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Torban

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  1. SunWu liked a post in a topic by Torban in How much afect the free pvp decks to the economy?   
    Economy is irrelevant compared to balance. Pvp is a mode incapable of functioning without everyone being on a level playing field in card stats. No matter how long or eloquently you try to argue to get rid of free pvp decks it's pointless because no argument you can make will be worth essentially removing the pvp mode all together.
  2. Metagross31 liked a post in a topic by Torban in How much afect the free pvp decks to the economy?   
    Economy is irrelevant compared to balance. Pvp is a mode incapable of functioning without everyone being on a level playing field in card stats. No matter how long or eloquently you try to argue to get rid of free pvp decks it's pointless because no argument you can make will be worth essentially removing the pvp mode all together.
  3. Torban liked a post in a topic by Eirias in How much afect the free pvp decks to the economy?   
    Yeah, I was expecting a larger shift in prices but the impact on card economy was almost nothing, since PvP players are a smaller portion of the population.
    The only card I can think of that dropped in price was voidstorm, since that has 0 use in pve but is also rare. Players who wanted to use it in PvP could just use the free version, so demand was really small, and prices keep dropping until you can afford it even without the free version. But even cards like harvester, which is used in every pure shadow PvP deck, is used much more often in PvE because there are just more people playing PvE.
     
    Regarding making the free PvP decks less than full upgrades: that's been explained as a bad idea many times. Dedicated PvP players can buy their PvP decks because that's what they play, but then other players are discouraged from wasting their gold and bfp in the PvP gamemode  which they might only try a few times. Since the players who need free pvp decks are less experienced in the first place, why should they be further handicapped?
    But as @Dallarian has said, even this would have no impact on card prices. Dedicated PvP players still buy a lot of PvP cards so they can play different decks, and use surprise cards. The "occasional" PvP player wouldn't care about buying PvP cards because they'd rather focus on PvE, so they'll just play even less PvP. Basically the only players who'd be affected are new players who want to get into PvP, and there are so few of them it would make no difference to global prices.
  4. Torban liked a post in a topic by Draconnor in Decomposer   
    On Bad Harvest you don't have these additional minutes - as some point you simply must defend the wagon or die. So fixing decomposer - forces one or two players to do their intended work of defending wagon at least few minutes... its MUCH more that feeding 5 units.

    and about Comparasion to Guns of Lyr

    On speed GoL you need two players with speed decks and two feeders that still can defend few minutes and understand map basics at least. And still without decpomposer Position 1 and 2 are forced to stay alive about 8 min... its not that easy for new players without cards and upgrades.

    and finally - indeed most of maps can be done solo (so without decomposer) BUT for many of them it needs time and MUCH higher amount of skill.... and still soloing don't generate feed beggars... or something that in my native language is called "lerned helplesness" - when someone became to lazy to make something at his own.
  5. Torban liked a post in a topic by Kapo in Right-Click Card: Search in Market Option   
    Title says it - click the Option, Market Window Opens, Search field filled in automatically and Search starts.
    No idea how hard to implement though.
  6. Torban liked a post in a topic by SunWu in Decomposer   
    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.
  7. 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
  8. 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
  9. Torban liked a post in a topic by SunWu in Easing Cards Color Restrictions   
    I don't like the idea of every deck being nature + X. You can totally play lost souls with bloodhealing. Yes, regrowth and equilibrium are easier to play and stronger but heals aren't a necessity, they are a convenience.
  10. Torban liked a post in a topic by YaBro0 in Mountain Rowdy   
    He is pretty strong Statwise and has quite a decent effect (purple one) but has the same problem twillight brute has. The have quite insane stats and even are a M-Counter but get outclassed by either more utility or range. 
    Why would you play twillight brute over ghostspears if they cover low cost M and S Counter.
    For Frost it is even worse since Stormsinger just outclasses almost every M-Counter in the game. Ranged Swift M-Counter with a nice ability that covers Pure Frosts biggest concern, the Air Control. Stormsinger is quite Overpowered and if she wasn't a staple in every frostsplash, Mountain Rowdy would be a solid tech option but in this case he is just a wasted slot. Not because he is bad, just because he is unneccessary.
  11. Narwhalsatemyduck liked a post in a topic by Torban in Expert Campaign Deck: Your Recommendations   
    Usually do a expert maps as pure frost. It's a powerhouse on every tier, survivability is good, and not much can stop it's XL heavy t3 or it's wareagles which trivialize maps like nightmares end and king of giants while also having 2 reliable solutions to the twilight dancer spam expert loves so much with wareagles/white rangers. Defense tower coming in strong on every map requiring a t1 defense with it's crazy stat to cost ratio. Being able to skip t4 on maps that require you to be quick is very nice to have with that frost t3.
  12. Torban liked a post in a topic by Toggy in PvE pure fire deck   
    Hey,
    I played something like this in the open Beta, it worked for pretty much the entire campaign on advanced and rPvE 9:

