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Prajoss

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  1. Prajoss liked a post in a topic by Majora in Community Update #26 - August 2022   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Recent (and upcoming) Patch 

    On the 16h of July we released a small Quality of Life patch, containing some bugfixes, and updating the Free PvP decks to adjust to the new meta. You can check out the patch-notes here. 
    We are also working on a new content patch, which will bring more balance changes and two new cards into the game. We will share more information on this patch in the next community update, but we will reveal one of the new cards today! 
     
    • Survey

    First things first: a massive thank you to everyone who filled in our Feedback Survey for 2022! You completely shattered our expectations with over 2000 responses! 
    Especially since this project is run completely on a voluntary basis with no profits (which 12% of you were not aware of by the way!) we couldn't be more proud of your praise for the state the game is currently in:

    We will need some time to go over all the comments, but the data and individual responses are very helpful to us, and your kind words are a motivation to continue trying to make this project the best it can be! 
    We will share more insight in community feedback on a later date. Thank you for being part of this great community!
     
    • Introducing: Hybrid Orbs

    Before we reveal our new card, we have to talk about a new orb requirement coming to Skylords Reborn: Hybrid orbs. 
    A Hybrid orb allows you to meet its requirements with one of its two colors. For example, a  card can be played with  or .
    Hybrid orbs are a nice in-between of heavy and loose orb restrictions. Restricting a Twilight card to require double Fire or double Nature, would cause it to be unplayable for half of the Twilight decks. Opening up the card by having the 3rd orb be a neutral orb, would however cause unintended synergies with other factions. For example; access to Nature's heal for a Bandit card, or Shadow's Motivate for a Twilight card. By going for a Hybrid orb, we reward playing a faction deck in tier 3, without locking the other color combination of that faction out. 
     

     
    We will use this new flexibility to make adjustments to some older cards. We are planning to make use of Hybrid orbs for Treefiend, Twilight Hag, Deepfang and our upcoming new Nightshade Plant design. While we could also make use of this for tier 2 and tier 4 cards in the future, we currently only have plans for using it on tier 3 cards. We won't use Hybrid orbs for Tier 1 cards either, one of the reasons being the first card played decides what orb you get, running into all kind of weird issues with hybrid T1 cards and orbs. 
    Hybrid orbs have been the topic of many conversations in the past, and we are very happy to finally introduce them into the game! 
     
     
     
     
     



    • New Card: Twilight Slayers

    Our first new card to make use of Hybrid orbs is a card that has been requested quite a bit over the years: a new tier 3 archer unit: the Twilight Slayers! The card will be a common and come in two affinities, impacting the damage output towards certain factions. Let's break down the card. 
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change before release.

     
    Bow Attack
    Every 2 seconds, unit fires arrows at enemies that deal 19 / 20 / 22 / 25 damage. Deals 50% reduced damage if a hostile unit is within an 8m radius, unless Twilight Slayers are mounted on a wall segment. Has a range of 30m.

    Infused Fury
    Deals 50% more damage against elemental units

    Tainted Fury
    Deals 50% more damage against Human and Ogre units. 

    Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation". While transforming Twilight Slayers does not trigger any additional effects, we are working on a shift towards more impactful transformation effects for other Twilight units, making transforming your units more worthwhile.

    In our Force of Nature patch, we already changed the power cost reduction for Transform effects, and we will also make adjustments to the transformation speed in our next patch. On our balance discord, you can find out more about our future Twilight plans, such as our intention to change the card Nightshade Plant to be an exciting tier 3 Twilight pay-off card.
    We hope you are looking forward to this new card and the changes coming to the Twilight faction.
     
    • Artwork Spotlight

    The artwork for Twilight Slayers has been created by SpiritedAlpha. As always, there were multiple iterations and feedback sessions to reach the final artwork. Here are some earlier versions, where you can notice a slightly different color scheme and background, alongside other ideas that were improved upon, adjusted, or removed to better fit the piece (sorry Twilight Negator!). A big thanks to SpiritAlpha and everyone who gave feedback during the process. 
        
