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  1. I have really strong doubts new Battleship will be a smash hit card with these changes. In case anyone missed it, here are my thoughts. --------------------------------- Battleship orb change is now in restrictive 4 blue orbs. Without enlightenment, this essentially means Frost has a dead XL flying cardslot now only useable in pure frost. Like Dreadnaught, new battleship will likely see almost no usage except with Enlightenment. Frost as a whole just lost it's only XL flying creature card. And, there's more. ------------------------------------ The card slot efficiency to maximize the new Battleship abilities.... is terrible. Much like the Frost Crystal tower, It takes additional slots just to get a slow unit at Flyer fast speeds on equal footing to pretty much anything else. A handicap. 2-5 slots required Minimum to make Battleship fast shield strat feasible. +1 to 3 Ice shield creating card slots +1 Ice age (Probably needed to use well, most people will still likely cut this anyways.) +1 The Zoom zoom zoom battleship itself. ------------------------------------------------- If i need 4 blue orbs to run a Battleship, 2-5 card slots for Battleship speed ability usage and I still need to power income dump for shields repeatedly per individual Battleship just to be on par with the other Flying t3, t4 units that I remind you I don't need to micro. Why would I do it? I would go Wyrm, Spirit ship, Skyelf Commander, Fallen Skyelf, Bahir, Swamp Drake or stick to ground for Pure Frost like Iron clads and Dreadnaughts on . ----------------------------------------------------------- Then there's barrage. I am completely convinced Barrage spamming Battleships like inferior worldbreaker guns will be what most people will actually try using the New Battleships versions for because that's cool. The problem being these card niches are infamously held by Worldbreaker guns and Constructs, which Frost has much better synergies and better orb requires with hands down.
  2. As part of our upcoming Nature balance changes, Spore Launcher will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change: Iteration 1 1. Remove slow (normal XL speed, 6.4 m/s) 2. Linked Fire support: 6 max --> 8 max 3. New Active, "Sprout Spore:" A. Cost: 80p B. Summon 2 Treespirits which take 50% less damage. Treespirits have shadow affinity. C. *Description:* "Activate to sprout 2 Treespirits. They will have the same upgrade level as Spore Launcher. Summoned Treespirits take 50% less damage. Reusable every 60 seconds." Iteration 1 Goals As regards Spore Launcher, we must wonder why the original developers gave the unit Siege. Was the card actually intended to be an offensive unit? If so, what would that even look like, and could we somehow achieve it ourselves? It is in pursuit of such a goal that we will be making the following changes to Spore Launcher. First, we are removing the unit’s slow and increasing its speed to that of a normal XL-unit. Next, we will be increasing its support capacity, that is the number of units that it can be supported by, from 6 to 8. This should allow Spore Launcher to outscale its T3 counterpart in Razorleaf. Finally, we are introducing a new active called Sprout Spore which spawns 2 Treespirits in like manner as Satanael spawns Snapjaws. This should allow Spore Launcher to create a semi-mobile unbound power root support battery which when combined with Sylvan Gate should give the unit the ability to function as an attacker while it utilizes its long range of 50m.
  3. I can only make a guess, but with a Werebeast/Treespirit start you might want to cut Swiftclaw/Spearmen. In T2 Burrower/Deep One also end up being less relevant as you apply siege pressure through Spikeroot. Since root network strategies require to accumulate advantages by slowly building up pressure the 100 energy downtime through building Shrine of Memory also grants less value in this set up. This should open up enough slots to play the full root setup without cutting down T3 which would be another option of opening up the deck slots. Attached a root network deck, that I like to play from time to time. I don't use living tower as it is way to static for my liking (root nexus + living tower can be a good response to aura of corruption though) and kept Deep One due to its overwhelming stat efficiency. Razorleaf is more for style points, Brannoc/Mo usually are more powerful XL options in T3.
  4. o m g If you guys are going to keep pumping out epic looking barrier card artworks (not to mention for t4 pure spells) i demand we get more character icon slots because I literally cant help myself. But FR amazing work keep it up, you guys are the best ♥
  5. Greetings Skylords! We are very excited to tell you about our newest patch. Welcome to this special Community Update! • Patch Release We are currently hard at work finalizing the upcoming patch, which is planned for release later this weekend. We do not have a specific time yet, but we expect the patch to hit the live servers this Sunday. We have also created a special video for this patch, be sure to check it out! In this community update, we will show some of the changes that will be included in this patch. For a full list of changes, please check out the patch notes, as there are many changes not mentioned here. If you start the game after the patch has released, you will be greeted by a new loading screen. This is a combination of the wallpapers drawn by our former artist Nano, and additions and alterations by Tweeto. We hope you notice all the attention to detail and love they poured into it! • New Cards We are excited that you will finally get your hands on the cards we have been working on for the past months. With this patch, three new cards will be added to the game: Wasteland Terror Wasteland Terror is finally here! This awesome Bandit-take on the dragon model fires streams of sand that will lay waste to your enemies. This card has been long in the making, check out the original announcement for an overview of its abilities. Transcendence Transcendence is our first Amii spell, and provides a powerful buff or debuff as long as you keep its target alive, rewarding careful management of the fight. Check out the original announcement for more information. Burning Spears Burning Spears joins the Fire faction to battle an age-old weakness of its pure deck: L and XL units in the early game. Check out the original announcement, for more information and an artwork spotlight. • New Promo Card: Mana Wing Alongside our new cards, we have also added a new promo card to the game. Every player will be able to get a promo Mana Wing by completing the new achievement "A Force of Nature". The promo will not be available in boosters, but it will be trade-able. • New Achievements This patch will add 18 new achievements into the game. Those are aimed at improving the new player experience, while also giving our more veteran players something to work towards. Please note that if you have beaten specific maps previously, they do not count towards these new achievements. [ Infinitely Scaling Achievement ] Reborn in Fire [1 Mini-booster] Reforge Cards (Unlocks every 20 reforges, scales infinitely) [ Beginner Achievements ] Just a Story [1 Twilight booster] Complete Viridya and Brannoc's story on standard difficulty or higher (Encounters, Siege of Hope, Defending Hope, Soultree, Crusade, Sunbridge, King of the Giants, Titans, Ascension) The Most Dangerous Game [1 Bandits booster] Complete Mo's story on standard difficulty or higher {Mo, Ocean, Oracle, Slave Master, Convoy, Blight, Raven's End, Empire) A Debt Unpaid [20,000 gold] Complete the story related to the Treasure Fleet on advanced difficulty or higher. (Bad Harvest, Treasure Fleet, Mo, Blight, Slave Master, Convoy) A Mile in His Shoes [2 Stonekin boosters] Complete Rogan's story on advanced difficulty or higher (Encounters, Siege of Hope, Defending Hope, Crusade, King of the Giants, Titans, Dwarven Riddle, Guns of Lyr, Empire) A Wrinkle in Time [250 bfp] Win the 4-player map Empire spawning at least 5 different Lost Souls cards from a deck containing only frost, shadow, and Lost Souls cards. Godslayer [250 bfp] Win the 2-player maps Sunbridge and Insane God on any difficulty. Apprentice [1 booster] Win 20 randomly generated PvE matches of difficulty 5 or higher. [ Veteran PvE Achievements ] The Road Not Taken [3 boosters] Win 20 randomly generated PvE matches of difficulty 9 or higher. Turn Back All Ye Who Enter Here [6 boosters] Win 20 randomly generated PvE matches of difficulty 10. Nevermore [2 Bandit boosters] Complete Blight's story on expert difficulty (Blight, Raven's End, Slave Master, Ocean, and Oracle) Make it Double [2 Amii boosters] Complete all 2-player maps on expert difficulty. (Crusade, Sunbridge, Nightmare Shard, Nightmare's End, The Insane God, Slave Master and Convoy) Never Thought of Him [100,000 gold] Complete the story of Mo becoming the new king of the fire tribes on expert difficulty with all players in the map using decks containing only Fire cards. (Mo, Ocean, Oracle, Slave Master, Convoy, and Raven's End) The Long Journey Home [2 Frost boosters] Complete the story re-establishing the Kingdom of Lyr on expert difficulty using decks containing only frost cards. (Encounters with Twilight, Siege of Hope, Defending Hope, Bad Harvest, Dwarven Riddle, and Guns of Lyr) Not Even My Final Form [Rogan Kayle Card] Win the 1-player map Encounters with Twilight on expert difficulty without using T3 or T4 cards. Forest for the Tree [Viridya Card] Complete the 1-player map The Soultree on expert difficulty using only Nature cards from T1 and T2. A City Strongly Compact [Stronghold Card] Win the 1-player map Defending Hope on expert difficulty with a deck containing only spell and building cards. A Force of Nature [Promo Mana Wing] Complete all 1-player and 2-player scenarios on expert difficulty with all players in your team using decks containing only Nature cards. • Map Changes Campaign Maps We have made adjustments to a couple of campaign maps. These changes include standardizing gold chests (adding or removing them on maps that break the standard) and adding