    You usually do not need that many towers (but beginners might like it) and if you do not have shrine of war you can remove some spells. If you lack charge upgrades maybe add another T3/t4 unit. Otherwise you should have enough slots open if you cull oyur T2 a little, I never liked Skyfire Drake for PvE due to its low hp pool.
     
    Greetings,
    Toggy
     
  13. TOXICC liked a post in a topic by Torban in How to build a Shadow/Nature Deck for PvE?   
    One thing you really need to do is go through there and sort out all your orb requirements. You have a lot of pure shadow cards but also nature cards sharing the same tier that you can't even use until the next tier at the earliest. When do you even grab your green orb with this? I actually can't tell.
  14. Torban liked a post in a topic by Ladadoos in Patch #400025 - 26 January 2021   
    Patch #400025
    Greetings Skylords, Skyladies and Skyfolk,
    this is a minor update as a follow-up to our previous patch #400024. Many of the changes/fixes in this update are behind-the-scenes, which means that there is not too much to show. Most of our time has been spent on tracking down and trying to solve the issues that are causing unexpected server downtimes. Thank you to everyone who has been understanding of the situation!
    General changes
    Prevented the player state to automatically change from `Do Not Disturb` (DND) to another state by the game automatically. For example, previously if you had set your state to DND and then started a match, your state would automatically be changed to `Ingame`. This does not happen anymore and if the player now manually sets their state to DND it will remain in that state until the player chooses the `Online` state again. General fixes
    Fixed in-game chat slow-mode also applying to group, team and match channels. 
  15. Dallarian liked a post in a topic by Torban in Expert Campaign Deck: Your Recommendations   
    Usually do a expert maps as pure frost. It's a powerhouse on every tier, survivability is good, and not much can stop it's XL heavy t3 or it's wareagles which trivialize maps like nightmares end and king of giants while also having 2 reliable solutions to the twilight dancer spam expert loves so much with wareagles/white rangers. Defense tower coming in strong on every map requiring a t1 defense with it's crazy stat to cost ratio. Being able to skip t4 on maps that require you to be quick is very nice to have with that frost t3.
  16. Timer liked a post in a topic by Torban in How to build a Shadow/Nature Deck for PvE?   
    One thing you really need to do is go through there and sort out all your orb requirements. You have a lot of pure shadow cards but also nature cards sharing the same tier that you can't even use until the next tier at the earliest. When do you even grab your green orb with this? I actually can't tell.
  17. Torban liked a post in a topic by Cocofang in Skylords unique relationship to speedrunning   
    So I think Skylords has a very unique relation to speedrunning that you usually never see in other games.
    To illustrate my point, imagine this situation:
    In some ego-shooter there is a very difficult room you have a shootout in and enemies come from all sides, there is little cover and ammo. Now imagine someone is searching for advice online and asks a community for help. What you can expect (aside from some "gitgud" replies) is probably people explaining where enemies come from, where to take cover at what moment and which enemies to focus on to get through. You know, normal gameplay stuff. Now imagine there is also someone that comes in and goes "lol this room is SO EASY, all you have to do is jump on the crate in the corner and shoot it with your revolver. the recoil makes it fall through the floor and you with it. now you are on the ground level. ezpz". What sort of reception do you think this sort of advice would get? Definitely not a positive one.
    That's because speedrunning and regularly playing the game are usually kept as two very distinct and separate ways to interact with a game.
    In Skylords, it's different. It has blurred together. Meta-gaming (approaching the game in a way that directly interfers with mechanics or uses hidden information of the game to gain advantages, playing outside the rules of the game) became part of normal gameplay.
    You see it expressed in sentiments and advice like:
    "the map is easy, just build Mark of the Keeper to mess with the ranged AI. if you keep them alive then scripted waves stop spawning"
    "yeah, it's pretty easy with Nightguard. that absurdly strong unit can be take over by her on this map, so just do that"
    "the timer doesn't matter. just block Jorne with buildings so he cannot follow his intended path"
    Many people have accepted this as the norm, the regular way to play Skylords. I don't know any other game where meta-gaming and exploit-strats from speedrunning are normalized to the point where when anyone asks for advice for specific maps the very first reply will most likely be something along those lines. Even the ambitious guide to all Expert maps lists known exploits as possible solutions.
    Some issues that come with this unique environment are:
    People start to completely and utterly depend on meta-gaming. Not only does it seem that many have never even played some maps without it, I regularly see people argue that exploits are downright necessary to beat some maps.
    Playing regularly gets looked upon unfavorably in multiplayer. If you don't do "whatever it takes" to win (as in, use the common exploits), you wasted everyone's time.
    It warps perceived power levels. Completely overpowered cards may be looked upon as - and I have fallen into this trap myself - "not so bad" because after all, there is this speedrunning exploit that's way more powerful.
    It warps perceived difficulty. Many Expert maps are extraordinarily difficult and require many tries and adjustments to deck and strategy if you attempt to solve them from scratch. But if you simply break the game, many hurdles downright vanish.
    You can perceive campaign PvE as "done" much sooner. Meta-gaming makes many maps much easier and quicker. You can tick them off, probably never revisiting them again because they are "solved".

