Wish to contribute to the project by donating? Heads up to our Patreon -> https://www.patreon.com/skylordsreborn

Jump to content
  • Announcements

    • InsaneHawk

      We now have a Patreon !   10/16/17

      Donations are back, but they're now all on Patreon ! Feel free to check it out : https://goo.gl/TwmHYW

Search the Community

Showing results for tags 'cards'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News
    • Announcements
    • Updates
    • Giveaways
  • Community
    • Suggestions
    • General Talk
    • Events and Tournaments
    • Media
    • Off-Topic
  • Gameplay
    • New Player Help and Guides
    • Deck Building and Colour Strategies
    • PvE
    • PvP
    • Cards
    • Maps
    • Marketplace
  • Recruitment

Calendars

There are no results to display.


Found 22 results

  1. The New Cardbase and More

    Hey everyone, After many hours of work I present to you, a work in progress, Cardbase. http://cardbase.bfreborn.com In its current state, the following things are available: An overview of all cards with appropriate filters available (will improve) An overview of all maps Details for each card (Including data like upgrade and ability information) Details for each map (Including data like loot tables, descriptions, minimaps and even walkthroughs) A JSON API for all the data above. For details: This will expand overtime adding more information like lore and characters. My goal with this site is to have one point of information, instead of dividing it over different sites like AllCards and wikis. Now add credits where credits are due. Thanks to @MrXLink for filling the database with data that I could not extract automatically or was incorrect. For any future changes to the actual data of the site you can contact MrXLink. EDIT by MrXLink: Thanks from me to @Kiwi for having ideas which resulted in me working along with this. Thanks to @Dawn for the existing AllCards database, yes, I ripped your google drive file, it was a major pain. Here's an example page for Guns of Lyr
  2. I had an interesting idea. What if we had units that interacted with power after spawning? Obviously, the mechanic of generating power is overpowered already so the units must come with a downside. That downside being bad stats and a high cost. Imagine a PVP game. One player plays a 300 cost (random costs) power interacting unit that will generate 50 power after one minute. The other knows that it cant live anymore so he sends a 100 cost unit to kill it. Because of its bad stats, the 300 cost dies and the first player now has a huge disadvantage. 200 power difference and the enemy still has that 100 cost unit. There are four categories. -Generators -Boosters -Replenishers -Others --- Lets talk about generators first... They generate power... That's it. They have the worst stats but that's really it. They're just wells without a limit and easily killed. --- Secondly are boosters. This one is probably the simplest because there is a card I can compare it to. Juice tank. Really, its just a unit that sits beside your wells and increases power gain. It's stats shouldn't need to be that bad because of the restriction it has on it. The restriction being it can't leave a well's radius or its effect is useless. Also you don't really want to attack with it because the stats are bad compared to other cards of the same cost. You think there isn't a difference between these units and the juice booster but there is. They can move to different wells, they can also defend. The big thing is that they can move without a power cost, which makes them a unit. They also should cost more since juice tank can't. --- The third category is a strange one. Replenishers. They're generators but very specific. Replenishers replenish the power in a well. They have worse stats than the second category but the stats are better than those in the first. In my head, I'm imagining a shaman healing a well's power. --- Lastly, the others category. These are for the cards that are random. Like a 300 cost card that replenishes 150 cost on spawn but has the stats of a 200 cost. If you look at it simply, it looks like a 150 cost card with the stats of a 200 stat card. It looks pretty good. But when you look at it more deeply you see that it costs 300 power and the 150 only comes back during its spawn. If you played that card in a PVP game, your first orb would have already been taken. This card is very similar to breeding grounds. --- Anyway, that's it. There's definitely some problems with this but community suggestions can fix that. (If I took your idea, sorry.)
  3. which card gives you the most nostalgia?

    which card gives you the most nostalgia when you look at it or remember it. mine is either avatar of frost (it was the first "expensive" with high power level card i bought) or frost mage.
  4. Cards for social promotion

    Hey, I got an idea. How about giving special cards from giveaways or liking facebook page?
  5. A small warning.

