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  1. First of all, the main thing for rPvE is to destroy the spawn buildings. Which is allways the one on the right hand side, looked from the entrance of the base. The problem with Fire Sphere is, if there are too many units or buildings, the damage will get split up and only do a few 100 damage. Where f.e. Earthshaker focuses only the buildings, which you prefer to take down. And Cluster Explosion only works good if there are many units. So you see there are many plus and minus points from these 3 cards, let me round up: Fire Sphere: + Imo high damage if you focus one target - 3 Fire orbs - Long executable time - Low damage if there are many units Cluster Explosion: + High damage for full bases + 2 Fire orbs, so good for combinations (Bandits / Twilight) - Not that usefull for lower bases - High power costs (not a problem if you use Shrine of War) - Only 1 charge and long recharge time Earthshaker: + only 100 Energy + High structure damage + 2 charges + not that long recharge time + Only 1 Fire orb, which is perfect for combinations To answer your question about what would I take with in the deck. If I had 1 slot left -> Cluster Explosion, cause it can save so much time for rPvE 9 if you are in hurry, which Earthshaker cannot If I had 2 slots left -> Cluster Explosion and Earthshaker, imo this is the best option, if I only had 1 slot left, I would take any other card out for Earthshaker If I had 3 slots left -> Cluster Explosion and Earthshaker + any other card, I wouldnt take Fire Sphere with me. Feel free to ask more ;-) Cheers, DNY
  2. Whats the current ratio of Server slots per registered accounts? Today i stood up early to be able to log in to the game. No chance at all. What kind of stress test is this, when you limit server load by limiting user slots? During a stress test i would have expected lag, but not being unable to connect while trying for an hour every minute.
  3. Unplugging from electricity in a 1vs1 match caused the following: I received a "Account already in-use" when I tried to log in the first time. We were able to join another sparring after he invited me to a group and created & started a match. After that I tried creating a lobby in Sunbridge: It disconnected me after creating the match After reconnecting to the server I tried opening a lobby in another Map: It disconnected me after creating the match After reconnecting to the server again: it displayed my own match in Sunbridge with 2 open slots I tried joining my own lobby but it didn't take me to the screen where you can ready up, and after anonyme joined the game, there were 0 open slots, and after he left there was 1 slot Then I tried opening the match-browser (where you can see all the lobbies and create a match) on another map, and then no one was able to login anymore, since you got disconnected after it finished loading. A second try: While my PC was restarting, Anonyme tried whispering me, and then his client froze I received a "Account already in-use" when I tried to log in the first time. After that, I tried creating a lobby in Sunbridge: It disconnected me after creating the match. After reconnecting to the server again: it displayed my own match in Sunbridge with 2 open slots I tried joining my own lobby but it didn't take me to the screen where you can ready up, after refreshing there was 1 free slot and I was in a group Then I created a match on another map, which got rid of the ghost game After waiting a few minutes, I killed Battleforge process via the Taskmanager Now the game freezes when I try to log in (same issue applies to anonyme)
  4. About the Warlock: A Pure Fire deck lacks the slots for additional "fun" cards, esp. in PvP. To include the Warlock into the typical pure Fire deck it needs to replace one of these units: - Enforcer - Gladiatrix - Skyfire Drake - Ravage (a heal can be seen to be sort of similar to a damage mod that the Warlock Spell provides) From my point of view the only cards that POSSIBLY could be replaced are the Gladiatrix and Ravage. And both come at a hefty tradeoff (no gladi = less reliable counter to air units with Spear + Eruption, no Ravage means much more problems at keeping Skyfire Drakes and Scythe Fiends alive). Overall, I doubt it would be played at all, even if you'd buff it with cheaper cost and QoL changes. The fire player has to sacrifice at least one major or even core card in his T2 to field a Warlock instead. Alternatively the fire player can choose to pick the Warlock over T3 Cards i.e. Giant Slayers or other shenanigans which nobody will do in a serious environment. This leaves the Warlock card to be used in non-serious games and "for fun" PvE decks. Which is where a minor change like -5 power cost or +5% ability damage boost won't change much, since it's not played for its efficiency but because the player likes the card. That's why I propose to remove it as a pure only card to a 1 Fire 1 Neutral orb. The damage boost/damage reduction is an interesting game mechanic that a lot of splash decks could make use of. It would become much more popular card since it would be waaaaaaay more useful in a lot of decks.
  5. Adding NPCs to empty slots would help practice a single map of 12 player games too, I quite like the idea. And I wouldnt have to make practice maps (which takes little time in most but not all cases) :^) I think its a quite simple but beatiful solution to a rather small problem which is nice.
