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Found 6 results

  1. WindHunter

    Let's Talk Shrine of Greed

    This is a card near and dear to my heart. I used it as a crutch to get 12th on the ranked ladder at a time where everyone said it was useless. Before I go farther let's remember what it does: Shrine of Greed: Tier 2, Shadow/Shadow, 100 Power Building Transfer half of the void pool to the power pool instantly. For the next 30 seconds, no void power flows into the power pool and any power that would normally flow into the void pool is instead permanently lost. This debuff means that for 30 seconds if you use a spell, lose a building, or let a unit die you permanently lose the 90% power that would normally be refunded. The debuff is so crippling it makes the upside, gaining half of your void pool instantly, not worth it. The lose of a single nightcrawler means permanently losing 54 energy. Lose two nightcrawlers and it is worse for you than building a power well and instantly destroying it. The issue is, the debuff is so bad that you will lose far more than 100 power in the 30 seconds it is active. But, did you know Shrine of Greed's (SoG) debuff is tied to the building itself? If you destroy the building immediately after activating it, you lose the 90 power bound into the building but instead get half your void power instantly. This is clearly a bug but it makes the card incredibly interesting to play and gives Pure Shadow a way to run an incredibly long t2. Rediscovering the bug from another Pure Shadow player Eljyn(?) is what vaulted me into the top 20. It lets you turn a match you are losing into a game where you have 2 buffed harvesters on the field. If you have ever played me and wondered why my micro is below every other top player's, reading this should give you a hint. For 1v1 PvP In my opinion the card is balanced. If given the chance I'd redesign it to bring back Pure Shadow's old school t2 turtle into Harvester or 5-card T3 without requiring the player to abuse a bug every game. Once someone knows you have this in your deck(or is given the impression), they can punish you hard when you build it. I typically had to go one Power-well down when I built it and if I didn't get major value the game was essentially over. It is a true high-risk high-reward card and fits well in the Shadow faction. For 2v2 PvP This is the important part of this post. The widespread use of this bug had a detrimental effect on 2v2 in the later years of BattleForge. The issue is that both you and your ally get back half of your void power instantly and only one of you suffers a -100 power penalty. In 2v2 where there is more power already in the game, this gives a team with a Pure Shadow member an unfair advantage in the mid-to-late game. Assume all four players in a 2v2 match have 1500 power in their void pool. One team is capped at +20 void power per second with 1500 in their void pool while the team using SoG pulls out 750 power instantly and still gets 15-16 per second. This isn't healthy for the 2v2 scene and as time went on and knowledge of the bug grew, more and more teams started incorporating a Pure Shadow member. And that's why I'm making this post. I've seen talk of balancing and if we are going to be making balance changes it is very important for us to look first at cards that hurt the overall playing experience of the PvP communities and this is a card we need to focus on first. Discuss.
  2. Kunzekalauer

    Bandits were underpowered.

    Hey guys, I just rediscovered that forum. It has been years and I am still dying to play the open beta, seriously I loved that game and I love the devs for actually putting all the effort over all these years into the revival of the Skylords So I wondered if you all agree how underpowered and underused Bandits were in PVP as well as in PVE. I mean even the random PVE maps were pretty much a free win if it was just bandits, in comparison to facing lost souls in RPVE9+. That was an absolute nightmare. Can you all imagine re-balancing the game over the years once it is all stable, no more crashing servers etc. ? I personally loved the Bandits and the playstyle they represented. What are your feelings about them? Do you disagree on my observation, do you feel like they were balanced? If not, can you think of ways to make them more viable in PVP as well as in PVE? Greetz from Kunze
  3. erakus

    Enlightenment and its art

    So i was browsing the card base, while reading Circadia's PvP guide, there is some good stuff there people should read it even if you don't PvP. Here's the link; and as i was checking out some of the information in it with the card base, i noticed enlightenment and specifically its art. Now it might just be me but thornbark and tremor have a strange scale in the art compared to juggernaut relative to in game, mr.thorns is massive or juggs is very much a runt. tremor seems small as well. SO i was thinking what if units not even just theses one got changed to match the card art, possibly even re balanced. either large size juggernauts or xl thornbarks, m tremor at t2 or even xl at t3 because that activate-able needs a buff. Just an idea i'm throwing out there, i realize it probably wont happen because avatar of frost is a thing same for abyssal warder and razorleaf. another point against the idea is the tree fiend in the twilight warfare card seems to be an M unit. A point for me though is the fire/frost load screen art that portrays tremor as the juggernauts match/equal, which is far from the reality of things. If someone already suggested this i am sorry for the repost.
  4. Luidimax

    Balancing maps?