extra power wells or additional capacity of current wells to improve the early game of maps like Nightmare Shard and The Dwarven Riddle. For a full list of changes, please reference the patch notes. Rebalanced 2vs2 Maps The rebalanced 2vs2 maps can now be played on the live server. Changes include removal (or adjustments) of walls, wells, slight changes to the layout, and making certain areas immovable for flying units. This should result in a better play experience and more balanced maps. These maps also have observer versions, and we have updated the minimaps to be accurate. • PvP changes We have implemented multiple changes that should make playing PvP easier and more rewarding. If you need any help to get started, remember that you have access to free and fully upgraded PvP decks, and we have a great guide available, written by top players. The following changes have been made: New Player Protection To protect new players from facing top players when they are just getting started in ranked play, it is no longer possible to get matched with players with a base ELO above 135.000, if your own base ELO is below 102.000. Made Player Names Anonymous To prevent players from dodging bad match-ups, player names have been anonymized in the ranked lobby. This does not affect the sparring lobbies. Losses Are Now Hidden It has been proven in other competitive games that showing losses on the ranked ladder results in demotivation and higher entry barriers. We have therefore removed losses from the ladder. The information is still accessible on your profile if you so desire. Updates To The Free PvP Decks We have made some changes to the cards contained in the free PvP decks to compete with the new meta. If we made updates to the free PvP decks you have currently selected, you will now have the option to either swap to the new cards, or keep your current set up. Changes have been made to Pure Nature (Parasite over Shrine of Memory), Twilight (Twilight Minions over Ghost Spears), Pure Shadow (Executor over Nightguard) and Pure Fire (Burning Spears over Scorched Earth). Improved Rewards We have removed the gold penalty that was currently active for playing sparring games. Quests that require you to play 2vs2 games, now also count 3vs3 games for completion. We have also allowed you to drain the reserve while looking for a match. If you queue for at least 5 minutes, even if you don't find an opponent, you will earn BFP as if you were ingame, meaning you get BFP not just for playing, but also while searching for matches. Happy Hours Happy Hours are specific time periods where players will receive additional gold and BFP for playing PvP. During Happy Hours, there will be an in-game announcement and the icon on the world map will indicate Happy Hours are active. Happy Hours will take place during the following times: - 1vs1 happy hours: 7pm-9pm CET - 2vs2 happy hours: 9pm-10pm CET - 1vs1 happy hours: 4am-5am CET By clustering players together during certain time frames, players will have an easier time finding matches more frequently. • rPvE Fire Balance Changes We have rolled out some balance adjustments to the fire faction for rPvE. The Fire faction in rPvE can be extremely strong, but due to its high attack and low defense, it is extra vulnerable to Crowd Control spells. We tried to counter this weakness with a brand-new building that removes Crowd Control effects from nearby units. Some major enemy damage dealers have been rebalanced, which should result in an improved experience for all skill levels. For more information on exactly what was changed, please reference the patch notes. We have also expanded the wiki to contain information regarding the various bosses you might encounter. • Balance Changes This patch also contains rebalancing of over 40 cards, with a large focus on Nature cards. These changes follow the mindset written out in our Nature Deep Dive. While already a great step forward, our work on (Pure) Nature is not yet finished, with some of the more complicated changes (f.e. Abyssal Warder and Grove Spirit) still being worked on. Regardless, these changes should have a positive impact on the faction. Players will enjoy seeing a Forest Elder on the battlefield, since the card now has a mobile Breeding Grounds effect, reducing the cost of friendly units spawned by its side. Promise of Life has gone down a tier, now requiring only 3 Nature orbs, while Shrine of Memory has gone up a tier, now costing 2 Nature + 1 Neutral orb but increasing its effect greatly. These are just a couple of examples from the many changes that will be included. You will be able to check out all the details in the patch notes soon. • Tournaments / Events • NEW - Official PvE Contest #6: The Soultree Faction Battle - Until 19.06.2022 In this event, you can show off how much you like your favorite faction. Beat the single player map 'The Soultree' on advanced difficulty using only mixed-colored units and buildings! The event will start after the new patch is live. More information. • NEW - Skylords Battleship Kahoot Quiz - June 12th 2022 16:00 CEST Dallarian and Volin are hosting a Skylords Reborn knowledge quiz! The quiz will be streamed on Twitch and use Kahoot, which is easy to access by phone or PC. There are a ton of prizes up for grabs, so the majority of players should win something. More information. • NEW - The Skylords Open #15 - June 19th 2022 - 14:00 CEST The new balance changes and addition of Burning Spears should shake up the PvP meta, so what better time to host another Skylords Open? This 1vs1 tournament is open for all players, and will be streamed live on Twitch. If possible, please sign-up in advance. More Information. • FINISHED - CCC #5 - Prophecy, Prophecy, PROPHECYYY! Kapo hosted another successful Crappy Community Contest© on an altered Oracle map. Players had access to 16 orbs and 10.000 power to beat the map as fast as possible. As with all CCC, the more players attend, the better the prizes are, resulting in a free booster for the whole community. View the event and the code. • FINISHED - Skylords Bounty: Spring Forge A Skylords Bounty is an open-source task for the community to create something needed in one of the departments of Skylords Reborn. For this Bounty, we asked the community to help us create a spring-themed Forge. We got multiple submissions, and will now work together with the most promising candidate. Every serious attempt will also be rewarded with a Nature booster. If you participated, you will hear from us in the coming week. • 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. • Team Changes Hirooo has joined our team as Faction Designer / Balance Developer. He has already been helping us a lot with testing and balancing PvP, so we are happy to welcome him to our team! Sadly, MarcoMaar (UI Developer) and RookieN (Map Designer) will leave the team due to long inactivity. We do want to thank them for their contribution to the project! • Contribute To Skylords Reborn We are currently looking for more people to help us create new content. Many upcoming features are on hold or take a long time due to a lack of volunteers, so we encourage you to take a look at our open positions. For example, we are looking for a Map Artist to help us with Defense rPvE, and a Map Designer to work on creating new Campaign Maps. And we could always use more developers to improve the game in general. If you want to help with creating new cards, we encourage you to consider our Artist and Balance Developer roles. We can always use more people in those departments to speed up progress. Adding voice lines to our new cards is currently on hold due to us missing an Audio Editor. We would also like to improve our marketing; you can help out as a Marketeer, but also a Video Editor, creating short card reveal videos and exciting trailers would be greatly appreciated. If you don't want to join the staff, you can still help with proofreading, testing our maps or creating a community event. • In Conclusion We really hope you will enjoy our latest patch "Force of Nature"! To celebrate the release, and to help you out with your Nature decks, we have a special scratch code for you. This code will reward you with two Nature boosters! SOIL-ROOT-TREE-LEAF Feel free to share this code, but please do so by pointing players towards the Community Update instead of sharing the code itself. The code is valid until July 1st, when we will bring you our next Community Update. Going forward, we will bring you these Community Updates monthly, on the first day of every month. What changes are you most excited for? What decks will you build around the new cards? We would love to hear in the comments! Archive • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide) • Overview Community Updates • Community Update #23
  6. As part of our upcoming tower rebalance, Lost Launcher will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change: Iteration 1 1. Lost Launcher (r), Infused Rage A. Number of attacks required per stage of rage: 4 attacks --> 3 attacks 2. Lost Launcher (b), Blessed Ice Shield A. Ice Shield now refreshes every 40 seconds B. Ice Shield strength: 600 life points --> 500 life points C. New Description - "Every 40 seconds, tower is endowed with an Ice Shield that absorbs up to 500 damage and may restore its absorption capacity by 5 every second." Iteration 1 Goal A minor buff to Lost Launcher. As-is Lost Launcher(r) takes a very long time of 26.67 seconds to reach its maximum damage output. With this change, Lost Launcher(r) will reach its first rage stage of +25% in 10 seconds and its maximum rage buff of +50% (2025 dp20) after 20 seconds. Overall, this should allow Lost Launcher(r) to better fulfill its role as the damage affinity. Lost Launcher (b) spawns with an Ice Shield but if it is lost it never returns. We have slightly reduced the total strength of the Ice Shield in exchange for allowing the Ice Shield to refresh itself every 40 seconds. While this is a long cooldown, towers are not always in combat. The result of this change should be to make Lost Launcher (b) slightly weaker if used for a single engagement but much stronger when used to defend a location over a long period of time.