    Just a tiny suggestion, nothing too major. Back in the old days of battleforge, there were tons of scammers. I, myself, was scammed. It didn't feel really good. The trick that got me was "My trade system doesn't work. Send me your grimvine over the mail and I'll send you a forest elder!" I just started the game. I waited for a day before I realized what had happened. Scammers usually have multiple accounts, never doing the dirty work on their main acc. So banning those spare accounts won't really stop them. My suggestion is to ad a little warning. If your sending mail and it has cards on it (or bf but I don't remember if you could send bf), a little message will show up saying something like "Warning, you have some/a card(s) attached. Only send cards to people you trust. If you don't know the player, use the trade system. Are you sure you want to proceed?" With this, the newer players will be less susceptible to scams and will further demoralize scammers. Of course, if you're sending mail and you know what you're doing, this may be annoying. In this case, there could be a button that disables this message from appearing. That's pretty much it. Tell me your thoughts. (If I stole this from someone, I'll take it down. Sorry.)
  6. Edit: Topic no longer relavent pointed out by reply.
  7. The official Fansite-Kit Grabbed it just before the shutdown: https://www.file-upload.net/download-12290814/Fansite-Kit.zip.html All Cards First it contains the big image file from TBO. Based on this big file, I have created single files for every card, which are also part of this zip, you can download here: https://www.file-upload.net/download-12290813/Karten.zip.html Chronicles (German) Just before the end of the game I have created this PDF file and uploaded it on the offical board. I guess only a few people could obtain it, so I just reupload it here again. The whole chronicles as pdf: https://www.file-upload.net/download-12290789/Chronik.pdf.html The audio of the chronicles: https://www.file-upload.net/download-12290788/ChroniclesAudio.zip.html Loadingscreens+ (also German) This file contains the loadingscreens of every map and some other stuff, like the ingame map: https://www.file-upload.net/download-12290819/Ladescreens.zip.html I dont know which of this stuff was already posted, so sorry.
  8. Buying Cards?

    So, ive got an idea. What about you being able to buy cards with BF Points? I think its a good idea, so you can get better cards sort of faster, but at the same time, your giving them money to help them out with the game. Im not sure if anyone has posted something like this already, but i think its a good idea. So lets say, "The Overlord" was how ever BF it will be, so you buy/earn BF and get the Points and buy separate cards, not ones that are in a pack. I think it would be good if you can buy separate cards. Thanks.
  9. Card Rarities

    Are the rarity(as in the % of you getting it in the boosters) of the cards stay the same or are you going to buff it up a little bit. if not what's going to be the price per 1 booster pack. PS. I just joined yesterday.
  10. I'll start the ball rolling with; Tier 2 - Moon (Skylord of Shadow) Tier 3- Lord Cyrian (King of the Moloch) Tier 4 - Ravenheart (Artifact Dominator) Who are your favourites? (Spells and Buildings can be included) Go! Reasons why; Moon - Because of the power Dark Art Lord Cyrian - Mainly due to the life and power of a 3 Orb card @ 380 pool power Ravenheart - Because of the Harpoon ability helping damage and stun enemies
  11. Random Cardpool for Everyone

