------------------------------------------------------------------------------
    Changes
    A detailed list of all changes can be found on our wiki. However, since the patch notes are quite long, we prepared a summary document for you! You can find it attached to this post. Patch #400030 - September 2021.pdf
  25. Bkingn liked a post in a topic by Majora in QOL and multiple accounts   
    That doesn't seem very related to your point at all honestly. He is saying he doesnt enjoy rPvE, so he wants to play a normal campaign map. That is not related to rewards or grinding at all. 
    We have already pointed out why multi-accounting is, and will not, be allowed, so I dont get why you keep calling it ''needlessly banning players'', since we already gave explanations of why this system is in place (ironicly, to make sure people like you, who dont have a lot of time, dont have to compete with just older players, but also multi-accounting).

    As for PvP, you don't need to grind for PvP. You can get the most played cards from the free rental decks, and you can swap (and adjust!) those decks. Those decks are being played at the top level, so unless you want to play a pet card or make a small adjustment (which you can), you dont need to grind for PvP at all. 
    Anyway, as mentioned before, we are already looking into solutions to give players more reward for playing after the daily, without allowing multi-accounting.
    It would be way more helpful to share suggestions for that, then to argue about the multi-account ban, because that rule is not leaving. 
     
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