  7. We might be able to talk about this in a few years, but right now it would create more problems than solutions for balancing. Only a few decks do have sufficient options, that really improve decks at higher slot numbers. If almost every deck has 35+ truly viable cards for PvP, an increase might be an option, but for now most decks would just overload their T3's or add oppressive conditional strategies rather than providing more interesting game dynamics. Stonekin is the only exception right now as it has many different unique and viable T2/3 cards, that are not used for slot reasons. Adding them would improve options in T2 and allow different game styles (Attacking f.e. can revolve around different core units, that work against specific factions: Burrower, Mountaineer, Stonetempest, Crystalfiend, Stormsinger, Razorshard) or stick with current options, but with an actual T3. Standard meta deck Lost Souls has a very solid core deck structure, that wins scaling games consistently once you are ahead of the curve. This playstyle would be totally unaffected by increased slots, you just increase the options of getting that little lead throughout the game by adding counter cards like Lost Reaver, Lyrish Knight, Skyelf Templar and solidify the raw T3 power level by slot increase (6 slots are really powerful). Some decks Like pure Pure Fire could add something like Global Warming or Spitfire, but these cards don't really add anything and don't reduce any core issues. Relative to other decks pure Fire gains nothing new, while facing some more versitile decks with specific counter units (Twilight Brute, Skyelf Templar) and much more oppressive attack patterns (heavily supported L units, undead army etc.). Playing off meta decks is always possible, but people usually prefer to stick with the most powerful and most well rounded strategies. 25 slots won't change this. They won't randomly start playing things like Tower of Flames + Architechts call even at 40 slots, because these things are bad and not situational sleeper combos, that are restricted by slot investments. Stuff like Enlightment + Earthshaker might be more realistic, but that's just another toxic basenuke. PvE implications are also huge on a sidenote, since it makes deck building much more efficient and alot of speedruns are affected by this too. Makes the game much easier in that department. Creating more strategic options through card balancing and removing opressive matchup imbalances should be current priority. If we ever reach that goal in a couple of years and get to a larger healthy card pool, slot increases might be reasonable as a result of this.
  8. Foreword Content: Cost Tier progression Alternative cards to use Upgrade priorities Replays My other Guides Reading time is maybe 15 to 20 minutes. For some people the first thing they ask in the game is "can sb show me a good beginner deck?" Unfortunately some of the answers they receive won't consider the cost. Both when it comes to the cards themselves but also for the upgrades, which cost gold. This deck here is meant as a baseline to get going. Present some various, different concepts to give pointers and grant access to gold flow. But Skylords is all about experimenting! Don't like something? Change it! Want to give something a try? Just slot it in! Pulled an interesting card that you want to see in action? Build a deck around it, make it work! Struggle with a specific map? Try different cards, there might be more suitable ones for different situations. Create something else entirely from the ground up? The card pool is your oyster. With that being said my goals here are: Use almost exclusively Common cards to keep upgrading costs to a minimum Use cheap cards Introduce cards (in the deck itself or as alternatives) that have at least some interesting synergies and are more involved Be forgiving Be flexible, so many cards can be changed Be rPvE 9 ready right out of the box, so it also packs a punch Cost The total to put this deck together is much less than 300 BFP! That means you can literally have this whole deck up and running within 45 minutes after first starting the game. You get 150 from your two dailies. 200 from your daily boost and you are set already. If you want a bit more buy your discounted daily booster for 350, resell it to someone. Netting you a total of at least 420 BFP, which you can use to buy everything you need and more. I played a few rounds of rPvE 9 without any upgrades myself. I'd advise you to stick to solo until you got a good feeling for the deck. Play one round of 6 or 7 at first. Then try 8, then 9. This deck contains almost exclusively super cheap Commons or ones that are even included as starter cards. You can also ask around in trade, people might be willing to sell in bulk for even less than in the AH. Windweavers 20 (starter card) Burrower 30 Razorshard G 20 Swamp Drake 20 (starter card) Lost Horror G 20 Grimvine 80 Giant Wyrm 20 (starter card) Primal Defender 10 (starter card) Fountain of Rebirth 40 Breeding Grounds 15 (starter card) Healing Gardens 30 Necroblaster G 10 (starter card) Surge of Light 20 (starter card) Curse of Oink 25 (starter card) Stone Shell G 20 Equilibrium G 15 Regrowth 15 (starter card) Unholy Hero 10 (starter card) Rifle Cultists 10 (starter card) Offering G 10 (starter card) So minus starter cards it totals roughly 255 BFP. Even less if you take the time to ask people in trade chat. A bit more if you buy during price spikes in the AH. Alternatives to Grimvine (note the comments under "Alternative cards to use"): Gemeye P or G - 50 AH (Auction House) prices seem to be pretty consistent, if big outliers appear they usually settle again after a few days. You could get away without using Grimvine or Gemeye, slightly reducing the total cost of the deck, but a T4 with only Lost Horror G and Giant Wyrm lacks a beefy frontline. You could also spam Emberstrike and Boom Brothers, as presented as alternatives below. You will notice my use of singular letters next to card names, which are referring to the cards affinity. G = Green, P = Purple, B = Blue, R = Red. Cards with affinities have two different versions and they vary in effect, depending on their affinity. Affinities are represented by a small dot on the card in their respective color. They have nothing to do with what Orbs you need to play that card though. Tier progression Tier 1 - Nature Build two Fountains of Rebirth so you can have their buff permanently running. They even affect allies, which is a massive boon for all other factions that usually have no or little sustain on T1. In the long run, it will also reduce how often you have to use Surge of Light. What is more, it will make you accustomed to managing timed, global buffs. A mechanic that many decks utilize (Shrine of War being the most prominent example). To make things easier, assign the two fountains to one group each as a shortcut, just as you do with your units. Spam WWs (Windweavers). Because of their ability they can hit two targets at once. Which means, as long as there is more than one target, their effective DP20 (Damage Per 20 Seconds, which is the average damage value that is printed on cards) is actually 960. As soon as a squad of WWs goes down to about 50% HP, pull them behind other squads. Enemies will switch to attacking one of the closer squads, at which point you can reengage with the wounded WWs. This distribution of damage will make the Fountains more effective and also make it more likely you don't overheal with Surge. If you want a tower at T1, the Primal Defender is your building. Two of them can be a big help to defend your initial base on solo rPvE 9 so you can go on the offensive with your WWs. Tier 2 - Nature -> Frost Razorshard G is the backbone of this T2. The main reason for this is its healing aura, which does not require card upgrades to be powerful. Spawn two of them so they can heal one another. It might feel a bit clunky to play at first but its worth it. You will get accustomed to active abilities, positioning and effective use of units which have immobility. Also, while WWs have no preferred target (see the star next to their damage value), Razorshard G will deal 1.5x damage against S size enemies (if the target has an S next to their life value). So have your Razorshard focus on those targets to take them off the field earlier. Very important to note though, that this damage bonus only applies to their melee attacks. Their Bombing Raid ability does not benefit. Keep using your Fountains and you will have very nice passive healing. Burrowers are meant to do one