    Twilight Slayers are a recreation of the original NPC enemy, but we found the artwork (especially for a playable card) below the standard we have set for our Skylords Reborn additions. Looking at the artwork side by side shows the drastic difference in quality between them. 
         
    2009 / 2022
    • Adjustments to Reforging

    It has now been 8 months since the advent of the Reforging system. Back in January, we gave the community an update on the health of the economy, and we would like to do the same again today. 
    Some important information on the data: When it says "Fire Pool" it includes every card in the game which includes a Fire Orb. The data was collected and presented in this manner because this is how Reforging works when it tells you that the output card has an X% chance of containing a Fire Orb. Additionally, all price information presented is an average of actual sales in the auction house over a given period. While some extreme outliers were removed from the data set, such as 5 bfp Harvesters and 400 bfp Northguards, in 99% of instances the data was accepted as-is without tampering from our side.
    Data Set: (Click to pop-out and expand)

    Updated Analysis of Data Set:
    At first glance, you can quickly see that after the update the following changes occurred (Neutral Cards are excluded from the analysis as they are the control set):
    The average, median, minimum, and maximum prices of Common cards increased across the board.  With two exceptions, the average, minimum, and median prices of Uncommon cards increased across the board, while the maximum decreased. The decrease in average Frost prices can be attributed to 3 outlier cards in the Frost Pool, (Coldsnap, Frost Mage, and Lost Spirit Ship) which pre-reforging were very expensive for Uncommon cards. The increase in maximum Uncommon prices in the Fire Pool is caused by Wasteland Terror, which as a new card is still quite expensive for its rarity. Wasteland Terror is in general causing an inflation of the maximum Uncommon card costs in the Fire, Shadow, and All Card Pools.  The same thing happened to Rare cards as happened to Uncommon cards. Average, median, and max price of Ultra-rare cards decreased across the board while minimum price increased. The one exception is the Nature Pool, where the median price of Ultra-rare cards actually decreased. If you look closely, you can see that the median prices for cards in the Fire Pool and among All Cards are almost identical before and after Reforging. The average prices of All Cards is also only slightly negative and has been steadily trending upwards in recent months.  General booster worth increased from 378 bfp to 420 bfp. This means Reforging has made it more worthwhile to open boosters after the update than it was before. Promos have been excluded from the data set, making this even more true. On average, the daily discounted booster will profit a player 70 bfp post-update versus 28 bfp pre-update. The data is at this point fairly stable. Reforging established a minimum base worth for all cards dependent on rarity that did not exist prior. This seems to have stabilized around: Common: 5-6 bfp Uncommon: 22-23 bfp Rare: 100-102 bfp Ultra-rare: 200-220 bfp 
    Fun Facts about Reforging:
    - To date, 2.35 million cards have been Reforged. 64.4% of the cards were Common, 27.2% were Uncommon, 8.1% were Rare, and 1.3% were Ultra-rare.
    - Only 0.87% of all Reforges produce Forge Shards (FYI, it usually is not worth it to produce Forge Shards)

    Changes to Reforging:
    The introduction of Reforging has accomplished many of our goals for the economy. At the same time, we have noticed the total amount of Reforges has steadily decreased as time has progressed, which is expected, but it has also come coupled with a slow increase in the prices of Ultra-rare cards. While prices for the most expensive Ultra-rare cards are down substantially, the average and median prices of Ultra-rare cards are steadily moving towards parity with the old prices. This is an issue, because the average price of all cards has risen due to Reforging, making it harder for new players to collect and charge cards. The introduction of many new beginner achievements last patch has helped to slightly alleviate this issue, but it still exists, even in reduced form. As such, we have made the following changes to incentivize Reforging and to make it easier for all players, not only those with large gold and card stockpiles, to interact with the system. We intend for these to be the last changes we make to Reforging.
     
    Gold Cost to Reforge into the Following Rarities:
    Common = 125 gold --> 50 gold
    Uncommon = 300 gold --> 150 gold
    Rare = 750 gold --> 400 gold
    Ultra-rare = 1500 gold --> 800 gold
     
    Reforging Rates:
    We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card. 
     
