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  1. I am opening this topic to bring up a suggestion for changes to mind control/ swap with the goal of making it more fair in PVP scenarios as the ability to create unbound units and effectively insta-kill an opponent's unit makes creating larger units very risky in matchups against any shadow splash or double nature as there are simply not enough consequences for swapping and swap-backs/interceptions are arduous and often impossible: (especially for shadow nature who can easily intercept swapped nightguards) This is especially important for factions who cannot take the unit back on their own! The Suggestion/Idea: Swapped/Controlled units will bind power according to their original cost and the player who initiates swapping gets only the difference back as void power: instead of receiving all of the immediately power into his void pool. Once the swapped unit dies or gets swapped again the other part of the difference is returned to the void pool. This PVP focused idea would enable swapping to become less of a "insta-kill plus mind control" and turn it into an actual exchange by making said player gain void power like normal when the swapped unit dies or is swapped back. The original owner will experience it the same as it is currently; as if it the unit died. But if they can take it back they get a free unit instead, adding risk to swap. This would respect power levels fairly as currently unbound units are exceptionally powerful and it creates the situation where swapping is worth it for almost all expensive units. The main goal is to make it less imperative that a player kill unbound units and decrease how often mind control or swapping occurs. I am not aware of any effects that simulate what is mentioned and thus it may well be unimplementable but I'd like to earmark this topic as an "ideal" if one day it can be implemented. It does seem quite desirable and fights the "swap everything large" gameplay we have today. Explanation of my initial idea for mechanics: (I don't think this can be implemented as far as I know) As for PVE: What do swappable units actually cost for orbs & power cost? Part of me thinks this wouldn't affect PVE at all but it depends on this aspect.
  2. Right lets play a little game, thought about this a while ago but only boredom and time could actually make me write this so here it goes. All you have to do in this game is use our imagination and think of a power, anything and everything however here is the catch; People will need to reply to your post and give you a limit for your power for example If you say ''I want to have the power of telepathy'' a limit for it can be You can never turn it off etc. As for my power I would like to possess the power of Spacial Render, controlling space itself gives me abilities with magnetic and quantum poles
  3. Power circulation keeps your energy floating. So In this post i wanna touch something really important for playing battleforge Pvp. Some main concepts of power circulation in general. First of all i wnna point out the different ways power (energie) can be spend in BattleForge. So first of all therer are units, spells and buildings. Technicy units and buildings are sharing the same spot (buildings are kinda overpowered units, in the way how they bind power for a (limited) amount of time like units.) Overall that means, valuewhise, Spell < Unit < Building. A 100 power unit should not be removed by a single 100 power spell and a 100 power Building should always beat a 100 power Unit. Ofc u cnat really compare a War Eagle to a SoM, since there are alot off buildings aswell as units (e.g. Energy parasite) wich work kinda different and don`t fill into this comparing stats theme. One Important thing i wanna note is, that trading positively in a unit vs unit or spell vs spell trade is not considered here. Well you might ask yourself WTF does this have to do with Energy floating? Below i made a little Paint -Sketch of the Power Cycle in Battleforge The main diffrence between Units/Buildings and Spells is, that The Energy u spend for Spells directly flows into the Void Power while Units and Buildings will slow the circulation down a bit while they bind Power. But does this even Matter??? Well lets say there is a theoretial situation A where you have 0 Void and 0 current power, 2 power wells. To spawn a 300 Energy Unit (Eg. A Harvester) u would have to wait 150 Seconds. And now lets simulate a Situation B Where you have 0 Void, 0 Cureent Power and 2 Power wells, but u woud be able to spend every single point of energy instantly (wich ofc. Is not possible becaouse the smallest proactive unit is like 50 Energy but to keep it simple we just pretend we could^^)so it would enter the void pool right away. than u could do some random math like 0,9 * 2t* (100/99)^t for t=150 this would be around 1,2k Power Cycled. By spamming ur power out like that u would reach the 300 power mark at like 80 seconds. After seeing this u might ask youurself : wtf why am i even building big units than?? Well in battleforge you have to destroy your emenmys Power Wells aswell as Monuments while Spells used to be not that effective vs Structures, well... some units expecially sige units are. This forces the energy recources into a unit vs unit combat naturally slowed down by the distance your units have to run to reach the action. Btw this favours the defending player overall, since the defending person does not have this kind of tempo delay between paying a unit (binding the power) and get it into the action. For the same reason closed well situations are kinda intrsting and railing banner is such a powerful card. To bring the power immediately into the fight there are unit support seplls like heal, cc dmg spells and protects wich can be casted near to your units and structures. First conclusion: find a good balance between units/ and spells, to bring the maximum amount of power into the fight. to be continued....
  4. I never understood what is void power and how it work, also couldn't find thread about it. Can someone explain what is this?
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