thing only: Charge at the enemy (spawn) buildings and destroy them asap. Support them with Curse of Oink and heals. Curse of Oink is temporarily CC (crowd control, so hindering enemy units in some form). Careful though, if they take damage, the spell ends much sooner. Keep using Surge of Light if needed. Breeding Grounds is an exceptionally powerful building that reduces the power cost of all own and allied units spawned within its AoE (area of effect). You still need to have the default amount of energy available though, you simply spend less on spawn. This is a building that you can keep using for your T3 and your T4 units. However, do remember that the building itself costs 70 energy. So just to break even on the investment you have to then spawn units for a total of just about 470 energy next to it! This gets more generous once Breeding Grounds are upgraded. Tier 3 - Nature -> Frost -> Shadow If you still have WWs at this point, kill them. Lost Horror G is the main star here. Just like WWs he has no damage bonus against any particular unit size. But he shoots THREE attacks at once. This means that his damage potential is 5610, which is comparable to a T4 unit, Absolutely devastating as long as there are at least three targets to aim at. Unfortunately, against big single targets Lost Horror G doesn't pack a good punch. Swamp Drake does though! Not only is it very mobile, being airborne, but it has an XL damage bonus, which are usually the tankiest foes. Their ability is CC like Curse of Oink, disabling enemy units for some time but it ends sooner if they take damage. Stone Shell G is a damage reduction that becomes more effective if more allied units are within its AoE. In case of emergency, use Equilibrium G for a heal that becomes more potent, the more allied max HP is within its AoE. You only need one Lost Horror G card to start! Use Offering G on one of your Swamp Drakes. This kills it but returns 90% of its energy cost to void and refreshes one charge for all T3 cards in your deck. After you have your T3 army going build two Healing Gardens somewhere safe. Their active effect will increase any healing effects on your units by 85%, making them much more efficient. It's not the most powerful regeneration at this point because your units will start having much more HP but you can even continue using your Fountains together with Gardens. It's not much passive healing but it's something. Otherwise you can destroy your Fountains at this point or on T4. The Necroblaster G is an exceedingly powerful tower. But it requires HP gathered from any corpses to fire its shot. If you use them, build maybe two of them together and either protect them until they have a bit of HP stored or kill your own units near them if necessary. Affinity doesn't matter that much, but feel free to experiment with it. Tier 4 - Nature -> Frost -> Shadow -> any If you still have any T2 units at this point, kill them. Lost Horror G can stay because its AoE damage is phenomenal. Swamp Drakes will probably naturally start dying in battle. Since not a single card in the deck requires two identical Orbs, it doesn't really matter what you build as your last one. I'd go with Nature, because should you somehow lose your one Nature Orb, it's going to be far more devastating than losing the Shadow or Frost one. But you can also change cards in the deck so that your last orb has to be something specific. Giant Wyrm is a go-to powerhouse. It's just a very mobile, huge ball of stats. Grimvine is a tanky frontliner that destroys buildings and soaks damage. The ability is just alright but luckily also very cheap. It also serves as ground presence, which is important to spawn more units or use spells that are not Arcane (which can be used anywhere). When you hit your unit cap of 120 you can start replacing any remaining Lost Horrors G with T4 units. This becomes even better once your Giant Wyrms are upgraded a bit. You can continue using Equilibrium G here while on the move. But in more stationary battles Regrowth is superior. Make sure that you currently have the effect from Healing Gardens running when you cast a healing spell. The increase in effectiveness is huge. Unholy Hero makes the buffed unit really deadly. But beware of the drawback. To be safe, use it on a unit, like a Giant Wyrm, that is out of reach for enemies. Once again, charge upgrades for Grimvine, Giant Wyrm and even Regrowth aren't necessary because you also have Rifle Cultists. If you Offer them, you get one charge for each T4 card back. However this also means that once your big T4 cards are upgraded with sufficient charges, you can take out both Offering G and Rifle Cultists, which frees up two valuable slots in your deck. But don't think they are just there to recharge your XL T4 units. Their ability is very powerful. Especially once you upgrade them to charge it quicker and use Unholy Hero on them. Use it carefully, since it also damages your own units, and it can severely cripple enemy forces before the fight even begins. Alternative Cards to use With each Tier explained, let's look at some alternatives, upgrades or additions. I am not trying to mess with the Orb sequence though as that can require extensive remodelling of the deck. Rough price chart: Very cheap - <20 Cheap - <80 Moderate - <150 Expensive - <250 Very expensive - <500 Tier 1 Options Dryad B - Her aura makes your units (even past T1) sturdier and therefore also makes every heal on them more effective. Expensive. Shaman - You can replace Fountain of Rebirth with it. Don't get slowed down too much though. Each Shaman healing is equivalent to one WW not dealing damage. Expensive. Ensnaring Roots/Hurricane - Great with WWs. The former lets you kill melee units before they reach you and the latter knocks around S units for a long time. Cheap to moderate. Tunnel - Get around the map quickly. Very cheap. Tier 2 Options Stormsinger G - Good, mobile ranged unit with strong AA (anti-air). Moderate. Defenders - Extremely powerful unit once upgraded. 2025 EHP (effective health points) when they hunker down, which makes any healing effect very potent. Notice their ability has two circling arrows. Usually, when you use abilities and spells or units/buildings get destroyed 90% of the invested power will return to your void pool to slowly trickle back into your usable power. However, a switch-ability puts 100% of its power cost into the void pool! So use it liberally. Very cheap. Stone Tempest - Lots of damage and knockback. Cheap. Ghostspears - If you want to add some melee prowess. Very cheap. Crystal Fiend B - Has good healing that also makes affected units take less damage. Very good with Defenders. Moderate. Aggressors - Support unit that knocks back even L units. Damage is low for their cost so they need something else to actually kill stuff. Especially S squads can sometimes become impervious against Aggressor attacks if they are spread out too much from the knockback. Cheap. Ray of Light - If you feel like, even with Razorshard G, Surge of Light and Fountain of Rebirth, you need more heal. Very cheap. Coldsnap - Very powerful CC to disable troublesome foes. Consider that frozen enemies only take 50% damage, so you'll kill them much slower. Be mindful with freezes so you don't mess up your allies' plan. Moderate. Northern Keep/Cannon Tower - Cannon Tower is a very strong building against ground units. Northern Keep R has an extremely powerful ability that makes friendly S and M units invulnerable in its AoE. Especially with Defenders this is a defensive barrier that can withstand almost anything. Very cheap. Juice Tanks - If you are uncertain how long a map will take or if you are sure it might drag on a bit. For a small power investment your wells will run dry much, much slower. This will net you a safety net for drawn out maps so you can spend power liberally. Don't build them in rPvE though since the time limit will end the match before Juice Tanks really benefit you. Cheap. Tier 3 Options Ashbone Pyro - Destructive unit and potent synergy with heals. Only really gets good after a few upgrades though. Moderate to expensive. Deepcoil Worm - Good ranged unit and you can combine it with Tunnel. Very expensive. Silverwind Lancers - Disposable, cheap and mobile fighters. Another unit to Offer if you want to spawn a different T3 unit more frequently. Very cheap. Revenge - Both an offensive and defensive spell. It even splashes the self-damage from Ashbone Pyro onto enemies! Expensive. Thunderstorm - Purely offensive spell to make quick work of big packs of weaker enemies. Not necessary when your