  6. It's definitely possible to add NPCs to the empty slots. What other maps would you need this feature for though? And for Guns of Lyr, could you not just start in Position 1 instead of Position 3? Would that not fix the issue in this case?
  7. In theory you have my support on this one although I do not agree with your priorities. Imo almost none of the T2 & T3 Twilight units are worth a deck slot even when their concepts are good in theory. But fixing Twilight Transformation (I'll just call it TT for short) is a must before any rebalancing of the current units can take place. We are talking about an ability that is supposed to define a whole faction and major changes to it can easily make or break the game. The whole thing becomes a lost cause if we first determine what buffs Deathglider needs only to change its ability completely and unwittingly make it OP/UP. I feel that changing TT takes priority over individual balance changes but it should be possible to work on both at the same time. I don't think the proposed changes to the current TT are enough to make it a good ability while it might be a quick-and-dirty buff that'd help it out a bit. Honestly speaking I'm not sure if it is worth the time and effort implementing such a change if we can also just straight up aim for the big change from the start. Having units fulfil multiple roles is both an advantage and disadvantage gameplay-wise. While those units become more flexible and attractive to play, it makes other cards obsolete. If a card only replaces the roles of a single existing card then the deck variety stays basically the same as one can choose whether to play card A or B. But if the roles are similar it usually comes down which one performs better and thus the other one is deemed obsolete. If the card takes on more roles then it easily becomes a staple card in any deck as it frees up so many deck slots and it can become OP or too complex to balance. So the only worthwile option I see is to have a card perform multiple roles that overlap with different existing cards, so as to not replace other cards completely. This is harder to conceptualize and implement but it should be worth the effort. I like that idea a lot. One point why the transformation passives annoy me is that there is seldom a point to even benefit from them and especially some of the T4 Twilight units have active abilities that are difficult to use effectively due to their range. Now if I can use TT to transform my Twilight Creeper into a Skycatcher/Abomination/Nightshade Plant with full HP and trigger its ability upon transformation, that would be simply incredible. It might be a bit difficult to tweak for some units but I see huge potential here, especially with the discussed reworks of other Twilight cards. "t3-heavy" with a whopping two T3 cards? Seems weird but I see how that can actually be the case with an evolution-style TT. Maybe we can rework Twilight Warfare while we're at it to have a useful T3 spell to compliment such a deck.
  8. Yeah, fire shadow is a whole different story without such an obvious solution. It has multiple problems, not just one Still we talked a lot about some solutions in the discord... For almost free. The compromise is that you have to use inferior cards. Sundy is almost certainly better than vileblood. Ghostspears are better than Twilight minions. Gladiatrix would be better than the proposd t2 twilight hag. And scythe fiend/hurricane will be better than deathglider even if deathglider is buffed. A t3 S squad doesn't exist, but t3 twilight minions would be worse than bandit lancer. T3 vileblood would be worse than virtuoso. T3 twilight hag would be worse than (magma hurler? An already terrible card). T3 deathglider would actually be pretty good in the way I imagine it, since there would be no other reason to play the card. As I've said many times before, I expect that most top FN players would still prefer the current, more optimal cards, but at least there would be a use for twilight units and it would allow an alternate playstyle and a way to have counterplay vs lost souls in tournament games or something. By the way, here is my suggestion as a starting place to look at stat changes, in case people have not seen it on the discord: Case in point: All fire nature player STILL spend a slot on disenchant. Even considering that the gladi disenchant is cheaper than the card version. Nobody wants FN t2 to be stronger It's already strong, that's why we use so many deck slots. It would be like suggesting that stonekin get a buff in t2. I think it's great that stonekin has many optional cards so you can play t2-heavy or t3-heavy. FN only has the option to play t2-heavy, and I think twilight transformation is the perfect way to allow weaker t2 and receive a stronger t3. If players want to play that way. Yeah that idea is gone. We are only looking at the 1-to-1 transformation which can only be used once (well I guess we could make an exception for something, maybe slaver can transform twice and somehow become an OP t4 XL unit )
