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BFlove123

Your ideas about new cards

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Posted (edited)

one of my ideas is a rare or uncomon? idk with 1 or 2 orb ,spell with 75 power cost or more. effect = replace that card with a random one (from whole game) or (from the deck u actualy play) pure fire ? get a fire random. fire nature? get a fire or nature or twilicht random) .i know its early for new cards but just to talk a waste some time while w8ing open beta :P

Edited by BFlove123

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Posted (edited)

I'd like to see some M or L t4 units that would be useful in group play, since t4 is pretty much dominated by XL spam it would be nice to see some variety (of course their movement would have to be augmented to be the same or nearly the same as XL units so they don't fall behind the main attack force), the units would probably serve a supportive/strategic role like:

Shadow:

  1. a unit that will collect, store, and share life points; also, it will auto-cast a 10 sec buff to an allied unit granting it the ability to absorb nearby corpses to regenerate 50 hp per second with a 3 sec cool-down on ability where the buff can stack.
  2. a unit that collects life points from corpses when enough life points are collected the user can activate an ability which summons multiple Witchclaws at an enemy building within 30m, with a 10 sec cool-down on the ability (where the Witchclaws already have their infiltration effect activated with 5 seconds left).

Frost:

  1. a unit that has a 15m aura that slows enemy unit movement and attack speed by 10%, and increases damage done to slowed units by allied units within the aura by 20%.  Buff and slow do not stack.
  2. a unit that will shield itself every 10 sec for a 1500 damage ice shield, while shield is up 50% of damage done to allies within 15m is redirected to the shield, the effect ends when the shield breaks.

Fire:

  1. a unit that auto-casts a buff which causes an 15m regenerative aura on a unit where allied units within the aura regenerate 40 hp per second as long as they're in combat and 10 hp per second if out of combat, along with a 10% damage bonus to targeted allied unit; this buff lasts for 10 seconds; unit can use ability every 5 seconds and the buff can stack.
  2. a unit who attacks every 3 seconds where it's attacks suppress enemy buildings for 3 seconds (therefore he can only suppress 1 building at a time), and increases the damage taken by the suppressed building by 20%. Damage bonus does not stack if attacked by multiple units of this type.

Nature:

  1. a big spider that shoots a web at enemies every 5 seconds that root's and envenoms enemies in a 7m radius of target, the root lasts 5 seconds and envenom lasts for 10 sec which does 50 damage a second, envenom does not stack.
  2. a unit that can link to an allied XL unit that will cause them to share life points and both units will regenerate 60 hp per second while link lasts, unit can only link to 1 target at a time and an XL unit can only receive 1 link, link will break if more than 20m apart.

Of course all numbers are arbitrary and would need balance testing.

Edited by Kitsurubami
Grammar
Lavos2018 and Quivun like this

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As for me, a fire unit is a great idea. I'm going to write the article for Samedaypapers and I think the topic about Skylords new cards would be great. I'll send you the link to the post when it is published.

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RNG Abilities would make from some pretty hot meme deck material making the play or breaking the game, leave it to the random number generator.

batorfly likes this

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I think the most interesting thing to do, would be a completely new Deck. I thought about Fire/Ice cards and give them a completely twisted theme with a lot of kontroverse themes or effects. Maybe with some Evolution effects or maybe something like shadow has, by sacrifice something and get something for it. In general the Idea is to make units which are completely twisted and maybe even in conflict with themselves

Quivun likes this

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I've had a good idea for a card for a while now.

Name: Balanced soil

Cost: 40 Power, 1 Frost orb.

Ability:

To arms: All friendly units in a 25m radius will deal 55% more damage as long as they are in proximity of a friendly building. Lasts for 30 seconds. Reusable every 30 seconds.

Quivun likes this

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11 hours ago, Morathyls said:

To arms: All friendly units in a 25m radius will deal 55% more damage as long as they are in proximity of a friendly building. Lasts for 30 seconds. Reusable every 30 seconds.

Would this be like a Fire/Frost hybrid? (I don't think this combination exists for obvious reasons but it would be a nice addition for future content) The increase in damage doesn't sound well along the lines of the defensive frost. It's also a pretty cheap Buff for for an AOE type of spell at that early level for a long period of 30 seconds. Would friendly buildings also include the wells and orbs? 

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Posted (edited)

He's refering home soil, a card that already exists but was nerfed and that made frost cOMpleTLY UnpLAYBLE!11!. His idea for the stats is the unnerfed version, therefor ,,balanced soil''.

My idea for balance would be to give stormsinger an ability like gravity surge, but it would have to cost about 100 power to not make it an OP no brainer /s

Edited by SunWu II.
Edit: Yes, it worked with orbs and wells but it was almost exclusively used in offense, a quick 20 power ice barrier counts as an own building. Defensively, homesoil is only useful in PVE, because an oponent with a brain will retreat and attack later.

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10 hours ago, SunWu II. said:

He's refering home soil, a card that already exists but was nerfed and that made frost cOMpleTLY UnpLAYBLE!11!. His idea for the stats is the unnerfed version, therefor ,,balanced soil''.

And I would have gotten away with it too, if it weren't for these meddling SunWu's

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3 hours ago, Morathyls said:

And I would have gotten away with it too, if it weren't for these meddling SunWu's

Ah, I didn't even notice sorry. But what did he mean that it was nerfed? I did a little googlin' and saw that level 3 version is equal to your balanced soil. Or is your balanced soil like the level 1 version that, when going up a rank, can have max damage of 70% increase in damage?

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13 minutes ago, Quivun said:

Ah, I didn't even notice sorry. But what did he mean that it was nerfed? I did a little googlin' and saw that level 3 version is equal to your balanced soil. Or is your balanced soil like the level 1 version that, when going up a rank, can have max damage of 70% increase in damage?

It was nerfed pretty much at the last "balance" update to the game, I just know that it used to be 55% increased at rank/level 3. but got nerfed to 40%. The googling you did probably got you to older versions.

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Just now, Morathyls said:

It was nerfed pretty much at the last "balance" update to the game, I just know that it used to be 55% increased at rank/level 3. but got nerfed to 40%. The googling you did probably got you to older versions.

Yikes. My bad x2. Was the difference from 40% to 55% really that significant though? I can see the nerf but it's still a cheap quick buff card for a 30 second timer and duration. I didn't use the card but it still sounds pretty strong at a small price.

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39 minutes ago, Quivun said:

Yikes. My bad x2. Was the difference from 40% to 55% really that significant though? I can see the nerf but it's still a cheap quick buff card for a 30 second timer and duration. I didn't use the card but it still sounds pretty strong at a small price.

Hehe, maybe you are right. I'm biased because I only played frost, and felt they didn't need a nerf of one of their core cards, it was one of the cards that frost t1 relied upon the most imo.

But I've derailed this topic enough. I'll come back and whine about it some more when the game is running ^^

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