    After I made the suggestion on stream I thought about all posible consequences and change some thinks and tried to clear up all possible questions or problems. Also I realised that my Oral Talent is actually to low to discuss in a non native language. So here I tried to explain my Suggestion. Suggestion - Every month, everyone will get a cardpool of one of the 4 colors (nature, fire, frost, shadow) randomly (not everyone gets the same, for everyone it's random) - The cardpool contains all T1 and T2 cards of the randomly selected colour - All cards will be on U3 with all charges - The cards can be used in PvE, PvP but not in Tome PvP - The cards are untradeable and their only use is to play with them - After one month you'll lose those cards and get a new pool - The activation of the cardpool is looked until you play a certain amount of time, around 10-15 hours (to prevent smurfs and don't overwealm beginners) Explanations (The following is only a quote) Since the majority of the people are mostly active in PvE and not PvP I can understand why so many tolerate a high amount of time to get BFP. So I will try my best to speak for the PvP players, because they are not that happy with the way the BFP rewards are going. In my case I don't have a problem with collecting my cards again with an easier access to BFP. However I have a problem with it if the time until I can finally play my beloved PvP in competitive ways again is too long and maybe no one cares to play it anymore. But what is too long? Of course everybody has to decide this for himself and it is clear that a mainly PvE player is willing to invest more time in things like grinding than a PvP player, because his favourite gametype is implemented in grinding far more than playing competitive PvP modes. What I and many PvP players fear is that either the amount of time you have to invest to play competitive PvP is so high that nearly no one is willing to do so and that the "good" PvP players are not decided by skill but by the amount of time they invested in the game, because they simply have better cards than people that are actually better in terms of skill but don't invest that much time. To make the amount of time you need to collect a competitive PvP deck which has everything it needs better to understand, I'll try showing how much time you need based on the old card values (which will most likely stay the same compared to booster costs) and 5 hours of playtime to collect BFP in the value of 1 Booster (5 hours for 1 Booster was set by a discussion in another Thread). The cheapest Decks to have are the splashdecks and of course the Pure decks are more expensive. The cheapest deck to have with all core cards is Fire/nature and costs (with 17 cards without T3 fully charged) 2500 BFP. For a Pure deck I picked shadow, because I rememeber the card values best and it's the most expensive one. Pure shadow (with 17 cards without T3 fully charged) costs around 12000 BFP. So for 5 hours of playing you'll get 250 BFP by old value (I know some say they will cost 500 BFP but with higher booster prizes card prizes will rize also). 2500 : 250 = 10 10 x 5 = 50 hours of playing till you can buy the cheapest full competitive deck. 12000 : 250 = 48 48 x 5 = 240 hours of playing till you have the most expensive full competitive deck. So we meet up in the middle by around 145 hours. I know that Pure Shadow has harvester which is special case but keep in mind that you will buy other cards on your way to be able to beat certain PvE maps so you will not be able to spend all you have on your PvP deck. That amount of playtime is only set by people which already know what they need. So until a new player realises that he wants to play PvP, starts understanding what he needs and collecting the neccessary cards, he will have to invest way more time and lose interest in mainly playing PvP. The scenario you set will most likely destroy the PvP section and mainly focuse on the PvE part and the PvP as a fun side part since only very very few players will go through the pain to collecting all neccessary cards to be competitve in Rankings. I know some will say nothing is set but the chances are high and I don't want the PvP section to become a lonely wasteland were only 40 old PvP highranks and some PvE players who come for a visit some times start playing. The difference between a main PvP and a main PvE player The PvE players goal is to solve a quests and complete maps in changing diffultieswith various decks and tactics. Therefore the quest system is perfect, because he needs to do what he likes most to advance further. (getting upgrades and BFP) The PvP player want to compete with other, measure his skill and be successful. He wants to claim higher and higher ranks while having the same equal chances like everyone. But to be successfull and qual (having the chance to claim ranks due to skill and not cards and upgrades) he is forced to do quests before beeing competitive. In this case it doesn't matter if those quests are PvE or PvP based, because his interest is not simply playing PvP but playing a fair PvP with equal chances were skill decides the winner. Just imagine a tennis match were you never have serve. Even though you love the sport, you won't like playing it competitive, because you don't have the same chances of winning. You are stuck with people who are worse than you under normal circumstances and can't advance further even though you have the skill to do so. Closing the gap for Beginners We all should know that this project can't live on for to long without new players, therefore we need to make it more Beginner friendly in every aspect of the game (PvE and PvP). Since Battleforge was once created to force people to buy content to be successfull, it's clear that the gap between Beginner's and experienced older Player can be enormous. Older players don not only have more knowledge and experience, they also have better cards and more upgrades. Of course we should never close this gap completely, because this would result in lesser interest in PvE since a main part of PvE is the journey to become better and earn BFP and cards. But giving everyone this cardpool the gap would be closed a little more while still giving the experinced player a advantage he earned for playing successfully. Also Beginners have some kind of testing chance. The process of finding beloved factions and their valueis much shorter and therfore new players will most likely keep more interest in the game. Why only one Pure faction? Like some of you might know, Battleforge started very unbalanced, because one of the creators main focuse were on the creation of Pure decks, which should be superior and contain simple reasons to play them. Fire (Attack), Frost (Defense), Nature (Control), Shadow (Sacrifise; that's actually what they said...). These decks are very well balanced compared to each other. However it's the synergy within the splash decks which became superior. Around 80% of the PvP rankings played mainly with splash decks and every PvE Map in the game is cleared the easiest with a splash deck. Of course Pure decks are not much weaker than splash decks but another reason for their rariety is their price. Because the creators focused on creating Pure decks in the beginning, they knew whta cards were neccessary and made them harder to get. Therefore Pure decks contain the highest amount of Rare and Ultra Rare cards, which makes them so expensive. This would decrease the price of Pure decks a little and also add a little more variety. Economics/Market Place Now this is imo the biggest issue people could have with this suggestion. But wait, it's not as bad as some might think. The easy access to T1 and T2 cards will almost definately leed to a little decrease in price of those cards in the beginning. At this point it is in my eyes very important that the card pool cyclus is not too short, becasue this could leed to even further longer lasting decreased prizes. Imagine you are a new player and you get a shadow pool.You really enjoy playing it but next month you get a completely different faction which you enjoy not as much. So you have to wait at least one month to play your favourite again and the chances are high that you need to wait even longer. Would you really not buy T1 or T2 cards anymore? I guess you would. While casual gamers are not forced to participate in the market anymore, they will be debauched to do so. Think about that people will still get BFP rewards, while playing with this cardpool. So they will most likely spend it for playing their favourite main instead of just buying a T3 or T4 with you can't be sure if you can use it with your next random cardpool. The first way is to get free and start owning those cards you started loving and lost again. Little sidefact from me. With 77 Rare and Ultra Rare cards T1 and T2 contain much less than T3 and T4 (139 cards). Also T1 has not a single Ultra Rare card, which means that the economic impact is the smallest with those tiers. Also T1 and T2 have most of the time the biggest value when it comes to actual gameplay. Therefore it would be something great if those cards had easier access in the AH. Any questions and issues with the suggestion will be added in the starting post and we'll try solving them.
  12. 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.
  13. Cyruel's Cards