  9. Comparing some cards' cost and what they offer I've made a list with some cards that need changes and my suggested changes (all cards are coinsidered as being U3). Won't mention some cards that I'm either unsure of or that would be too controversial Before that I'd like to talk about 2 mechanics that I feel need some adjustments: Firstly destroying monuments under construction return 75 power, which is nice if you got the wrong orb but makes it less punishing to build an orb near a fire enemy that might have scorched earth or any enemy with huge dps. I propose instead of getting power back the destruction allows you to build a new monument in the next 10s for 0~25 cost. Secondly, some spells have such low costs that they cd is longer than their recharge time after you run out of charges, which makes charges irrelevant for them, so I propose spells take at least double the cd time to recharge. //T1 cards// 1) Envenom - useless at T1 because of high costs (higher than most T1 units) and the tainted damage is too low. Proposed changes: Infused: 50 cost and 30 dmg/s Tainted: 50 cost and 20~25 dmg/s, 20s duration 2) Executor - see below 3) Frost sorceress - has way too low damage, making her somewhat useable as a damage dealer would encourage putting her in the front line rather than keeping her back just for the shield. Proposed changes: 30 damage per hit/ 45 with splash. May need a bit higher shield cost in which case the damage may be even higher 4) Lifestealer - loses more health than deals damage to small units thanks to knockback. Proposed changes: damaged cannot be reduced by abilities, shields and damage is divided amongst all squad members of a hit unit 5) Mumbo jumbo - too costly for a spell that is mostly supportive, like frost bite. The cooldown is also weird as it's the same as the duration, which would mean that reapplying the debuff or the enemy playing a unit at the moment there's ground presence is a matter of who clicks faster and who has less delay. Proposed changes: 25 cost and 25s cooldown 6) Nasty surprise - offers burst damage to lost souls, which is supposed to be a risky defensive faction. Proposed changes: maximum 500 damage vs buildings 7) Nomad - a nice card but the sky catcher ability is too expensive to be useful. Proposed changes: sky catcher should cost 75 8) Offering(b) - worse than the gifted affinity in every way. Proposed changes: cost 30~35 9) Phase tower - too little risk in pvp as it's a 900/600 unit while vulnerable. Proposed changes: 50% damage while vulnerable but vulnerability only lasts 20s 10) Soul splicer(r) - irrelevant compared to soul splicer(g). Proposed changes: 40~50% bonus damage. Only affects units that remain in the area and consumes the same amount of corpses as bonus damage dealt. 11) Thugs+Strikers - looter is a strange ability that offers late rewards for immediate investment and is hard to balance. I think that immediate return for some late loss would be more interesting for aggressive fire tactics. Also notice that it's useless on pve which is bad considering they're the only non-swift s-counter fire has at T1. Proposed changes: looter returns the power bound to thughs/strikers back to the power pool. Returned amount is equivalent to 40% of attacked targets power cost relative to damage dealt to its health. Anything with less than 50 power cost will be considered as having 50 power cost so it's still useful in pve. (the change basically means that you immediatelly return part of the units bound power by attacking with it so that you can keep using spells and units. You do lose some power in the long run however due to the higher power cost of units with lotter. If you can't attack enough it's even worse) 12) Suppression - too expensive for a single target cc that only works on towers, even more so with every fire pvp decks and many pve ones having sunstriders. Proposed changes: cost 20~25 13) Surge of light - too strong on single targets with high health. Proposed changes: 1k max healing per unit (this change can only be done if pure nature gets a better T2. Doesn't change anything for nature T1) 14) Treespirit - bit too high health for a unit that is technically ranged. (might generate some discussion) Proposed chages: 720~780 hp 15) Werebeasts - bit too low stats/power (including the regen). Proposed changes: 660/660 16) Wintertide - a bit too expensive Proposed changes: 50 cost 17) Witchclaws - ability is too expensive and tainted one has too little impact. Proposed changes: 15 ability cost and tainted gets 270 unit damage per target/ 810 total //T2 cards// 18) Bandit sorceress - too little damage. The ability has the tradeoff of not being able to attack so it's no excuse. Proposed changes: 60 damage per target/ 90 total 19) Bandit stalker - not good enough against anything. Proposed changes: Gifted: target is slowed so it can counter beasts even better (as they are mostly swift at T2). 800 attack. Tainted: can't be useful without countering anything. Change ability to: 50% of all damage dealt to target can't be warded off, lasts 7s after attack. Possibly also the slow on attack. 800 attack. 20) Commandos - too little stats for the cost even with the toogle. Proposed changes: 800~860 attack 21) Darkelf assassins - active has basically no downside. Proposed changes: 15s of weakness 22) Deathglider - weird and basically useless unit. Proposed changes: ???/??? stats plus no death on infection (but 10 cost). Gifted affinity deals extra damage to walls. 