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Found 4 results


    PVP-PVE Ideas

    I just saw a battleforge PVP gamemode and made think. Maby it would be cool (in the far future because battleforge is awsome the way it is) to do be able to do ranked pvp matches with like a 2, 3 and maby even 4 orb start. In PVP you only see 1 and 2 orbs units being deployed. It would give us awsome battle to be able to change those things. The suggestion for PVE is to be able to gain quick power in trade for less battletime to compleet the PVE. I think (hope) those are little changes to make in the future. Those little changes can make big changes in al of pvp and pve.. What do you guys think? Let me know!
  2. salenstern

    Orb Ownership

    I want to propose the idea of Orb Ownership. Orbs are one of the main mechanics of the game and are extremely important in every game mode, whether it be PVE or PVP. Saying this, this post is only going to be about Orbs in PVE. So... Orb Ownership? Basically, Orb Ownership is the idea that you can only claim certain orbs, instead of being able to claim them all. For example, Bad Harvest. I remember when I was playing some other player took my fourth orb for his fifth and I was super pissed. So I built towers preventing the ground units from moving past. I also remember the first player, dark green on the map, destroying the first base, taking both orbs, getting tier four and single handedly winning the game. Great if you were playing to win, bad if you were playing for fun, which is what games or for. Orb Ownership removes those scenarios from the game. As I said before, you can only claim specific orbs based on your position on the map. Another example in bad harvest. If you're the first player, the dark green, you can only claim the orb beside your starting orb, one of the orbs in the base and the final orb near the end of the map. This also applies if your orb is destroyed. This means if your teammates decide to not help/troll you and let enemies destroy any of your orbs, they won't be able to claim it. I feel Orb Ownership will force players to improve their teamwork and help their allies. It will also remove any "I can win the game by myself" players. What do you think about Orb Ownership. (If someone already came up with idea or something similar, sorry, didn't mean to steal it.)
  3. Phoenix313

    3 and 4 orb fractions

    It is just an spontaneous idea developed while writing in the shoutbox. There was the idea to add water, air and light. While frost is a combination of water and air, the elfs for example represent the air part, there is no need for it also it would be a little bit odd when they became primary elements and the combined frost element would be also primary. Also I think the light part (as counterpart to shadow) is very well represented by the nature element, especially because there are many things like surge of light and so. Further I think, that primary elements could only be implemented with heavy modifications of the client and that this isnt really reasonable. But I think that it would be possible to add combinations of elements. For example the two missing 2 element combinations, namely Fire/Frost and Nature/Shadow. The idea is that it would be also possible to do combinations of 3 or 4 orb colors. My idea was: Holy (Nature, Frost and Fire): Shadow wouldnt work because it represents the complete opposite of holy things and nature represents the light part (close to holy), but even nature isnt immaculate. I think Fire and Frost are somehow neutral because they are good and bad. So to get holy you have to extract the good energy of any of the good or neutral elements, thats why you need all 3 orbs. The units could be angels (similar to the elfs of frost), the spells could be any light spells like surge of light and they could have structures that look similar to the thunder wagon. Abyssal (Shadow, Fire and Frost): Its the complete opposite of holy, so nature wouldnt work here and shadow is the element that represents this the best. Shadow isnt completely directed to destroying any live beings (even yourself) but is more dedicated to destroy anyone else to benefit out of their destruction. Also Frost and Fire arent completely good nor evil so they have also some bad energy and thats why you need to extract it from any of the 3 orbs to get this element. There could be even more detrimental effects than shadow already has and the units could be daemons. Eternal / Divine (Nature, Frost, Fire and Shadow): Whether the eternity is good or evil nor divine beings like gods have to be. But the divinity means anything. Also gods are usually observed as omnipotent, so you have to combine all elements again to one element to get the source of all elemental power, from where everything was created and maybe where everything will go. One of this units of this element could be a (Battle)Forge which you can summon, like the mothership in starcraft 2. It could be a T5 (as the only one) unit with a spare orb of choice (that maybe even affect the abilities of the forge, 2 nature orbs => healing ability, 2 shadow orbs => resurrection of corps, 2 fire orbs => siege, 2 frost orbs => extra defense or something like that). Other units could for example be other gods like Zeus. To the devs I am aware that the chances are very high, that it wont be implemented, it was just a spontaneous idea and I like just the imagination how it could be ;).
  4. Kaliber84

    Element Boosters

    Several times I stumbled upon people on this forum who asked for or suggested more boosters than the general one. The main reason was card collection. Especially in the beginning when we don't know how the economy around the AH will evolve and the pool of cards needs to be filled by boosters those boosters become the main focus. Many players will be forced or be interested in buying boosters to get the foundation of a decent deck of their own. But to obtain the cards they need for the deck they want to achieve will be insanely hard by just buying the general booster as there are way too many cards to have a decent chance to get the ones needed. In the old BF one could always use the AH or direct trades but as mentioned this might not be an option. The suggestions of the other people on this forum varied according to their supposed use as well as the preferences of the one suggesting. There were suggestions of starter packs, ones with different chances for UR, R and UC, different boosters for the different cards (monster, spells, buildings), boosters for the different editions, the different elements and even boosters with community created cards. In my opinion most of those are either unnecessary, confusing or do not adress the core problem I mentioned above. But I do want to explain how I expect the element boosters might adress this problem. Rather than differentiating by edition or something else, I think it is wiser to differentiate by element. Offering one booster for each element (so 4 in total plus the general booster) would be great. The restriction could be as simple as every card included in it needs one of it's required orbs to be of that element. To obtain heroes or promos and the like one would still have to purchase the general boosters. Also making the element boosters more expensive or lowering the probabilities to find UR or R would balance the advantages while still making them more useful for deck building. The main use would be to enable players, who already know the general orbs or cards their deck should contain, to focus on the elements they intend to use. This would greatly decrease the time needed to create a specific deck without the use of the AH. The players using those boosters wouldn't get more valuable cards than everyone else and those who want to collect everything wouldn't get much of an advantage out of it. What do you think of this? Also take a vote at the poll I included please.

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