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Posts posted by Metagross31
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For Passage to Darkness it is usually not too hard to find a group, as it is probably the easiest expert map in the game and gives lots of gold.
For Ascension it can be difficult though, as this map can be quite unforgiving on expert if people on maps 1 and 2 fail their tasks. And on standard and advanced difficulties people usually don't play it, as the rewards are too low.
In general for 12p maps, it is always helpful to look for more people to play in the /lfg chat or the looking-for-group channel on Discord.
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One think about the difficulty of the new maps:
Keep in mind, that the old maps have been around for about 15 years now, so players had a lot of time to figure out the best strategies for each of them, including ways to cheese maps using mechanics like spawnblocking, spawntrapping, gateskipping etc. The new maps on the other hand have only been around for a few months now, so there is much less knowledge about what the best strategies are or possible methods to cheese the maps. Additionally, these maps have been designed and tested with a lot of hindsight with respect towards the old maps and thus the map team already knew about a lot of cheesing mechanisms and tried their best to not include any obvious skips or cheap win strategies.
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On 12/3/2024 at 3:15 PM, Kubik said:
🤔How would it differ from watching a replay?
I think he means watching it live while the others are playing.
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To be fair, there are quite a lot of NPC units that work much different than player versions, e.g. Windhunter, Vileblood or Twilight Dragon.
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6 hours ago, SunWu said:
You can also motivate them for more damage, feels quite statisfying. Won't work that well against willzappers or mark of the keeper though.
You can even use transcendence instead of motivate. And for the willzappers, if the deckslots allow it, you could do Enlightenment + Sanctuary 😄
SunWu likes this -
I think what Coco referred to was something like "heals 20hp/sec + 2% max HP per second" so even low hp units get some nice heal over time. (The numbers are just an example and not to scale)
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9 hours ago, Ggoblin said:
"The Prices scale with the numbers of players:"
I assume you mean prizes?Yes, that is also one word I always get wrong 😄
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2 hours ago, Conbleach said:
Thanks for butchering Amii Monument and making it unplayable without improving the underlying problem that made the card so attractive in the first place. Now you took the freedom of choice from the players that enjoyed using this card in their decks. The only people that are thankful for this change previously chose to not use the card because of personal reasons.
Why didn't you add a new card with this crappy effect instead? Instead of dictating what is "good" and "bad", instead of deciding for the player whats better for them, why not leave the freedom to the player and supplementing available T3 options?You still have the option to play on the newly released legacy server, where Amii Monument still functions the same way it did previously. The team has also buffed a number of T3 cards already with more improvements to the T3 experience in the working.
2 hours ago, Conbleach said:I previously tried bringing new players into the game and their main complaint was that the game is too grindy after learning about the upgrade system in light of the currently nonexistent economy.
Not sure what you are talking about with the nonexisting economy. There are currently over 4500 auctions listed in the auction house with most prices being relatively stable after the team introduced features like reforging and Rebirth boosters. Tou also have other options for trading, such as the ingame trade chat and the trade channel on the official Discord. In my experience as a player the only thing, which can require some time to find good offers for are rare promos, such as Ravenheart.
2 hours ago, Conbleach said:Effectively you have reduced the pool of viable deck options for these players which is just a really bad decision in general.
The team has already introduced around 25 new cards to the game and did major buffs and reworks to countless others. Meanwhile, there are very few deck archetypes and strategies, which have been severely nerfed. I would really suggest you check out all the options you have for deckbuilding right now and compare them to what is possible on the legacy server before coming to such a conclusion.
SunWu likes this -
Hey,
currently, there is no such feature. You can filter your decks by orb colour, but not by specific cards like you can in the auction house or card collection.
I guess it would be possible to implement that, but I do not know if that feature is currently being worked on or has any priority.
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1 hour ago, shaulani said:
To be clear - I was looking for orbs and not amii monuments. Which should not give an extra tier after the latest patch though.
The Amii monuments on the map function like the pre-nerf player card, i.e. they give you access to T3.
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5 hours ago, Equinox98x said:
Wish granted, but the playerbase becomes so large that we have to do major server updates because of a too small capacity.
I wish all nice wishes in this thread would come true once and for all.Wish granted, but so do all corruptions.
I wish I would finally find some of the new cards in some boosters.
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If you haven’t logged in for a long time, your account was most likely reset when the beta ended. With the full release of Skylords Reborn in December 2020, there was a last and forever final reset.
There have been a lot of new additions though to make starting over more easy, such as achievements in various difficulties, daily quests, map of the day, PvP happy hours and more.
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There is already a similar feature in the game. When you go to any map, there is a "suggested decks" button, which shows the last few decks you have beaten that map with. Maybe one could use that as a starting point to expans on it.
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Maybe I can finally combo SoW and Plague together again 😍
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10 hours ago, This Is Halloween_2 said:
I may have a simple solution to fix the issue of the gate-exploit : give to the players a limited amount of charges at the start of the game. Each time the switch is activated, 1 charge is used. When all charged are used up, players can no longer activate the switch (so the gate will expire 2 mn later).