23) Earthkeeper - too little attack. Proposed changes: 600 damage 24) Eliminator - the downside should be the hp loss rather than the cost. Proposed changes: 10 ability cost 25) Frost crystal - a building meant for cc that can't hit archers. Proposed changes: archer range on active 26) Gladiatrix(p) - gives up swift for increased effects on an ability that has a cost. The increment is simply not good enough. Proposed changes: 60 ability cost so you might use her instead of the gifted one if you want to focus on the ability. 27) Gravity surge - a tiny bit too expensive for what it does, even if flying units usually cost 100 at T2. Proposed changes: 45~50 cost 28) Healing well - no starting heal and incredibly slow charge speed. Proposed changes: 100 healing charge per 2s 29) Kobold laboratory: Could probably use a small buff. Proposed changes: 40 cost and 50% faster repair speed 30)Lost converter - should probably cost 50 really. 31) Lost priest - too low attack Proposed changes: ???/??? 32) Mountain rowdy - too low range on ability and unecessary 2 frost orbs. Proposed changes: archer range on the ability/ 30~35s cooldown 33) Razorshard - the knockback is too strong. Proposed changes: 5~7 radius 34) Skydefender - Do I even need to say anything? Proposed changes: cost 60 and higher damage 35) Slaver - too low stats Proposed changes: 1120 attack 36) Spirit hunters(p) - too low damage Proposed changes: 23 poison damage 37) Stormsinger(g) - has swift and a good cheap ability. I think it should cost more than the infused one even with the extra damage. Proposed changes: 40 cost 38)Twilight brute - the ability affecting own units makes it very weird. Specially considering it needs you to kill the enemy and the unit itself is meelee. Proposed changes: Ability only affects enemies and the daage is adjusted accordingly 39) Twilight curse - too expensive to be used effectively on enemy or own units. Proposed changes: maximum unit cost is decreased to 150. Power cost is decreased to 60~65 so that it can be used effectively on both its functions 40) Wallbreaker - could probably be a bit cheaper Proposed changes: 20 cost 41) Warlock - too expensive for a mono fire unit that does what it does. Proposed changes: 50~55 cost //T3 cards// 42) Corsair - too little damage and no counter. Proposed changes: ~76 damage per cannon 43) Drones - worse than silverwinds in every way even though they're basically the same unit for different factions. Proposed changes: stat/power similar to silverwinds 44) Dying breed - too expensive to be useful. Proposed changes: Tainted: 40 cost Gifted: 40 cost and no damage 45) Frontier keep - too expensive for little return. Proposed changes: 150~170 cost 46) Gunner(p) - has little to offer compared to other affinity. Proposed changes: attacked units can't be healed for 10s 47) Infernal machine - similar poroblem to frontier keep. Proposed changes: 200 cost 48) Lord cyrian - way too expensive for what it offers. Proposed changes: 330~350 cost 49) Mutating maniac - low stats for the cost Proposed changes: 2660/2450 50) Shrine of martyrs - 125 is still a bit too expensive for the amount of defense it offers and the restrictions of the card. Proposed changes: 100 cost 51) Stone launcher - ability costs way too much for such a specific card, not to mention that it can't attack the unit that it brought down. Proposed changes: ability cost 0. 52) Sylvan gate - could be a bit more useful considering the investment you have to make. Proposed changes: links the root network to each other sylvan gate 53) Treefiend - way too weak statted. Proposed changes: 1900/2100 (the attack is actually meant to refer to it's damage in rooted form) 54) Twilight hag - low stats and weird ability. Proposed changes: 1200/900 and ability is not gender restricted 55) Twilight warfare - too little impact to be useful. Proposed changes: 100 cost/ 40% for each affinity and the infused one increases damage dealt to anything/ units transformed in the area will have full health 56) Virtuoso - low stats per cost Proposed changes: 1900 health 57) Waystation - useless and doesn't represent bandits very well. Proposed changes: quick build (50%) faster. No duration outside of range for the infused one. //T4 cards// 58) Amok - a lot worse than frenetic assault even though it has so many restrictions. Tainted one is so slow it's useless. Proposed changes: Infused: up to 7 units affected Tainted: spreads to 2 new units every 5s 59) Bloodthrist - doesn't stack the more damage you deal like it used to, even though there are so many restrictions on it. Proposed changes: fix it to how it used to be 60) Colossus - the ability is practically useless even though it's a three nature orb cards. Could probably have better stats considering the high cost. Proposed changes: ability lasts 30s and has 25m range, also it's free (you lose dps by using it afterall) 61) Earthen gift(p) - a weird card with effects that don't really match each other. Proposed changes: friendly structures take 50% damage instead of enemy ones dealing less 62) Fire sphere - a triple fire spell that is delayed and has awful range. Basically useless. Proposed changes: at least give it a 25m effect radius since you do need 3F for this card 63) Infernal chain - too expensive. Proposed changes: 100~110 cost 64) Lifestream - not as useful as similar buildings, takes too much damage. Proposed changes: 50% of the damage is transferred 65) Lost spirit ship - has average damage; if it had 4 cannons instead of 8. Proposed changes: just nerf the damage really, it's undeserved 66) Magma fiend - too little health for a unit htat is practically meelee. Proposed changes: 4K health 67) Nightshade plant - requires one to be full twilight and has awful abilities and stats. Proposed changes: make it also affect units that hit it or that it's hitting. 5s duration for tainted and 15 for gifted (same duration on death) 68) Plague - very risky ability with just average damage. Proposed changes: 200 damage/s 69) Ravenhearth - too expensive Proposed changes: 300 cost 70) Tortugun - the storage capacity is too little. Proposed changes: up to 7.5K stored lifepoints