    The changes to Reforging have been implemented today, and are now live on the server. 

    • Tournaments / Events

    Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    There are currently two gameplay events planned by Dutchy and Ultralord, which can be found on the calendar already. More info about them soon!

    • NEW - CCC #7 - Contest-ception
    A new CCC is now live: a contest to come up with... a contest! Share your wildest ideas and get rewarded for it! We hope to see many cool ideas that we might use in future contest, so be sure to brainstorm cool stuff and join the contest! More information.
     
    • FINISHED - CCC #6 - Back to the Roots
    Kapo hosted another successful Crappy Community Contest, this time on a very special map. This custom map is a copy of the Introduction map with a few new jumps and turns, where you play with a Shadow/Nature deck instead. As with all CCC, the more players attended, the better the prizes became, resulting in a free booster for the whole community! View the event and the code.
     
    • FINISHED - Skylords Bounty Spring Forge
    It has been a while since we have closed this bounty and players have been wondering what happened to the Spring Forge. While we had a clear winner (congratulations Wanky!), the entry was not fully ready for release yet, and working on it took more time from the team than we had anticipated for a community bounty. Since spring is long gone, we will move this Forge over to next year. 

    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 

    • Contribute to the Project

    In our last Community Update, we went over various features that could be added to the game if we get the right people to work on them, please take a look if you haven't done so already.

    We have also added a new contributor (non-staff) role: Internal Tester. 
    As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. Your contribution will allow us to fix bugs and create new designs. 
     
    As always, we hope you will consider helping out the project. Please take a look at all our open positions on how you can do so. 

    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a Twilight-booster: MORE-PLAY-WITH-ORBS

    The code is valid until September 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 
     

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #25
  2. Prajoss liked a post in a topic by RadicalX in Wintertide Red: What were you guys thinking?   
    The removal of Wintertide reflect damage opens up many ways of changing Frost towards better design as a PvP faction (map changes already helped here and you can expect more in the future). I can see that people consider the new Wintertide mechanic as uninteresting. But to give you an idea about our thought process and reasoning for this change: Essentially we temporarly "sacrifice" a really poorly designed PvP card with no playrates or strong usecases in PvE to make room for faction improvements and I personally think it pays off so far as the balance in PvP has improved on several aspects. 
    I am not opposed to the idea of making Wintertide more useful again by redesigning it towards the PvE side at some point, but that decision is up to the PvE faction designers as they also need to set their priorities when it comes down to impactful changes (there already are plans, that are going to affect Frost T1). 
    If you have any ideas to submit, feel free to share them in the forums or go to the balancing discord and discuss them in the respective channel. Just keep in mind, that we have no intentions of keeping that card as a core option in PvP decks right now (If you want to receive a more detailed reasoning for that decision from the PvP side, feel free to ask).
     