Lost Horror is nearby but good to clean up a sudden surprise attack. Cheap. Tier 4 Options Gemeye P/G - Artillery range and powerful passive abilities, P dealing more damage overall because of the DoT (damage over time) and G paralyzing units, which disables them for a set time, even if you keep attacking them. However, if you use them instead of Grimvine, their long range will make them stay behind your Giant Wyrms, which makes those take the brunt of enemy fire. Not ideal at all, so you should specifically manage them to stay in front and serve as your tanks. The 15% damage reduction from Adamant Skin makes them very resilient. Could even use both affinity variants simultaneously. Cheap. LSS (Lost Spirit Ship) - Instead of Giant Wyrm or even in addition. Deals damage on the move, hits a lot of targets simultaneously and become a tide of destruction once you have multiple of them. Cheap to moderate. Boom Brothers/Emberstrike - A more active playstyle as you have a lot of powerful abilities to spam. Boom Brothers annihilate ground presence, units and buildings alike, and their XL bonus damage even applies to their ability. Their knockback keeps everything that survives at bay. Emberstrikes ability can also hit airborne targets and they can be summoned on the fly (they don't suffer temporarily reduced max HP and damage if summoned away from Power Wells/Orbs) but their damage bonus is M, which generally isn't very good on T4. Spamming their abilities can become an issue if you don't have a way to quickly regain void energy. Very cheap. Bloodhorn - Once upgraded its Stampede ability tears down multiple buildings. Has XL counter. A very powerful card and one of the best T4 alternatives you could go for. Its ability varies: R makes it immune to debuffs and CC, which makes it very reliable. P makes it deal much more damage, which makes it incredibly destructive. Expensive to very expensive. Earthshaker - Destroys enemy buildings quickly. Expensive. Maelstrom - Huge AoE and good damage while eventually freezing enemy units. Again, frozen units only take 50% damage. Cheap. Ice Tornado - High damage. Doesn't need to travel, you can cast it on a single spot for high single-target damage. Moderate. Noxious Cloud - Slow burn which deals massively high damage overall but has to ramp up. Cheap. Other upgrades Quickly recovering your void energy into actually usable energy pool is very powerful as it speeds up your game a lot. To enable this, you can pick from a few good options. They all affect your Orb choices. Cultist Master + Furnace of Flesh - Spawn crawlers near the Furnace and kill them. Only becomes good once those cards are upgraded. It's fine if you only get your second shadow orb on T4. Expensive. Shrine of Martyrs - Bit tricky to use. You will need to add some ways to freeze enemies. Moderate. Shrine of Memory - Makes you regain void energy much faster. No bursts of power regained but it's consistent. Moderate. Upgrade priorities Some advice on what to invest in once you start gathering Gold for card upgrades and BFP for more charges: Vital upgrades AND charges WWs - Your T1 start needs to pack a punch Surge of Light - See above Regrowth - More usage and more energy efficient Necroblaster G - Higher damage means more opportunity to recharge HP from corpses. Only vital if you find yourself using these a lot Vital upgrades Fountain of Rebirth - More expensive to upgrade but you will notice the increase in regen Breeding Grounds - Even cheaper units Curse of Oink - More CC and cheaper Giant Wyrm - Much more damage for this power expensive unit Primal Defender - If you use them frequently (Gemeye G/P - More bang for your buck on those as well, if you use them) Important upgrades Equilibrium G - Better heal Burrower - More life is useful since it has to run past enemies Grimvine - Even tankier Swamp Drake - Increased HP makes them more forgiving and more CC Unholy Hero - A risky spell, so it has to be worth it if you use it, right? Offering G - Cheaper and more frequent use Decent upgrades Stone Shell - Cheaper and longer duration Lost Horror - More life Razorshard G - More life Healing Gardens - Even more heal effectiveness Rifle Cultists - If you find yourself enjoying their ability, upgrade them as soon as you like Replays Some replays with this deck on rPvE. To watch them you have to download the file and add it to: C:\Users\<user name>\Documents\BattleForge\replays None of the cards are upgraded, this is as bare bones as it gets. Difficulty 7 and 8 are very easy and already net a big payout in gold that lets you upgrade a lot of cards. Difficulty 9 can get a bit messy at times but is also consistently doable. Beginner Deck - Solo rPvE 7.pmv 2200 gold payout. Very easy with this deck. Beginner Deck - Solo rPvE 8.pmv 3250 gold payout. While defending my T2 I was too greedy and spawned one too many WWs. Which lead to me not having enough energy to heal my army and losing 5 squads. Would've probably lost only 2 had I healed instead. Not the cleanest T4 finish either but good enough. Beginner Deck - Solo rPvE 9 (T2 skip).pmv 4200 gold payout. Here I skipped T2 because the opportunity to attack T3 presented itself after the entire camp got pulled. I knew the camp was empty now and charged in. Not the most representative replay because of that but it happens. After getting T3 I suicide rushed a base with my remaining WWs just to take out a spawn and ease the pressure. By the way, every time a Swamp Drake just randomly dies, it's because I Offered it to get a charge back for a Lost Horror G. Notice how I destroy the enemy spawn buildings asap, because if another batch of enemies spawns mid fight it just draws things out. My other Guides HOW TO: PvE Deckbuilding Guide - If you are unsure how to start building your own decks and what to consider. CHEAP Pure-Fire Deck - If you are rather interested in a cheap and flexible fire deck. CHEAP Pure-Shadow Deck - If you are rather interested in a cheap and flexible shadow deck.
  9. Oh, great to see you guys are already on it, that's cool. I forgot about those. Soulhunter also has an issue with this LoS thing and turn-rate when casting mines. To be honest, I think most units with abilities suffer from this LoS/Turning Problem. And yeah, the melee pathfinding is another problem altogether. In rPvE, it makes playing them extremely unattractive since you lose a ton of DPS and HP for no reason. The units are constantly shifting around and missing out on attacks. They often also change their targets mid-swing.. Another issue is with the "melee slots" available on a target. If several Melees are piled onto a target, and one of them uses an ability, that unit loses its "melee slot", and another unit will step forward to take its place and the original unit is left idle. Best example commonly is the Bloodhorn in rPvE9. It's attacking the boss. Now you want to kill the boss quickly using Tainted Enrage + Unholy Hero. The Bloodhorn plays its Roar Animation, you buff Unholy Hero... and some other XL Unit now takes its slot, and the 30k DPS Bloodhorn just sits idle. However, Melee Pathfinding is a problem in just about any RTS. Age of Empires 2 has struggled with this forever despite, even now in DE. I figure it's really really hard to code a flawless melee pathfinding. I think that's another reason why it's much preferable to play a single strong Melee like Batariel or Bloodhorn and buff it to the max, or just mass ranged units than to play several melees. It just turns into a giant pathfinding and melee-slot mess. Nowadays I stick to a single, or two Bloodhorns and spam Fire Dragons behind since their DPS is reliable. Same goes for spamming Spells.
  10. Each unit connected to the network that is not attacking supports one other attacking unit. Having all units connected to the network attacking of course leaves no capacity for supporting other units. Also, as one unit can only support one other unit at a time, you need 6 times the number of attacking entities connected to the network to make full use of it. If there are more than 6 supporters, more units get buffed until all support capacity is used. If each connected entity would buff every other entity, it would be vastly overpowered as the attack power would scale exponentially with power cost, overshadowing all other playstyles. You would practically be creating combat power out of thin air. Root is still very strong, especially defending choke points with little space to place multiple towers. Root nexus makes the defence self sufficient in most cases, so you don't even have to pay attention to it.