  10. Alright, i'll use your format then PvE in battleforge is planned from a: RPG point of view, in which you simply follow the story of the game, not needing anything fantastic and you just have to go through the events having fun as they unveil. Optimized point of view, in which you can go for higher difficulties for the sake of challenging yourself and further improve your cards. Meaning that while you are trying to get the best possible numbers you may encounter ways to do unrealistic things, like ridiculous amount of damage, skip mechanics, events and finish maps in time record. This point of view disregards anything resembling balance as people will just find and exploit any little opportunity they find to do it, this is one of the ways the game can be played and it is not wrong. There will always be something to exploit, that is until the dev team focus most of their brain capacity into properly balancing the game (which is something Phenomic was trying to do), but it needs to work and needs to be complete before even considering that. Yes and no, i never said he was inexperienced, but I implied that he did not bear in mind the bigger picture. Anyone can focus on the smaller details, but it is how things fit in the big picture that those changes will make an effect on many other things. You change one piece, the whole thing changes, meaning more balance requests and more nerf this and that. Leaving things how they are until the game is complete, stable and working as it should will be better than doing this kind of things now. See my first point about disregarding mechanics. Don't be overly sensible and stay on the topic. I'm not here for your emotions.
  11. First, I would build up two different decks for random pve and campaign missions. At least within a four player random generated map you hardly will need any tower. (You could use Kobold Inc. to summon Wolrd Breakers, but that is a differnt story.) A big plus for your towers, though. Not more than a tower in each tier. Also, read the description of Juice Tank very, very carefully. The wells will last longer, thus giving more resources. But the given rate per time does not change. This means, unless you plan to play more than (roughly, because it depends on the capacity of the wells) 25 minutes, you will not need this card! Ice barrier is mainly for supporting Home Soil. Cobold Labratory is another card is another card I like to question. You strengthen your defense, yes. But is it that important to fill up a slot? Well, I do not have enough experience with that card but that is why I wouldn't use it. :/ I do wonder why Chrystal Fiends do not heal a Constuct. Are you sure? For most (basic) needs I'd use Skyelf Templar instead of the Kobold Engineer. He tends to run away too easily. You asked for advice on spells. Frost has not much to do with void (except Shrine of Martyrs), so take only what you really feel needed. I will point out some interesting ones: Home Soil (expensive, for more damage) and maybe Glyph of Frost (if you need some crowd control on T1). Coldsnap (very common crowd conrtol on T2), Matter Mastry is an interesting card, but expensive. Some people swear on Stone Shell, I do not use it. A Frost Shard is handy (instand freze, plus death). Another good one is Shatter Ice. Either use it together with Coldsnap or with Maelstrom. Northland Drake does not deal much damage, nor can take much, its special ability is hard to use (at least for my take). Core Dreadge is a good unit and fun to play. Most forst players do use Avatar or Rageflame (but both are expensive). The cheap alternative would be Stone Warrior. In my opinion, frost and stonekin have not much to offer on t3. In t2, for two frost orbs I like to name War Eagle (together with Ice Area Shield) and maybe White Rangers. For Stonekin I suggest Razorshard (green). They are cheap, do heal themselves and everything around them when in siege mode. These plus a decent t1 or Defenders if you like will give a good t2. I'd say Agrssor is a some sort of a mobile crowd control. They are nice, but cost a lot of energy and do not deal damage - but their knock back is really, really good. As you allready own Chrystal Fiend; yes, use them, too. Typical T4 units would be Wyrm (dunno, why you do not like them, they are easy and uncomplicated), Gemeye (prefer the purple one) and Grinder (any affinity) or Grimvine. If you stick to Construct, I'd use Battleship, too. Both are slow, but they fit together. But I cannot recommend both to you, when you want to play random pve. Maybe this wall of text will help you.