  3. Prajoss liked a post in a topic by Cocofang in Wintertide Red: What were you guys thinking?   
    We are slowly approaching unhinged levels of conspiracy theories.
    You can literally learn "wtf they were thinking" by giving the patch notes a read. They are linked in the official announcement.
    There are 650 people on the balancing discord, over 100 being online right now and probably also at most times. What sort of Illuminati are you fighting in your head where that qualifies as a secret? You can find the discord right here on the forum, in the wiki or by simply asking someone about how balancing decisions get made. Get a grip.
  4. Prajoss liked a post in a topic by Cocofang in Proposal: Fixing mind control mechanic once and for all   
    The entire takeover mechanic was never functionally implemented into the game. It's an incomplete hackjob full of half measures.
    LS being immune to it is pretty much an admission of "This is so fucked and not even finished but we don't have the resources to fix existing entities. Let's just block it for now ...". The current "implementation" has multiple extremely powerful effects built into it that aren't even considered most of the time.
    Takeover insta-kills the targeted entity. So it immediately removes a major threat from the field, which is incredibly potent by itself.
    Takeover goes even further and adds the entity that was just immediately removed from the opposing force to the army of the player. It's a massive shift in military strength.
    But those two things are pretty much inherent to a takeover mechanic. Except if you implemented something like a HP threshold and you can only take over weakened entities or something. But the real issues begin afterwards, which are unique to Skylords.
    Fundamentally speaking, every permanent entity that the player can create binds energy for as long as its on the field. Takeover undermines that by granting assets that are entirely unbound and just from that perspective alone superior to regularly summoned entities. The downside being that they don't grant any ground presence, which is easy to negate by simply mixing in one regularly summoned unit.
    Nightguard further complicates that by being a T1 unit that can grant access to entities vastly surpassing anything else on that tier by orders of magnitudes. This instantly subverts any maps that attempt to challenge the players with strong opposition on T1. It's almost comparable as if cards like Fathom Lord, Swamp Drake, Stone Warrior or other units with equivalent strength were spells instead of units. Also important to consider that PvE-versions of units are sometimes stronger than card-versions of them. So just because Windhunter is T2 for the player, the PvE-Windhunter is clearly much more powerful equivalent to T3. Because of its on-hit paralyze definitely in the upper echelons, if not low T4.
    Entities with strength that is equivalent to a player summoned T3 unit, completely energy-unbound and also while insta-killing that entity on the enemies side is just obscene. Even if you look at T2, disregarding Harvester, there are already exceptionally powerful units present and we are talking about commanding those under the aforementioned conditions.
    There is the argument that Nightguard would be dead if takeover was fixed but that just shows how warped the perception of power has become. Even if it could only swap units that are very strictly equivalent to T2 and 150 energy, you'd still be objectively trading up a whole lot. Not only in military power and detrimental effect on the enemy but also economically. Even if takeover was functioning properly Nightguard would be extremely powerful.
    So things that have to be considered to actually integrate takeover appropriately into the design of Skylords are:
    Bound energy. Should taken over entities be exempt from that? Entity power. Which unit-power is reasonable to have access to at which point in the game? Takeover conditions. Should there be additional conditions that need to be fulfilled in order to take over an entity? Clarity. How do you effectively and intuitively communicate to the player which entities can be taken over without them having to look it up externally?
  5. Torban liked a post in a topic by Prajoss in PvE pure fire deck   
    Well as a Pure Fire PVE specialist (though not known to community) here are some advices. Fire struggles the most on T2. On T1 you have Nomads, Mines, Supress/Sunstriders, Firesworn, etc -> heavy options to clear any content. But T2 is a bit different since you dont get L Units or any Unit that can take some damage and you lack CC or Healing. To counter this you should use the Legendaries to do this stuff. Rogan is a solid option here, he is quite tanky, can disable 3 units for 15 seconds and buffs your dmg by 25%. Viridya has solid overtime healing and can spawn units to tank some dmg. Moon has a solid strong aoe Heal which can be used midfight to instant heal your units or after the fight to heal up and continue pushing. Also her single target disable is useful to focus down stronger enemies (like soulhunters). As for Towers, Rocket Towers are your friends to handle tons of enemies and Pyromaniacs (red) to eliminate ground units on mass.
    Also I advice to use either Eruption or Mines on T1. Eruption is mainly used to nuke flyers or buildings and mines just clear waves of enemies or you double/tripple mine to kill harder enemies.
    For T4 the Batariel (purple) is more usefull than the red one since he debuffs enemies to take more damage from all your units. (and you get 4 purple for the price of 1 red)
     