    Hey, i am pretty new to BFR and was wondering if the dev team has any plans on balancing out the PvP maps, so they become symetrical after the core game is finished?
  5. Dallarian

    Range small units balance

    I think range small cards are little inbalanced in game. Small ranger ---> Small, use crosbow/bow. 1. 1 orb: Shadow Forsaken: 3 dmg per second, skill that deal dmg, cost 50. HP 450 (i dont count snapjaws there) Frost Master Archers: 2,5 dmg per second. No skill. Cost 50. HP 600 Fire Sunstriders: 3 dmg per second, skill that disable builds. Cost 50. HP 360 Nature Windweavers: 5 dmg per second, atack 2 targets! Cost 70. HP 420 I know Frost is def race, but remember its ranger archer. No need hp i think. In defense on walls more useful atack than HP. And Fire offensive race, but what they have? Skill to disable builds for 10s, very low HP and simple 3 dmg per second... Nature have bigger cost, but 10 dmg per second (second target) not too good for 20 more cost? What you think about 1 orb rangers balance? 2. 2 orb: Shadow Darkelf Assasin: 4,8 dmg per second, skill for dmg, Cost 50. HP 450 Frost Defenders: 4,5 dmg per second, skill for 40% less dmg. Cost 70. HP 630 Frost White Rangers: 3,666 dmg per second, good skill dmg in defend (only for defend). Cost 70, need 2 frost orbs. 780 HP Fire none. Nature Spirit Hunters: 1,6 dmg per second and good poinson. Cost 75. HP 510 Bandits Commandos: 11 dmg per second, 15% lifesteal, skill for 50% lifesteal, 50% more dmg vs humans and cant be knocked/ 25% less dmg from ranged and magic atacks. Cost 80. 582 HP Frost units look more like tanks than range dps. Yes, its defensive race, and i think Defenders are good in it, but White Rangers 780HP? For what they need it? I think they should have more dmg (4-5). Bandits for me looks good, they need 2 different orbs, but it have very big dmg. And in my opinion Spirit Hunters should have more HP for atack-toxin-back strategy. What you think about this balance? Frost units not too tanky? Please correct me if I am wrong somewhere. Sorry for english ♥
  6. Nachtalb

    The PvP-Balancing Wish/Whine-List

    Dear Skylords I opened this threat, because of the discussions concerning the PvP-Balance we allready have in this Forums. Because the discussions both deal with specific cards or specific ideas for balancing and i have the feeling that it is missleading at the moment (eg. talking about giving pure fire a Wareagle counter on the one hand and talking about OPness of (pure fire) Cliffdancing on the other hand). To get the balancing PvP discussion better organized i want to collect all (perceived) balancing issues in PvP here in this thread. The goal is to first make a list with all of those issues, then go down that list point for point to discuss it: Is this realy an issue, does it has to be changed, how could it be changed. As a conclusion we would have a list of REAL Issues that should be adressed (with ideas on how they could be adressed) and a list of only PERCEIVED Issues, that are no real ones and only come because people don't know how to play vs certain strategies or vs certain Decks. Please as a first step only post (in short words) which Balancing Issues YOU think are in Battelforge that need to be adressed. I am gonna collect all of those in a List here in the first post. After some time of collecting we can discuss each issue and see if it realy is a thing that needs a fix, or if it's not. After we have a list of REAL Balancing Issues we can start to discuss those in seperate threads again. I Hope this will lead to a more sophisticated Discussion about PvP balancing and will lead us in a direction so that we can start to balance or test balancing ideas when the server is up and running (maybe on a seperate testserver). I am gonna start that List with the issues that I think are problematic in BaFo PvP. I am gonna ad the name of the person who reports an issue in brackets behind it. Please be aware, that not everybody has to be your opinion, just post everything YOU THINK is a balancing Problem in PvP. You don't have to post any ideas how to solve this problem, lets first only collect, then discuss all the points. Perceived Balancing Issues in PvP: - Weakness of Bandit T2 and Shadow/Nature T2 (Nachtalb) - Shadow/Frost T3 is overpowered (Nachtalb) - Tree Spirits are problematic in Nature T1 (Nachtalb) - lack of a cheap t2 m/m counter in pure nature (LagOps) - phasetower is problematic against nature (and maybe frost?) t1 (LagOps) - lack of reliable wareagle counters for pure fire (LagOps) - bandits being underpowered vs frostsplash T2s (SunWu II.) - cursewell being overpowered in frostsplash T3s (SunWu II.) - shield building being overpowered (SunWu II.) - war eagle + stormsinger(ability) being overpowered vs pure fire and fire/nature T2 (SunWu II.) - firedancers over cliffs/walls being overpowered (SunWu II.) - the (bug ab)use of netherwarp (green) casted on shadow mages being overpowered (SunWu II.) - Brannoc's special ability being too strong (SunWu II.) - pure nature being slightly underpowered vs certain m-unit attacks in early T2 (SunWu II.) - lost grigori's special ability being slightly too strong (SunWu II.) - phasetower and mortar being slightly too strong (SunWu II.) - Grigori's taunt bug (Aragorn) - Razorshard knockback delay bug (Aragorn) - Nothern star bug (Aragorn) - Juggernaut and Mo's ability CC-Bug (Aragorn) - Brannoc : Ability too strong (Aragorn) - Nature t1 : Give them something to deal with structure (mortar and phase tower) (Aragorn) - Nature t2 : Give them a M/M. (Aragorn) - Additional energie (energy parasite, thugs, etc.): Bad Concept (Aragorn) - Mountainer: Shield ability OP (Aragorn) - Well curse OP in 2vs2 (Aragorn) - Lajesh unbalanced : Too much wall and cliff potential on nearly every well. (Aragorn) - Bandits UP (Aragorn) - PvP is balanced/there should be no discussions at the forums at this point (Anonymous, xHighTech)
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