  12. Yes, it would at least destroy PvP balance to a certain extent. I get goosebumps imagining a stonekin deck with 24 slots. (At the moment stonekin players have to distribute weak spots among T1, T2 and T3 wich makes the deck relatively balanced). You could also play a lost souls deck with ~ 9 T3 cards, not fun. @Flrbb : Maybe something wich comes close it possible with the map editor. I have no clue what's possible and what not, but some mapdesigners like Kaldra did crazy things with the existing mechanics of the game.
  13. TL;DR: You can use it if you want but generally i would prefer spells over this card as they have its use in later game stages as well. Support Units are with very few exceptions not viable as they simply do not fullfill the requirements for speedruns. Buildings are way more common, due to their often times global effects and use in a longer period of a game. Actually thats one of the few cards that are at least somewhat viable in rPVE that i cant remember to use ever. In theory it can work with something against Lost Reaver or Shadow Phoenixes. On the other hand the shielding is random afaik and that is always a negative and on top of it generally you are fine with Lost Reaver or Shadow Phoenix alone, those are simply strong enough to take out most t3 bases alone( especially shadow phoenix). And for Lost Reaver i would much rather prefer cc spells( Coldsnap) and buffs ( Life Weaving) to do the work. I mean you can use Lost Wanderer, just for the sake of using it. However it is more a support unit with its shielding ability, but as it effects only 1 unit at a time you need a unit worth using it on and to minimize the randomness. In speedruns this card is definetly not viable. What you want in rPVE speedruns is to get to t4 with in a reasonable time with using as less slots as possible As t4 is the major part of the map where you can 'win' most time. Thatfor a support unit is generally not usefull. You rather want as much damage as possible with as much defense as necassery, and support units generally offer not the right balance of those. You would even rather use support spells to achieve what you want than units or buildings, as spells generally offer at least some power in the t4 stages of a game as they do not bind power and you basically get the power back immediately by your void manipulation. The problem about most of those cards is that they do not offer more value regarding speed than other cards and are mostly optional. There obviously are support buildings and units that are the exception and are core parts of all/ most of the rPVE speedruns. Those are: Breeding GroundsAmii-MonumentFlame CrystalEmbalmers ShrineFurnace of FleshSoul SplicerShrine of WarConstruction Hut ( if you want to kill this a supportive unitResource Booster ( if you want to kill this a supportive building)Incredible MoThose are common cards that are kinda normal to appear in speedrun decks, even though some are more situational than others and you will never see all of them in the same deck. Some are more core than others but they all having their value in their respective decks. However there are supportive cards that are like very situational and you only ever see them when you have to many slots or they come in handy very much. Most of the time those cards are used only 4 Player speedruns and one of those players has pretty much only the job to support the other players by buildings and spells as he doesn't have the power to do much else anyways due to whatever reason. He will build cards like. Healing GardensWheel of GiftsMost of the supportive cards mentioned in the first listOther buildings that are used rarely but do have their moments to shine: DecomposerMark of the KeeperPortal NexusTunnel( with Burrowing Ritual)Warden's SigilStone of Torment ( even though that ones not a support building)Makeshift Tower ( even though that ones not a support building)As you can see those lists only include buildings. The only units that are generally not used for attacking and you can find in a speedrun decks are: Fallen SkyelfCultist MasterRifle CultistsI guess thats caused by the fact that there aren't all that many units that are usefull in t4 ( especially as you can not keep those alive that needs to be in the fights as they will just die to all the damage they will get as you army is generally very small. They'd straight up die. Fallen Skyelf you send in when the base is cleared besides a boss and you can focus the boss down. Cultist Master is used for void manipulation and Rifle Cultists to get your charges back. And before t4 it is pretty much pointless to get a supportive unit as it soakes up a slot for t4 buffing and its use is so limited. Like the only exception might be Dryades and Snapjaws. However Nature t1 is the very last thing you ever want to pick in a speedrun and even if you do Dryade is optional( and no shamans are not viable). Snapjaws are super situational as well. The only real purpose i see is in 2 Player Lost Souls Map. If you have a massive t2 with Lost Vigils and Treefiends and get Lost Vigil incomes, they can be worth. On the other Hand you generally start fire yourself or get massive help from the guy on the other position( or both). You will generally not have enough slots to put this in when you are soloing the map, so well i guess you can use it if you really want. Besides that i couldnt think of any support unit that is worth it using in speedruns( i might let one slip through though or you might just blow my mind with a nasty new strategy?) Anyways this one went really long so im sorry for that