    Amii-Judgement (30 second Cooldown) - Definitive Destiny: Summons in a radius of 20 m huge columns, whose Amii-Power absorb enemy entities a significant amount of strength. All affected enemy entities, which are prisoned in those columns cause melee units 45% lower damage, but all allies within this area loose every second 240 HP. Has a durance of 15 seconds. http://www.bfcardcreator.com?task=quicklink&cid=10986 Bandit-Walker - Canongun: Fires every 5 seconds a big canon bullet and affects enemy's within a radius of 5 m around the target 1400 damage (max. 1900 damage). Knockbacks smaller and medium units. - Lifestealer: 15% of the damage dealt by the unit will be added to its life points. - Burning Wrath: In the controll-center of the unit can be sent commandos and banditos. The more units are inside the unit the more berserk it gets. There can be max. 5 units in the controll-center. Per unit the Bandit-Launcher looses every 3 seconds 250 HP but also per unit the launcher gets an 10% damage boost. - Ultimate Destruction: Initiates the self-destruction mechanism and affects enemy entities in a radius of 20 m damage at the amount of the HP + energy costs of the bandit units which are in the launcher integrated. http://www.bfcardcreator.com?task=quicklink&cid=10987 The Red King - Flame Sword (costs 40 Energy, Cooldown of 15 seconds): When activated the silver shiny sword of the red king will be surrounded with flames. The red king smashes his sword on the ground and affects enemy entities in a radius of 10 m 450 damage (max. 800 damage). Smaller units will be knockbacked. Also every affected enemy unit suffers strong burn, which lasts 15 seconds and damages 40 HP every second. - Loyal Fellowers (50 E, cd 20): Activate to get 2 Crystal-Magicians which faithfully serve the red king. The red king and the Crystal-Magicians declare and is controlled as one unit. Enemy entities are affected by the magic aura of the Crystal-Magicians and only can attack them, instead of the red king until they are dead. http://www.bfcardcreator.com?task=quicklink&cid=10988 Crystal-Magicians (From Loyal Fellowers) - Magic Shield: Are inspired by the red king. Takes 20% less damage and deals 10% more damage. http://www.bfcardcreator.com?task=quicklink&cid=10989 Garden of Thorn - Might of Roots: In a radius of 30 m around the garden of thorn Root Nexus can be built 50% faster. - Talented Seed: The special seed allows the Garden of Thorn to be built 70% faster. http://www.bfcardcreator.com?task=quicklink&cid=10990 Storm of Infection (cd 40) - Mass Infection: Infects in a radius of 30 m all enemy entities with a deadly infection. Every XL-unit which dies within 30 seconds there corpses create a tornado which lasts 10 seconds. Enemy but also ally units and buildings which are near the tornado take per second 400 damage. There can be max. 5 tornados at once. Meanwhile pure shadow units which are near the tornado are inspired and deal 30% more damage until the tornado is gone. http://www.bfcardcreator.com?task=quicklink&cid=10992 Immense Tendrils (cd 30) - Might of Tendrils: Choose a unit which is associated with the root-network and give her the power of the nature gods. Her range is increased by 14 m. Also she spurs her conspecifics and every in the root-network integrated unit has an additional range of 7 m. Also the affected units are immune to debuffs. Durance of 12 seconds. http://www.bfcardcreator.com?task=quicklink&cid=10993 Shadow Greed (cd 35) - Tempting Offer: Sacrifices any own unit. The spell absorbs the HP of the sacrificed unit. Own units which are summoned within the next 15 seconds cost accordingly of the sacrificed unit's absorbed HP less energy. 500 HP -> 20% less energy. Max. Absorbing of 1500 HP. http://www.bfcardcreator.com?task=quicklink&cid=10991 Phantom of the Sky - Phantomfire: Every 3 seconds the unit hurls a lightning fireball, which explodes 2 seconds after the impact. Damages 400 (max. 600 damage). Knockbacks smaller units. - Transformation: Activate to change mode and to get the following: - Heavenspear: Granted a mystic spear to the Phantom of the Sky. Furthermore the unit only can attack air units. Affects to air units 30% more damage. The mode lasts 20 second and can't be changed in this time. Can be activated every 40 seconds. http://www.bfcardcreator.com?task=quicklink&cid=10994 Crystal Dragon- Crystal Breath: Every 4 seconds the unit spits crystal containing Breath and deals 500 damage (max. 800). - Crystal Rain [70E|CD25]: When activated thousands of crystals hurl out of the skin of the Crystal Dragon so by that a huge crystal storm form and damages opponents 1400 damage (max.2600 damage). Affected opponents are so much surrounded by crystals that they are stunned for 4 seconds and bleed every second 100 damage. The bleedings last for 6 seconds. - Crystal Barrier [50E|CD25]: Spits crystals to the respective area and forms up a small wall which has 2500 HP to save allies. - Adamant Skin: The unit takes 15% less damage. http://www.bfcardcreator.com?task=quicklink&cid=10995 Stone Colossus To be continued... Diamond Insignia To be continued... Sinister Banner- Diabolic Attraction: Ally shadow units which are 8 m around the sinister banner are blessed and get a 20% damage-boost, but loose HP every second depending of the size of the specific unit: S: 15, M: 35, L: 75, XL: 125. When units leave the blessing area the effect lasts 10 more seconds. http://www.bfcardcreator.com?task=quicklink&cid=10996 Thunderbolt Crow To be continued...
  14. 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)
  15. New Type of cards Light?