    Greetings Prajoss
  6. xs0ulLess liked a post in a topic by Prajoss in PvE pure fire deck   
    Well as a Pure Fire PVE specialist (though not known to community) here are some advices. Fire struggles the most on T2. On T1 you have Nomads, Mines, Supress/Sunstriders, Firesworn, etc -> heavy options to clear any content. But T2 is a bit different since you dont get L Units or any Unit that can take some damage and you lack CC or Healing. To counter this you should use the Legendaries to do this stuff. Rogan is a solid option here, he is quite tanky, can disable 3 units for 15 seconds and buffs your dmg by 25%. Viridya has solid overtime healing and can spawn units to tank some dmg. Moon has a solid strong aoe Heal which can be used midfight to instant heal your units or after the fight to heal up and continue pushing. Also her single target disable is useful to focus down stronger enemies (like soulhunters). As for Towers, Rocket Towers are your friends to handle tons of enemies and Pyromaniacs (red) to eliminate ground units on mass.
    Also I advice to use either Eruption or Mines on T1. Eruption is mainly used to nuke flyers or buildings and mines just clear waves of enemies or you double/tripple mine to kill harder enemies.
    For T4 the Batariel (purple) is more usefull than the red one since he debuffs enemies to take more damage from all your units. (and you get 4 purple for the price of 1 red)
     
    Greetings Prajoss
  7. Dallarian liked a post in a topic by Prajoss in PvE pure fire deck   
    Well as a Pure Fire PVE specialist (though not known to community) here are some advices. Fire struggles the most on T2. On T1 you have Nomads, Mines, Supress/Sunstriders, Firesworn, etc -> heavy options to clear any content. But T2 is a bit different since you dont get L Units or any Unit that can take some damage and you lack CC or Healing. To counter this you should use the Legendaries to do this stuff. Rogan is a solid option here, he is quite tanky, can disable 3 units for 15 seconds and buffs your dmg by 25%. Viridya has solid overtime healing and can spawn units to tank some dmg. Moon has a solid strong aoe Heal which can be used midfight to instant heal your units or after the fight to heal up and continue pushing. Also her single target disable is useful to focus down stronger enemies (like soulhunters). As for Towers, Rocket Towers are your friends to handle tons of enemies and Pyromaniacs (red) to eliminate ground units on mass.
    Also I advice to use either Eruption or Mines on T1. Eruption is mainly used to nuke flyers or buildings and mines just clear waves of enemies or you double/tripple mine to kill harder enemies.
    For T4 the Batariel (purple) is more usefull than the red one since he debuffs enemies to take more damage from all your units. (and you get 4 purple for the price of 1 red)
     
    Greetings Prajoss
  8. Prajoss liked a post in a topic by Emmaerzeh in Custom maps collection   
    Towerdefence was yesterday!
     
    The new thing atm is "Walldefence".
     
    Check out this brand new awesome Battleforge map. "Walldefence" !
     
    Its a 1 Player pve map. You must hold out 27 minutes to win the game.
    After 10 minutes you get a t2 orb and a kobold engineer.
     
    kind regards
     

  9. Prajoss liked a post in a topic by Emmaerzeh in Custom maps collection   
    Hi all, 
    i reworked some of my old maps. All maps that didnt have a minimap now have one. And Stumpfland 8 i added some decoration.
     
    I also release a brand new map.  It took me about 50 hours to do it. Thx to everybody who helped.

     
    "dragonhunt"
    The Dragongod Doombringer went crazy and sends out his kind over the lands.
    You fight your way to the dragongod and slay it. 
    Its a 2 Player Pve map.
     
    If u like the maps pls give a like here.
     
    All 11 maps are availeble here in one rar file or ingame.
    If u have the old version of the maps consider delete them manualy first, then download the new ones.
    The new ones i only upload the pak file, the old also had a folder and a .map file.
     
    Kind regards
     
     
  10. bazzacah liked a post in a topic by Prajoss in which card gives you the most nostalgia?   
    That is easy to answer:
    I had so much fun using them (specially to punish assholes and kick them out of the game for builing others - like orb stealing etc.)

  11. Pandzia liked a post in a topic by Prajoss in which card gives you the most nostalgia?   
    That is easy to answer:
    I had so much fun using them (specially to punish assholes and kick them out of the game for builing others - like orb stealing etc.)

  12. mrtamtamia liked a post in a topic by Prajoss in which card gives you the most nostalgia?   
    That is easy to answer:
    I had so much fun using them (specially to punish assholes and kick them out of the game for builing others - like orb stealing etc.)

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