  14. - Auction House restrictions = players can't abuse selling prices and prevents players from quitting the game since scammers in the auction can make the auction seem useless at times, which this restriction can prevent this issue altogether, so players can make use of it without slowing their progress too much with getting new cards they're after, basically restricting a card like "Mine or Mo" from going over 450bfp, or below 250bfp, this way nobody is ripped off, not even new players, possibly even adding a feature that indicates the cards general average true value/ worth. - More promo cards for other cards = card variants that allow a more personalized collection, so players can find the version of a card they may have always wanted to see, or they can enjoy cards they may not have liked previously on terms of cosmetic features, until the card cosmetic variant comes around that fits their preferred style for a card, such as multiple Promo Mo variants utilizing different shaders, materials, and visual effect enhancements to make it cooler, including the lack of Promos for popular cards such as Giant Wyrm, Shaman, Soulhunter, Bloodhorn, and Iron Clad, etc. which could give players more reason to support the games expense through funds (as at the very least I think a Giant Wyrm deserves a promo card with golden or chrome armor apparel). - 6 vs 6 PvP, or 12 player "no teams battle mode" = Custom mode variety has potential here, including a map creator feature that can be made easy to use for all players to create their own maps and modes for unique battle outcomes among different competing players, without running out of ideas too fast...however the mechanics would require restrictions and preset options for players to choose from, also a feature not even League of Legends has which they could benefit from. - New UI feature addition "reserve cards" for collection = players can reserve cards they're after simply by making a list so they don't forget their card goals they're after, and can always have in game access to the list of cards that they're after, without wondering what they're missing...also allowing players to enlist new cards for reserve that they weren't aware of initially, until they discovered the option (thus they can save the card into their list or reserve it into a deck as a ghosted card until unlocked), which the choices may be provided from the entire roster of cards so players are aware of all the cards available without guessing, thus assuring players aren't missing out on their options, or forgetting what they're after. - Custom card backgrounds for each element type = more personalized variety which is good for the players interest, and expanding potential diversity, such as golden trim with glowing gems surrounded by sparkles of its element type around the boarder, or a Hearthstone frame like the "dragon framed legendary" cards they have, including Magic The Gathering Arena's "Panoramic 2D Gif movement" cards, etc. - Add more functional cards = Balancing the best cards available now, by creating counters to each card, so others can be just as effective, including nerfing, buffing, or altering cards already available, so certain cards that aren't used often can see more usage, including being more enjoyable to use in a mixed element deck providing more deck creativity, such as altering the element orbs required to use certain cards, so they can be seen in more decks of diverse creativity. - Custom Mode Feature "Add more card slots" = more deck diversity and doesn't have to be too many, plus if it's a custom mode feature, it only adds to the experience and satisfaction of trying new deck options with a few more slot options to preset. (I don't use the Forums often, but this had to be an exception in hopes the game makes additional improvements soon, as the lack of variety is yet again affecting Battleforge's potential...)
  15. All of the code for quest system is done server side, this has nothing to do with the actual game code. The only thing done in the client is to actually display these quests, which is what you see in the quest interface. That is inherently different to the actual code of the game, such as in the client, which contains stuff like game mechanics, AI behavior. This code is obfuscated and encrypted in a way that we still until now only have limited knowledge of its contents. Not to say that it isn’t possible, but things like 6vs6 pvp or 12P may be very close to that. BattleForge was not designed to be a MMO so connecting 6 sessions into one game was already a feat in itself back in the day, developing more slots for players, especially with our limited resources, is no easy task. However, maybe there exists a way to develop 6P PvE based on the existing 3v3 PvP infrastructure.
  16. What about people that do not have 100 cards, and play less than one game per day, because for them is hard to win standard map under 2 hours? I do not know about you but there is a lot of players that would not have big problem if the deck would have only 10 slots, or even less, because they do not even use these cards, so to me it seems kile forcing people to play 90 cards they do not have, and do not want to play. And again how should someone keep remembering what cards they already played to not waste 2-3 hours with same deck as last week.