  11. One reason every tier diversity is low-ish is, that decks are limited to 20 slots and almost all maps revolve around starting T1 and reaching T4 (notable exceptions Bad Harvest, Convoy). This restricts players into just 5 cards per tier on average, but since bound energy exists, the distribution is heavily favoring massing T1 units. And supporting them wirh stronger and stronger spells while sprinkeling in a couple of higher tier units while progressing. Only when a hard wall or T4 is reached, the army gets cycled. Dedicated T3 phases pretty much don't exist in cPvE and if they exist, there's Amii Monument to build up T4 in advance (Enlighten doesn't really do that IMO - anyhow back on topic...). Cards on T2 and T3 offer diversity, specialists card and are generally strong, but - more often than not - are not required since a specialist card alrrady exists in T1 and simply waste time and energy by having to cycle your current army. Bound power/void return is another factor I've noted. Decomposer and/or FoF allows Shadow to spawn Harvester within acceptable time. No other faction would be able to play a T2 300 energy unit in a reasonable amount of time, even if they'd have access to one (there are of course cPvE maps where poweraccumulation on T1 is high where it would be possible). In conclusion, IMO the map content restricts more divercity in T2 & T3 situations. Power and void power mechanics hinders players in investing into T2 & T3. And lastly Amii Monument exists. I'd rather see more map content tackeling those issues than more low tier cards that serve a function, but are ultimatly too costly for the deckslot.
  12. Can we get a more clear UI? For example: 1. How much maximum unit capacity we can have. 2. How much a unit takes up capacity. 3. The actual damage numbers on the units themselfs (i know if you hover over them you can see the damage and how often they shoot but the "attack value" left of the "health value" is kinda missleading when you see something has 500 AV but then in the unit it says "every 2 seconds it deals 50 damage". Why not put this information as the attack itself? Alot of Melee units don´t even have that information. It just says 880 AV and thats it. Why is it written as 10x the value? To make it consistant with other card games where attack and health are in similar scope? In that case why is the shadow pheonix 1500 AV while it´s attack description says 500 per unit upwards of 2000 total damage. It´s not an average and it specificly says that it´s a suicide bomber and can´t attack like other units. The values are inconsistant and should be changed so that everything is clear from the start. 4. Lost launcher: Increasingly more damage the longer it attacks. By how much? Is it multiplicative for every successive hit or is it additive? Is there a cap or is it infinite? Now we come to something spicey: I´ve tested recource booster and juice tank. If you put juice tank on a powerwell (PW) then everything works fine as intended, the ticks take 110% longer to happen while recource output is the same. However when i put a recouce booster on a PW then every tick takes 3 instead of 1 recource, which is expected but instead of a 35% more recource output it seems to only give 17%. What i´ve done for testing is start at a chosen recource count and then start the timer, after 2 min i stopped it and counted how much it gained. I did the same with the recource booster, both tests multiple times and it never went even close to 20% and stayed around the 17% mark which means either the building itself is bugged or the description is wrong. Now i put both of them onto a PW and it gave again, 17% more output but instead of doing 2 3 3 ticks (thinking the -55% is additive) It actualy went 1 1 2 ticks which is insane and definatly not intended. So the juice tank reduces the entire 300% by 55% not just 300%-55%. That is not clear that recource booster has priority. Next up: Hitboxes. They are unclear and gigantic. I want to click on a unit but since some hitboxes are so huge they click on a building and i have to spam it until i actualy hit the unit since units move obviously. I´ve posted a screenshot of it where unfortunatly you can´t see my mouse cursor but i´ve marked the position where it was. And it constantly marked the building on the left while i aimed barely outside of the right one. This is a frequent happening and it annoys me. Especially since in alot of cases i want to prioritize a unit in a group but it keeps clicking on the hitbox of a larger one that i don´t want. So can we get more commands for units like patrol and follow target unit? It would be amazing to be able to let healer units like the crystal fiend follow a friends army while i concentrate on another part of the map. What is also up with the chests in this game? Why are they build so that melee units need to not be occupied for 5 days to be able to claim them? Why not just grab them when a melee unit is near and be done with it? There are alot of things that need to change to make it a better game because right now it´s clunky and unwieldy. The units already have a turn radius, command delay and get slowed by enemy units near them, there doesn´t need to be more clunky things.
  13. Thanks for the compliments and great response to the suggestions with valid points made. (Restrictions are important in game design to make each creative or ambitious idea work effectively well...) 1: "The Auction" for example would have the "Incredible Mo" card, sell from 250bfp-450bfp as the restriction price range allowed, so that players never see it reach 800bfp or ridiculous unnecessary prices that waste time, since almost nobody buys them that high without already having asked for the normal price. When players see the ridiculous price, it tends to cause others to do the same to make it seem a legit price for the card. This restriction by design, would effectively remove the absurd card prices, allowing all players to get what they deserve for the card sold. This prevents the wasted time players experience currently, sometimes having to wait 2-5 days (or longer) to see card prices drop back to normal prices for certain cards. This restriction can actually be done within just 3 days to apply it to the game, and perhaps to launch the update with it effectively, given it's basic coding format required to do this. In fact a tutorial on Youtube or Google could teach a freelancer to code this type of format into a game in a few hours, so this type of update would just demand a care to do it, rather than too many resources. Each card would have its restriction applied so that the auction is not abused, and all players can be satisfied with reasonable results. Whenever a game designer creates an idea, they must support it, and balance it well so that it doesn't harm the experience for players, especially newcomers. EA and the previous developers of Battleforge failed to fix the auction, and the game was forced into failure due to the lack of fixes, balancing, additional content, and effective expansions done properly. This quick single week Auction House Fix can make a major difference for all players looking to improve their deck without feeling a miserable experience waiting far too long to get a single decent card that's over priced. This is certainly the most reasonable update option that the developers could apply to the game very soon if they wanted to make it work. - 1 compromising option to test progressively, with the option to remove it if it's abused, would be to allow players to sell cards normally in auction, with the restriction update for each card applied (as in effect), such as Avatar of Frost allowed to sell for 1600bfp-2000bfp, but never 3000bfp-4000bfp (prices based on the normal community rate, and not the overpriced rates). This fix can make Promo cards more possible for players to purchase, without being so absurd that they just give up and quit the game, such as Promo Juggernaut selling for 5000bfp-8000bfp, instead of 20,000bfp-48,000bfp. - With a compromising addition of absurd prices being allowed still, by creating the option for players to post "Donation Cards," where the card is not sold as a normal auction house card, but makes it obvious that the card is overpriced so players with enough bfp to spare, can choose whether to buy the clearly expensive card, just to donate to these players in need of bfp, or perhaps deserving of it, or just as a generous surprise for the community member, yet also nobody has to buy it either. This "Donation Cards" section added to the Auction House UI as a selling option for players, can also allow sellers to under sell a card, where they sell cards for very cheap, just to surprise card collectors with great deals as they improve their decks with satisfied results from supporting each other in the community with generous deals to come by. This would also sort the "Normal Prices" in the auction restrictions main section, from the "Donation Cards Prices" section (within the auction) of the too expensive cards for fun, and too cheap of cards, just because a player can sell it that way to for a buyers enjoyment in the game. 2: True "more Promo cards" would require much more than basic coding, whereas the Auction House's simple, yet effective solution, and a big part of deck progression given how the game rewards cards. It would still be cool to at least see a Giant Wyrm promo card since the dragon is so commonly used in most decks in the game, to a point of deserving to be a promo card, as the promo may also end up the most used promo card in the game, which would be great for the Skylord content creators/ developers. 3: I find "Card Reserves" being another basic programming option for the game, but the UI format design would require a new additional layout section for players to interact with, which would take some time to create along with the basic coding to go with it, which I would say 1-2 weeks can be enough to finish "Card Reserves" with just 2-4 people designing it for the game. The Card reserves as said before, would either go into a reserves list upon selecting from a "full roster" of cards in the game, thus slotting them into reserve list slots, or the option to slot for reserve into a deck that's already made, so that players know what deck that card they get is going to be for, without forgetting. I've done Blueprint coding for Unreal Engine 4, used Photoshop Cs6, and Zbrush 4.0r7, including Blender with FBX transfer files of trees with animations imported into Unreal Engine 4. I've created UI for for unit Class type selections, and providing Hover-Descriptions for how each Class type functions best from its core purpose, done on my own within 2 weeks. 4: Yes "6 v 6 as teams, and a 12 player no teams," but this of course would require a lot of play testing, trial and error, time, and resources to make it truly work well effectively without issues. Also to make it standout as an enjoyable experience on its own. The player Map Creator doesn't have to be done at all, but I would advise another basic coding options to allow players to choose more custom options to setup a pvp match or pve, which leads into the next suggestion as to what the main option can be. 5: "Additional card slots" would be another basic programming feature, that can be done within 1 week, but is a matter of the new developers interest and agreement to these new suggestions to quite an extent. As these additional slots don't have to be forced on players, and can be a new additional option, that's apart of the already setup custom options prior to hosting matches for players. The option of course can be a "1-5 /or 1-10" additional slots at first to see how players respond to the additional experience, and then to determine if it's enough or not. Of course this addition as said before, would make for interesting diverse decks, and allow players to fit just the right amount of cards they've always wanted in a single deck combo, so they can add just enough cards to build the deck they've wanted to make without feeling there's not enough. This option made as optional, also makes is an addition that does more good than harm, since it's not forced on players either, which can make it a win, win addition to the game. Everyone can be happy with it, but of course it comes down to focusing on getting it done, since this is another basic programming feature. 6: More "Card Background Styles" and card "Balancing," are not as necessary as the core additions suggested here, but are posted here anyways because they can support the game designers with additional content ideas they can consider as they further work on the game, or choose to leave it as is in its current already playable state, but getting too repetitive with nothing added in what seems like a long time. No signs of development over the past month I've been on, so nobody knows what to expect here, future wise for Battleforge. (The core additions here that can be done within a month's time are the "Auction Restrictions, Card Reserves, and Additional Card Slot Custom options when hosting missions pve or pvp...as these are reasonable suggestions that can be done with 1-5 developers. I'm not sure if the developers currently on the project are freelancers, or college graduates, but a college graduate at game design or lead development, would certainly be able to pull these off within a month or sooner by themselves. Hopefully new additions make it into Battleforge, but we can accept it if it's left as it is as well...)