    I know this is early to ask for but wouldn't it but a cool idea if they put a "Light" type of cards/ Units since we have shadow it could be like The Fire to Ice Even though i don't remember this game giving penalty if a fire unit was to go up agents a frost unit, still would be a cool concept in my opinion.
  16. ideas Game Currency and Daily log in

    I suggest that every day you log in you get around 10-50 BFP, this would ensure players (such as myself) would get a steady supply of BFP a daily PVE or PVP is ok but the daily log in earning would ensure an UN-biased economy, if high level players who dominate through PVP or PVE claim many high cards and put them at ridiculous values the economy will break and players would lose interest, the daily log in not only allows players to save their BFP but trade them for useful items in the auction house. I only suggest this because you are not offering ways to purchase BFP i completely understand, but in the old game players didnt need a daily log in or match because the cost of BFP regulated the economy now that you have removed that i don't want to see the game fail because of it. I hope that the supporters of the game and the developers take my idea into suggestion.
  17. Farfetch'd

    I know it's probably far-fetched, but I payed a lot of money for cards in the original battleforge and all those cards and bfp got lost when i couldn't play the game anymore. Is there some kind of solution for this? Because it would be a shame of the money, though understandable a bit, that I would have to start all over again what cards and so one are concerned. Thanks in advance, Spaentje
  18. I reckon one of the most annoying features about the game is having a build up of useless cards. Cards which are common, nobody buys with no way to get rid of them and have them sit there and clutter up your interface (remember those good old days?). Now that the community has control over the features perhaps it's time to change this? Suggestions? Ideas so far: 1) Exchanging x cards for a random card, or bfp. 2) Sacrfice cards of a particular element and build up 'souls' which: A) can unlock card shops to buy with gold (gold is pretty much an underused resource). Get a specific card after x number of sacrifices. C) Get a random card of that element for every x cards sacrified of that element. Your thoughts? Alternative mechanisms?
  19. packs More packs and new rares

    Hi! Packs: Maybe you guys could add some new packs. one pack should have easier to get rares and another pack should have easier to get ultrarers ( Epics ) Cards: Instead of ultra rares U should call them Epics, and you guys could add like 5 legendaries too which is very difficult to get.
  20. New Cards?

    so i know we all love the old cards and they are amazing but what if there were new cards or maybe seasonal cards like Santa for frost or jackal lantern for death and blah blah or just new cards in general maybe come out with a new cards pack like a little bit how hearthstone does with there new cards but just a thought.
  21. Card's Excess

    I thinks it a good idea to consume example 100 cards and get reward 10 point. Because in the game will by alot of cards. This is disturbing gaming activities. So then you consume cards for points reward you help for server for overload. I think we should think about it.
  22. Cards that are to OP in PvP

    I think Ensnaring Roots because it affects weak units and powerful titans just the same. You only have to root such a monster to the ground and attack from the distance to end its short, miserable life. What cards does everyone else think are to OP in PvP?
×