  17. Hey, i just wanted to ask if someone knows how long the stress test will last and yes i know that it is not the open beta yet. if the stress test is finished idk in like maybe 4 weeks then i bet there will be a server reset like all cards, bfp, gold etc. , will there be a time between the stress test and the open Beta where we can't play ? and my last question is what the maximum server capacity is, i know just now there are 300 caps or something but i meant what is the maximum that will get to play if all is going well. Thanks for your time and sorry for my broken english
  18. Stress test means it'll take time to be playable.. The only thing you're doing is testing their server capacity and getting some nostalgia, thanks again btw
  19. @ladadoos Several things about pure fire. Think of this like a lesson (although I didn't play pure fire, but I messed around with it at the very end when we had all the cards and stayed in the top 100--so if anyone legend+ that mained fire wants to correct me, I won't be offended). The advantage of pure fire is that it has lots of free decks slots, because you basically spam enforcer, rally banner, and firedancer. You need the drake for certain scenarios, as well as the gladiatrix. A pure fire player without gladiatrix will get curb stomped by any fire splash player. You'll also get smashed by deep ones and lost reavers. And war eagle is difficult enough for pure fire, but completely impossible w/o glady. For fire/nature, gladiatrix is similarly essential (even more so that pure fire, actually). But disenchant is not, for reasons we'll get to below. I brought the green glady and no disenchant. Of course, I know lots of people that brought disenchant as well, and some that just brought the purple glady. But I liked the swift on my glady, and I prefered the deck slots somewhere else than disenchant because cc's can bail you if it gets really bad. If you'd like to talk further on these techniques, I'd be more than happy to. For pure fire, as I said before, deck slots aren't really an issue. I'd say 90-99% of the good pure fire players bring both green glady and disenchant. There is no cost to bringing both. Furthermore, both are useful. As we've already discussed, gladiatrix as a unit (w/o considering disenchant ability) is essential. Disenchant itself is also very useful. Every t3 fight with fire goes like this: giant slayer or leftover enforcer drops a rallying banner. Juggernaut appears. Enemy cc's jugger. Disenchant jugger and stampede. If the rallying banner gets up and the fire player has power, it's basically a sure loss of monument or orbs. That combo is not possible with gladiatrix, regardless of which you bring. Furthermore, it's really not optimal to summon a gladiatrix and then disenchant--if you don't want the gladiatrix hanging around--because that cost 150 power (I think) rather than 90. @SunWu II. I played without firesworn about half the time. Actually, more than half. I subbed him in for mauler if I was playing someone who I knew would rush with a buffed reaver or vileblood. Even defending deep ones was okay as long as he doesn't have enough power to spam heals. Although it's generally a bad idea to stay t1 against pure nature anyway. Scavenger and 2 sunstriders do a pretty good job vs any single unit that doesn't have buffs. But I also made a habit of not staying t1 against factions that had good L units. @Chibiterasu No, the main use of gladiatrix is her L counter. As far as I know, pure fire has exactly 2 L counters. Bonus points if you can name the second one, but it's next to worthless as an L counter. (hint: I would DIE of laughter if I saw a pure fire player use this card). Gladiatrix is its only L counter. If you can't afford her, I'd suggest Moon. As far as fire-nat goes, gladiatrix is far and away the best L counter, even though you have many options. For one, she is ranged, which is good vs air units AND melee units. Roots combos super well with her. Additionally, she does a ton of damage. Gladiatrix is also the best XL counter for fire-nat and pure fire, because they can run around and attack the XL unit without fear of dying. The fact that you can disenchant that grigori is merely a nice bonus.
  20. Will server size/capacity be increased? Every time I try to connect I get the message that the server is full. Sorry if I missed the information (didn't find it through search option).
  21. It's very difficult to connect at the moment because of the server capacity. I had many freezed screens on the map with the pve missions too and the same thing at creating a match or during a match (ingame) I tried for like 16 hours to play skylords reborn (BF) and only got 2 matches and other 2 freezed ... Recommend is to wait for better servers and bug fixes
  22. No, youre not. the server capacity is capped. Many people have the problem that they have to wait.
  23. Pospa

    Server !!

    Hello Brocniken, 1. I was told server capacity is 200. 2. I think there is only one server. 3. Just wait till they fix it or try it in the night / early morning. I was able to play one game and open few packs. I can be wrong, I am not dev.
  24. Hello everyone is what the developers work on the increase of capacity of the serveusr because impossible to play since that was launched my big son managed to play dice the opening but I impossible to connect at all hours my account is connected but impossible to start the game: you'r server lost the connection (I'm in fiber)
  25. Hey guys, how long do you plan to have the "Open stress test" going? Will I be able to test this tomorrow, or is this limited for a few hours today? Also, what capacity are the servers currently? We have maxxed them out pretty fast.
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