As said by Cocofange, the natural time for players to use the switch is when the in-game callout start, so every 2 mn. We probably should be indulgent and let players use it a bit earlier without too much consequences (like every 1:30mn).
With 12 charges total it leaves 33:45mn (30mn +1:15mn at start + 2:30mn for gate to break) to players before they are punished. Realistically, that's 27:45mn if they do it every 2mn, 24:45mn if it's every 1:45mn, and 21:45mn if it's every 1:30mn.
However people abusing the mecanism could only do so for 9:45mn (6mn + 1:15mn +2:30mn), meaning they'd have to turbo speedrun the map or be punished for failing.
On average to cut the 1st waves from incoming, you need to activate the gate after 35s (in general people do it after 30s). For the second wave it's around 1:15mn. So with the change people could still cheese the second wave, but it means you need to finish destroy the amii bulding at 18:45mn while having had to deal with 1 wave each cycle, and because the waves has spawned, you'll have to tank it next time with the 1st new wave.
This solution probably doesn't solve the pb for the fastest speedrunners (which are in a way rewarded for their speedrun on one side, but I can see that becoming a pb with everyone trying to speedrun the map in the same way on the other side) who can clear the map before all charges are exhausted, and we might see people try to time the gate to cut the second wave. But for everyone one else it should do the trick.
It should also be an easy solution to implement, considering the game already has a similar system in convoy, where some line of codes could probably be borrowed.
Of course the text in the in-game obj box needs to be updated to indicate the charges to the player.
In counter part, I agree with Cocofang proposal above. If we apply my proposed changes (charges on the gate + Moira), we should replace that twilight dragon by an abomination, and remove those early card blockers (it's not that they're just strong, it's that they're also uninteractive and unfun to play against for most players. Not being able to play your cards in an RTS card game breaks a fundamental part of it and means people are frustrated when facing them, and that is not what you want in a game).
And then there's also the wells on the east side.
Hope my proposal can help.
I like the idea with the charges. Implementing that change should be easy, but we do not have Brannoc voicelines to explain that mechanic, which would be a bit of a downside.
But in the end, it is mostly a design decision, that the map team and game designers have to consider.
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3 hours ago, Fimion said:
Then just ask players or staff members to translate it for you im sure there are plenty of German French and Russian players here.
There are actually not that many translators working on the project and there is already lots of stuff to translate (e.g. every single card chage, new card, outcries and storybook entries for the new maps, new menu options etc.
Trying to translate every single proposed change that may or may not make it into the game together with the reasoning behind it into all of these languages and updating it whenever that proposal changes is just not feasible.
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Thanks for sharing! For me it works with wine as well, but maybe using Proton can make the setup easier and less of a hastle.
Llewellyn and You will win with me like this -
9 hours ago, Fimion said:
Show us these testimonies please.
Why was this only being discussed on Discord and not on the Forums? Im sure alot of players arent even aware of this you could have added a poll in the news tab that always shows up first when you enter BattleForge.
I would really like to know if the majority of BattleForge players support your changes or just some people on Discord.
Literally the first thing you see when going to the forums is a bih banner pointing you towards Discord. There are also official posts on the forum, which list all official SR Discord servers, including the balancing Discord. Also, all balance changes, from big changes like Amii Monument to minor things like "Increase Lyrish Knight HP by 20", were posted there first with the possibility to talk about them in length and this has been the practice for years now. So I don't think the team is at fault for not making it even more obvious where to find balancinh discussions.
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We could also add Teststrike (The test server-only card, that oneshots everything at T1 without groundpresence) to the main game. It would allow for everyone to cheese every map and skip T1-T4. But people could just not use it and the group leader could say "No teststrike please" and check everyones deck and we could say at each event "Teststrike is banned". It would even allow for much faster speedrun strats on almost all maps. But would that be a good idea? I highly doubt it. But if we then would remove it again, that woyld kill all the new strats and decks with Teststrike in them. Would you then protest against Teststrike being removed?
With Amii Monument it is similar but less drastic. It doesn't remove T1-T4, but it can be used to effectively remove T3 mostly from the game. While its presence may enable some (by the map makers unintended) strategies, it removes a lot of theorycrafting and potentially much more colourful startegies and options from the game.
And regarding the "just don't use it" argument; that completely negclegts the impact of human psyche, that SunWu mentioned. By that logic you also say "What's the problem with gambling or drugs? Just don't do it lol"
Emmaerzeh likes this -
What if she couldn't attack air, so Skyfire could counter her?
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There is already a warning in the game, when you try to sell the last copy of a card, which is used in a deck iirc.
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What about Stone Tempest?
Patch #400050 - 22 December 2024
in Updates
Posted
Stone Warrior (b) works well together with Timeless One, especially in PvP, since TO has a super cheap freeze and the lance oneshots Juggernaut.
Tbf, I also don't see the green affinity being all that useful now, since there are barely any paralyse effects in the game, one being Creeping Paralysis, which has to compete with Oink for slots and has awkward orb requirements, and most others are at T4, where Stone Warrior is most likely outshined anyways.