  14. With the last changes to the root netwok it got way easier to set up a great defense without wasting to many deck slots and units. If you are looking for a T3 def, was is definitly the biggest strengh of root network you only need sylvan gate, thornbark and razorleaf, since 2 thornbarks are now enough to fully power up the razorleaf. You can then build your deck around that with a strong nature T1, lots of CC and heals. For T4 giantwyrm and regrowth is often enough, but stuff like forestelder or the other nature T4 units are pretty cool too 🙂
  15. I haven't really tried it since open beta started, as a lot wasn't working then and with the incoming reset I didn't want to invest to much time. But now that the reset is finally coming, and reading the progress you made, I am really greatful for your work and that you made it possible to play this gem again. (Especially after Blizzard took away WC3). One question I have though, is how strong are your servers? While I don't expect a flawless first day when many players try to login simultaneously, will there be enough capacity to support x-fold of player numbers compared to the stress tests? Or is capacity calculated moderatly, and increased depending on player numbers.
  16. I hope you all like the PvP decks. If you have any questions regarding specific card choices, feel free to ask! I will try to provide our reasonings for the decisions. Our priorities during deck construction were the following ones: -> Create beginner friendly decks, that immediately perfom well in PvP games without any changes and don't require high end micro to be playable in 80k-110k base elo range -> Create competitive decks, that can be played in 110k base elo and above with no to few adjustments -> Provide a solid overview about the current meta, so players get an idea about powerful choices in the realm of PvP and things to care about -> Avoid promoting too many toxic strategies (hello Curse Well) -> In some very difficult occassions we prioritized card rarity* *(Mountaineer vs Lost Reaver is something f.e., that comes down to personal preference in deck choice, but Mountaineer is incredibly hard to buy & upgrade and alot of players were unable to use the card during the Stress-test for a very long time) @Eirias Fixed T3 patterns would go against our principle, where we try to make the decks as competitive as possible. In many occasions there is a clearly superior T3 path and we tried to follow that one. In the case of Lost Souls Cultist Master T3 is, while being very powerful, alot harder to execute than the current Timeless one T3 counterpart. Giant Slayer is almost always better than Fathom Lord considering that Fire Nature usually wants to use earyl T3 to quickly end games. In Shadow Nature Cultistmaster + Heal is way too powerful to be contested by anything else. Fire Frost does allow a 4 card T3 with the Fire T1 path, but ends up being more slot intensive with the Frost T1 start. Considering that double Fire works really well on 2-3 T3 slots, while TImeless one T3s often start to perform better around 4-5 T3 slots it doesn't make sense to follow a fixed pattern here, which might weaken the deck on both ends. @Cocofang In regards to no T3 choices there are decks like Fire Nature, that could work really well without a T3 and we also discussed this aspect, but it requires a certain amount of strategic experience (what map positions and power wells do I need contest to punish T3 accordingly) and a solid level in terms of micro management to execute these type of strategies. We did not think this is beginner friendly enough to be proposed for everyone. The "small T3" choice still performs very well in high elo games, but makes games much more consistent in mid to low elo matches, therefore we wanted to stick with that. Stonekin has alot more tools to fight against T3 though even without the highest level of micro. The deck also has many viable cards in T2, therefore the extra slots generated by cutting T3 work extremely well here. If you have some personal preferences the edit function will be very valuable of course and quickly provide a playable deck for everyone without too much effort in terms of gold/bfp grinding.
  17. Watching people play this map again, I think increasing the well capacity for the T2 from 600 -> 900p would also be beneficial. Again would only help people who end up in long matches, but given the average completion time of Nightmare Shard is 48 minutes I think this is warranted.
  18. I can add to this list aswell: - PS: But joking aside, I played one here and math says it was worth building it (as I had some unused slots anyway) or it did not matter (for the action count). If it not saved me an action, it was worth time wise, as I had a very long T2 phase.
  19. Looks good! As written, I prefer the green Rioter's Retreat. Mine and Shrine of War should then replace Unholy Power and Unholy Hero in the future. If you have enough charges for your T4 units, you don't need Rifle Cultists + Offering green anymore. Then you have two more deck slots free again (f.e. Amok, Inferno and/or Cluster Explosion red). But remember: Banidts can be difficult to play for beginners due to lack of cc and healing spells. However, it is an A-/S-tier faction if you can master it. So don't be discouraged. PS: This is what my allrounder Bandit deck would look like (cPvE). Depending on the map, I would choose between Sunstriders or Nomads. But the whole thing changes significantly, of course, when you play a map where you have to defend a lot.
  20. It kind of bothers me, that the mailbox ingame has such a limited capacity. You can't even put up the maximum amount of acutions at once and have them all run out without the inbox overflowing, making it impossible for ther players to send you any mail. Thus, I would like to suggest an increase in mailbox size to at least be as big as the maximum amount of auctions plus a bit extra, so you face the situation, where you can't receive any new mail very rarely.
  21. Not really sure if it is doable in 20 numbers (byte/characters) but easily doable in 40 to 80 (a brute force way is just to have 20 slots of card ids, you can take a few extra bits for upgrade/charges or not). I sometimes use hashes to generate a set (e.g. some decks are really the same just different order).