    What I don't intend is to discredit speedrunning as a way to interact with the game and enjoy it. There is a lot of planning, learning, trial and error going into each speedrunning strat and many solutions people come up with are really clever. Trying to strain the games mechanics to their limits until they break and finding quirks to exploit for that one additional advantage that shaves another minute off your time is an impressive process. Not to mention some speedrunning strategies are very high-execution.
    What I am talking about is the various ways this game is affected by the blurred line between speedrunning and regular gameplay. The various exploits and meta-game strats that are commonplace in this approach across all video games do affect this game in very unique ways.
    What are some thoughts and experiences with this special environment?
  18. gemeiner Lauch liked a post in a topic by Torban in Players don't want to play Collection PvP   
    Ooooh those ranked seasons with rewards sound great! Looking forward to it!
  19. Metagross31 liked a post in a topic by Torban in Players don't want to play Collection PvP   
    I suppose some achievements wouldn't be a problem but anything trying to push players to do it I'll hard disagree with. Not sure it's worth the effort though.
  20. Metagross31 liked a post in a topic by Torban in Players don't want to play Collection PvP   
    It's time to give up pointless collection pvp and stop trying to pressure the devs to force people to play a terrible mode no one plays for a reason. There just isn't a place for it and it's not worth development time as proven by it's failed addition.
  21. Torban liked a post in a topic by RuneSeeker in Players don't want to play Collection PvP   
    Honestly, this sums up the fact that the people have clearly voted with their interests on the whole free pvp decks/collection debate. 
  22. Dallarian liked a post in a topic by Torban in Players don't want to play Collection PvP   
    It's time to give up pointless collection pvp and stop trying to pressure the devs to force people to play a terrible mode no one plays for a reason. There just isn't a place for it and it's not worth development time as proven by it's failed addition.
  23. Torban liked a post in a topic by werty in kobold trick in pvp is too trong   
    nope its not, try to fight a couple firedancers behind the wall with stonekin.
     
  24. Torban liked a post in a topic by nofearek9 in kobold trick in pvp is too trong   
    and how you expect to counter pure fire and pure shadow attacks ?
    frost and stonekin decks have weak attack ,because you lost a game in pvp doesnt mean we must change a card.
  25. RuneSeeker liked a post in a topic by Torban in Players don't want to play Collection PvP   
    It's time to give up pointless collection pvp and stop trying to pressure the devs to force people to play a terrible mode no one plays for a reason. There just isn't a place for it and it's not worth development time as proven by it's failed addition.
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