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  1. 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.
  2. 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.
  3. 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.
  4. Hello. I was wondering if there is a way to make global buffs more readable, for example when using shrines you see 1 icon per player witch dont make much sense, i belive it should show buffs that afect you alone and maybe add slot or two as there are 4 slots now. There are lot of situation where wheel is used and all clarity is lost becouse it show 1 wheel buff 4 times.
  5. It is difficult for me to say whether or not this was a conscious design choice, because I have no knowledge of a conversation about it. I remember previously asking for more global slots, but I do not ever remember discussing limiting the amount of buffs to only showing your own buff. It is very possible this discussion happened prior to me joining the team, or perhaps without my knowledge (remember I have only been lead designer for a year now), or perhaps so long ago I no longer remember. I have not followed the thread here, but I would be open to changes to the existing system which I think fails in several key ways to convey the information most important to the player at the time.
  6. 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.
  7. There is 6 slots, we already tried increasing that, but it did not work. Showing only own buffs was discussed shortly, but refused, as they are considered important 😞 So I do not see any good solution here 😞
  8. 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
  9. 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.
  10. 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 ♥
  11. I am personally not against increasing deck slots, although a careful analysis would need to be done. It may also not be possible. But about t4, imo there is no place for t4 in pvp. If you really have extra slots everyone will just take earthshaker, but t4 cards are so crazy OP that you can't even consider having proper counters and healthy gameplay. Even in t3, 90% of t3 cards are just basenuking or countering a base nuke. Games won't reach t4 (even if there are slots) unless wells and orbs get an additional hp buff, but then that will mean games won't end in t1/t2..... (btw, random thought but I wonder if it might be cool to have maps with different hp levels for different wells/orbs? That might be a cool way to spice maps up, and might also prevent certain rushing from happening, for example if the wells on wazhai cliffs had like 2500 or even 3000 hp, the person who wins the center fight may not auto win....)f But anyway, even if wells had a ton of health so t4 was the norm, nothing in t4 is balanced for healthy gameplay. There is a community map called something like "maze of survivors" which is kinda cool because you have to t4 fight your opponent, but after playing this map a couple times it is clear that t4 fighting is pretty silly and frequently reaches stalemates....
  12. 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.
  13. 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.
  14. Cocofang

    Shrine of War

    Shrine of War - The only void management tool that requires only one fixed orb. Most powerful in rPvE since enemies constantly die. Permanent uptime with two of them. Absolutely insanely overtuned return rate of 20%. Most expensive energy wise. Cultist Master + Furnace of Flesh - Occupies two deck slots, takes up population-space but is on demand and independent. Shrine of the Martyrs - Demonstrates that 8% return rate is already quite powerful. The most involved option and requires other cards in the deck to work. Shrine of Memory - A consistent trickle. Offers nothing comparable to the bursts of return of the three options. Independent and reliable. Shrine of Greed - Takes up the rare slots in Boosters and is sometimes used in speedrunning. Considering both rPvE and PvE, I'd say that SoW is the best option of the bunch because of how splashable it is and that it only requires one slot. Cultist Master/Furnace definitely a close second with different upsides. I would argue Martyrs is the poster child for a good and healthy void return mechanic, it gets the job done and you have to actively engage with it. If the goal was to equalize the power of these I'd take it as the baseline. Although it can be an equally valid approach to have them vary in power. Just not by this current margin. Memorys reliability can't make up for its comparatively lack of speed. And Greed gets the dunce cap. The % return of SoW is definitely ridiculous, even with 15% you'd keep your void spectacularly low in rPvE. I think the three steps you proposed are reasonable, even in combination. Noticeably reducing its duration so that you actually have to time it when things die would also be an option. That way it could retain some of its power elsewhere.
  15. @Nerevar "Why shouldn't he be able to?" Exactly for this reason: so that the leader isn't blocked out of his own match. And yes, the "open slots" number is as far as I know exactly what it says, open slots. If you are in a group with 4 people and only 2 are in slots, then there are still 2 open slots.
  16. They explained this on the stream. They have a set number of slots, and if all slots are full, nobody else can log in. As the stress test progresses, they will increase the number of slots available. There were technical reasons they haven't yet been able to set up a queue, so you just have to try occasionally and hope for luck. The better the stress test goes, the faster they'll open up more slots.
  17. 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.
  18. 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 🙂
  19. Hey mate, sorry for the late reply First: Your deck does not look that bad for first steps in BG10 I think - I see worse everyday. Additionally your Deck is close to the meta which in any case indicates a certain knowledge of the subject I take your text and add my thougts: Embalmer Shrine - I do not feel this is very useful for the main and only use with Shadow Phoenix. For the most BG10 one player taking Embalmers will be close to mandatory But speak with your group who is taking what buff buildings, don't waste card slots here. Furnace of Flesh & Decomposer - Also using Shadow Phoenix, which most of the time cannot be sacrifices and with the base units of 5x Windweavers and 1x Dryad, I feel like this is cumbersome and could instead use a much better replacement. Most of the time, it would only net in 200-300 void and takes up 2 slots of my deck. Can be valid, in certain speedrun matchups, but in the most cases the Voidreturn should do this work, a.k.a. ASAP Sow. Matter Mastery - I bought this for Willzapper buildings of Twilight, but found they are not that useful. Most of the time I am already paralyzed before I can take over the building. But this might also because I might do something wrong. It works but needs a little practice. Take the spell on your cursor before you see the first towers of a camp. Assume for the later camps one Willzapper in the first row on either side. As soon as you can see, spam the spell on the tower while running into the camp. Usually you can get the Zapper before it gets your Units. 2x lvl 1 orb CC Spells - I have both Ensnaring Root and Hurricane. I find both to be useful in different cases, but I am aware Hurricane is useful in very specific cases For BG9 I would recommend to take one out, for BG10 I would usually take both and even add Dryad Blue and/or Mark of the Keeper in your T1. For random BG10 I would love to have both. Cards I am thinking of adding: Incredible Mo - Mainly for the third buff so spells are not blocked As Embalmers above Aoe spell - Anything like Earthshaker or Thunderstorm Both great spells, always good "fillers" (and there are more such spells, that fit situational to most decks) If you got more questions, please feel free to ask Greets Volin
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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).
  25. I would like to see 25 slots eventually, given that each faction was adjusted to allow for more diverse viable strategies - especially pure factions (with the exception of pure shadow to some extend, there is some build variety there) are quite reliant on must have combos. Right now, i feel that only universally strong cards are being played and more situational cards are maybe 2-3 slots at max in meta builds depending on the faction (for some faction this number is 1 at most...). With a more viable set of optional counters / combos, it will be much viable to adjust decks to personal preferences and slot-hungry t1s like nature t1 (and frost t1 if you would otherwise not play home soil/ice barrier) would be buffed by this change.
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