  22. I feel you. In pvp Fire/Shadow had the exact same problem with decks slots and it always felt like you were playing with only haf a deck. You miss out on powerful cards of pure faction and end up with a compromise, that forces you to patch your holes with additional cards. If I understand you correctly you want a mechanic that essentially gives you T3 monster cards for free. Given the slot pressure, that's not unreasonable. However, I don't think this is a "be-all end-all" change. With this ability, we first must have valid Twilight units to begin with. Realistically, the only T2 Twilight cards you play in pvp are Brute + Vileblood, of which both are mediocre. Vileblood could morph into Mutating Maniac and Twilight Brute into... Twilight Creeper? The target card for evolved Twilight units seems rather arbitrary to me. But admittedly, this is better than nothing. The proposed alternative is that units "level up", as you reach a new tier. But here I see the the big problem with player expectation and game readability. A "T3 Vileblood" must be visually distinct from a "T2 Vileblood", this is a must (I am speaking from experience). Otherwise you can confuse your opponents with mixing T2 and T3 Vilebloods and expect them to make a bad choice, this is just toxic. You are also introducing a whole range of new de-factor cards that need to be balance and tested, which isn't trivial. Now, this doesn't mean that we shouldn't explore this but in terms of deck building, I can't help but feel like using duct tape, rather than having a diverse deck. And again, this make the assumption that all of the Twilight Cards are worth using. To me, it is clear that the first step must be to make the Twilight Cards viable. I have reservations against "Twilight Evolution", but I'm not fully opposed to it. However, I think with this proposal we get ahead of ourselves. The first step must be to fix the Twilight Cards, there is no way around this. And I don't think the current "Twilight Transformation" is completely unsavable either. You are right about its issues, can't we fix those issues for the mean time? Just give transformed units full health and not make them use a charge. That alone could make it a good ability to have. On another note: You mention "players using Deathglider instead of hurricane" -> Why don't we just buff Death Glider instead? Death Glider has essentially the stats of Mana Wing and might be the worst unit in the game. A flying S-counter with S-knockback could be a powerful tool in F/N. I don't care how strong a "T3 Evolved Deathglider" would be, I want it to be good in T2. Back on the topic of deck slots: I think the deck-slot problem would be mitigated a great deal with more Twilight cards were like Gladiatrix. She's anti-L, she's anti-air and provides a slot-free Disenchant. If the Twilight Cards were multi-purpose oriented we would effectively mitigate the problem with free deck slots. In the Discord the idea has been raised to make Twilight Hag a T2 unit, I think she would be a perfect candidate. Now, with good Twilight units making up for the shortcumings of F/N you might not even need to change Twilight Transformation and we could play around transformation abilities. Imagine Twilight Minions costing 50e: Suddenly, you have a cheap way of increasing the damage output of your Twilight Units. I know it costs a deckslot, but I think this is a fascinating facet of the faction that shouldn't be discarded. In general, I think more abilities should trigger if Twilight Units transformed. E.g. if Nightshade plant triggered its effect on transformation, it would be an interesting unit for mass-CC. But again, I am not completely opposed to Twilight Evolution, I think this can only be a "second step" in making Fire/Nature better. And the Evolution should be very well thought out and designed. For example, a unit should only be able to use Twilight Evolution once. Otherwise a Twilight T2 card is effectively 3 cards (T2, T3 and T4 version), which is unfair towards other decks. But first things first :-) #MakeTwilightGreatAgain Edit: One thing I'm not keen on is forgoing orb restrictions. We should be making Twilight better instead of giving it more access to cards like Frenetic Assault. With Enlightenment and Amii Monument, there are already ways to ignore certain restrictions and I think adding more ways is hurting the game more than it helps.
  23. Welcome Skylords and Cute Beings! *80 boosters is a sum of all rewards, a single player can win maximum of 6 boosters. Quiz may last for around 20 minutes, however, it may take longer to deal with technical and organizational issues. Summer is coming, and so is Skylords Battleship Kahoot Quiz! Join us for 25 minutes on 12th June 2022 at 16:00, have fun, win boosters and face other Skylords in a knowledge quiz! What to expect? No registration, just type your name 15-20 ABCD questions with one correct answer Topics include Campaign Maps, Cards familiarity, Lore knowledge There are both easy and difficult questions Can be completed with phone on a train, no audio required Quiz will be streamed by me and @Volin on his Twitch account. How to join? How Kahoot quiz works like? Rewards 2 Amii Boosters for each player in top 25 1 Frost Booster for each player in top 15 as well as all previous rewards 1 Bandits, Fire and Nature Booster for each player in top 5 as well as all previous rewards A few Battleships will be randomly distributed among players who have not received another reward Question categories Campaign Maps PvE Cards Lore Rules Your quiz name must match your in-game name or you will be disqualified from receiving rewards. Only 50 slots available - you can enter lobby on first comes first served basis. You cannot change once selected answer. You have 20 seconds to select your answer. Only one answer is correct. You can participate only once. We reserve right to delete people from lobby with almost identical nicknames to make space for actual unique players. We reserve right to delete people from lobby who's nickname does not match Skylords in-game name. Vulgar names will be deleted from lobby and banned. If some question or answers are incorrectly formed, they will not be changed and the results will remain the same. No appeals will be accepted. Clarifications First question doesn't give any points and is used as an example. Answer for it does not matter. If a question asks about a card, always fully upgraded card U3 is concerned. If a question asks about effect, assume only one target was affected. May be updated before the quiz if there are any extra questions. Schedule 15:55 lobby opens 16:00 rules overview 16:05 start of quiz ~16:25 end of questions 16:30 end of stream Sponsors 25 boosters and 8 Battleships have been sponsored by Skylords Reborn Event Managers Remaining rewards have been sponsored by: The Old God of Battleships and Cult of Battleships GmbH Thank you To: Metagross31, Hiko and Majora, for helping me with organization of the event and sponsoring. To: Everyone who supported me with the questions. Have fun and and may the be with you, Dallarian 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!
  24. Hotfix - 06 June 2022 Fixed game crashes caused by damage abilities like Cluster Explosion. Fixed empty deck slots preventing progression in some of the new achievements. Fixed unobtainable orb on the map "Behind Enemy Lines" in the northwest. Fixed occasional errors in the reforging system, which occurred when reforging the last remaining copies of the same card.
  25. Greetings, cutting straight to the chase. Some cards in the game either have very vague or confusing card descriptions, that make understating attacks or abilities hard to understand or leave out important details. Some statements are also simply wrong. Church of Negation Disintegration values. Commandos States they attack each second, which should be every 2s. Curse of Oink Doesn't state radius of 15m. Change debuff description to avoid confusion with Twilight Transformation. Dryad Wrong attack time - 2.5s instead of 2s. Emberstrike List radius for Fiery Birth (15m). Energy Parasite Change description to "enemy power well". Fire Stalker Attack time is 4s instead of 5s. Fire Worm List radius for Percussive Birth (15m). Frost Shard Show number of targets affected (currently 7). Giant Slayer Change "Stalwart" to "Steadfast" for consistency (identical functionality). Hammerfall Doesn't state at which rate it refills the Shield/Healing Pool. Max capacity is stated only for Nature affinity. Also Typo: "Last" instead of "Lasts" for blessed affinity. Healing Well Doesn't state that it has 0 initial healing pool, neither does it state at which rate it refills. Hurricane Knocks units off walls. Isn't stated. Lifestream Has unlisted damage mitigation cap. Lost Evocation Show units stats. Lost Grigori Disintegration values. Lost Launcher Change description from unit to building on "Infused Rage". Mindweaver Doesn't state post mind control immunity of 10s. Neutral Cards State in the description that only one can be played per team. Promise of Life Typo in description. Ressurect instead of resurrect. Protector's Seal Clear up, whether it absorbs incoming damage on affected targets or prevents damage dealt by affected enemy targets. Rage Show values for Fire Dragon, Rageclaws, Giant Slayer, Lost Launcher (Fire), Blaster Cannon (Fire), Flame Crystal, Abyssal Warder (Fire), Volcano (Fire). Revenant's Blessing Typo: "Last" instead of "Lasts Revenge Has an unlisted damage mitigation cap. Rioter's Retreat States it attacks 3 targets as baseline, even though this is only true for upgrade level 3. Bandit faction trait: Lifestealer German description has a typo: "Gebäute" instead of "Gebäude". Second Chance Doesn't state that revived units have an immunity to revival, which lasts for 30s. Shadow Worm Disintegration values. Shrine of War Global buff description shows wrong values. Snapjaws German description for the debuff of "Infused Dilution" on opponents wrongfully states that they take less instead of more damage. Soulshatter Doesn't list a maximum limit of 10 targets marked for explosion. Soul Splicer Consumption on infused affinity. Stormsinger German description for ability doesn't state it has to be an enemy flying unit. Time Vortex Void Power thresholds. Voodoo Shack Show average damage. Volcano State that Lava Sea only affects ground units. White Rangers State ability attack time. Wrathgazer Disintegration values, fix value or state it is premitigation damage on "Pain Link". Long term goal Show correct DP20 values for ranged units.
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