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Test Server Patch - Iteration 18 - 2 September


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Iteration 18

Greetings Skylords, Skyladies and Skyfolk!

The final clean-up iteration of our test server is here. This patch contains lots of fixes and clean-up for changes which will soon hit the live server! Please keep in mind that these changes are all relative to the previous iteration. Additionally, we added some more general changes. This will presumably be the final iteration before all changes go to the live server.

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Where are balance changes discussed? 
For now we have a Discord server dedicated for this. An invite link to the server: https://discord.gg/NvSUwpf

How can I join the test server?
To join the test server you simply need to launch LauncherTest.exe located in your BattleForge installation folder. It is important you run the updater first, so you download the latest test server files. In the future we plan to make it easier to join the test server. 

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WE APPRECIATE ANY TESTERS WHO CAN DOUBLE-CHECK ALL OF OUR CHANGES FOR BUGS OR DESCRIPTIVE ERRORS. THIS EXCLUDES TESTING AFFINITIES. REPORTS CAN BE MADE IN THE FORUM OR ON DISCORD.

General changes

  • Allowed "I vow" and 'I vow' as valid inputs (with quotation marks) when creating your character.
  • Added new Reborn edition symbol. We settled on the most popular option, the Ouroboros.
  • You can now see all promo cards at the end of your inventory by sorting by "Rarity".

General fixes

  • Adjusted default max shader option to SM 5.0 from SM 3.0.
  • Disabled SSAO by default in the settings menu, since it often causes flickering issues for players.
  • Adjusted inventory sorting of class type to be Squad > Building > Spell. It was changed to Building > Squad > Spell in the previous iteration.

Map changes

  • Reverted all additional gold chests which were added in the previous update.

Card changes

Abomination (Both affinities)
    Adjusted wrong class-name.

Altar of Chaos
    Added new icon for bomb status bar.
    Adjusted the bomb so it can be placed near enemy units and structures.
    Adjusted the description of the card to reflect the new functionality.

Amok (Both affinities)
    Reverted all changes to the testing affinities.

Amazon (Both affinities)
    Beast Mastery
        Fixed inconsistent descriptions on different upgrades.
        Fixed missing upgrades in status bar description.
        Changed the ability on controlled units from "Hostile" to "Friendly", so it can be disenchanted by the enemy.
        Adjusted the ability so the controlled unit regains ground presence if disenchanted.

Amii Phantom
    Adjusted formatting of description.

Avatar of Frost
    Moved changes to new testing shadow affinity. The normal card will have no changes in comparison to live anymore.

Backlash
    Adjusted the color of the effect to better match its card artwork.

Batariel (Both affinities)
    Tainted/Infused Purgatory
        Rework the description to better reflect its actual functionality.

Bloodthirst
    Removed testing affinities. Moved changes of green affinity to main affinity.
    Reworked description and status bar icons.
    Reduced cooldown from 30s to 25s on all upgrades.
    Reduced healing per tick from 185/185/185/200 life points to 160/160/160/175 life points.
    Removed hidden healing cap of 1500 on all upgrades.
    Added an appropriate effect for the spell.

Boom Brothers
    Adjusted wrong class-name.
    Fixed bugged melee splash damage. The unit previously did not do any splash damage.

Brannoc
    Changed the sword effect in the spawning animation. It no longer uses Overlord's effect and now burns with magnificent rage.

Core Dredge (Red)
    Adjusted upgrade description text to be smaller to fit in the upgrade-text-box.

Core Dredge (Blue)
    Shatter Ice
        Adjusted description and upgrade text.

Dreadnought
    Renamed "Father of Winter" to "Thrall of Winter".
    Renamed "Crushing Blow" to "Shattering Blow"
    Thrall of Winter
        Changed to also allow the ability to affect Dreadnought itself.
        Increased range from 20m to 25m.
        Reworked status bar icon description.
        The healing is now unstackable and disenchantable again.
    Shared Pain
        Increased the range of the special effect to match the actual radius.

Fallen Skyelf
    Adjusted wrong class-name.

Frontier's Keep (Both affinities)
    Fixed global ability to allow it to be disenchanted.

Frost Shard
    Added changes to main affinity and remove testing affinity.
    Fixed bug where the card deals less damage than intended against squad units upon initially freezing them.

Gladiatrix (Both affinities)
    Adjusted displayed attack value over 20 seconds to 780/800/830/875.

Gladiatrix (Purple)
    Tainted Sobering
        Used correct icon in status bar icon.

Global Warming (Red)
    Removed added effect on affected units, since the effect is supposed to be instant.

Grim Bahir (Both affinities)
    Infectious Spit
        Fixed incorrect description in German, French, and Russian.
    Infused/Gifted Life Drain
        Fixed incorrect description.

Icefang Raptor (Both affinities)
    Agility
        Added missing required range near structures to the description.

Ice Guardian
    Frost Ward
        Added missing required range near structures to the description for Russian.

Ice Tornado
    Adjusted description to mention the card also knocks back S and M units.

Incredible Mo
    The Wrathful Mo
        Adjusted the description to correctly mention that its range is 300m instead of the whole map.

Incubator (Both affinities)
    Fixed typo on spawned Mutating frenzy.

Infected Tower (Both affinities)
    Blessed/Infused Virus
        Added missing info that it only affects ground targets to the description.

Infernal Machine (Both affinities)
    Tainted/Infused Arson
        Fixed global ability to allow it to be disenchanted.

Ironclad (Both affinities)
    Removed testing affinities.
    Reworked description.
    Decreased the unit's life points by a flat 1000 from 4980 / 5320 / 6000 / 6750 to 3980 / 4320 / 5000 / 5750.
    Increased the attack speed from attacking every 4 seconds to every 3 seconds.
    The attack value of total damage dealt over 20 seconds was thus changed from 3400 to 4680.
    Infused Winterfall (Red affinity)
        Changed to reapply the damage bonus to units who did not gain the bonus initially.
    Blessed Winterfall (Blue affinity)
        Increased shield duration to 20 seconds.
        Reworked status bar icon description.
    Infused/Blessed Winterfall (Both affinities)
        Removed initial cooldown.
        Decreased duration from 15 seconds to 10 seconds on all upgrades.
        Increased range from 20m to 25m on all upgrades.
        Increased the range of the effect to match its new radius.

Jorne
    Wrecking Hammer
        Adjusted description to include the exact damage against units.
        Fixed incorrect upgrade stars for ability.
        Reworked upgrades: All upgrades now have L-knockback.
        The damage gained per upgrade was changed from 200/0/200 (total 600/0/600) to 100/100/200 (total 300/300/600)
    Giant Shelter
        Adjusted effect to be visually more distinct from similar effects. It is now more blue.

Juice Tank
    Changed class from 'Shrine' to 'Device'.

Kobold Engineer
    Applied changes from testing affinity to main affinity.
    Removed testing affinity.
    Reworked description.

Lost Reaver (Both affinities)
    Improved description to mention that the crawlers can be summoned anywhere instead of near an enemy.
    Improved description to correct the loss of ground presence on spawned units.
    Adjusted to give spawned crawlers proper descriptions.

Lost Shade (Both affinities)
    The unit is now immune against the effects of Unity.

Lost Shade (Blue)
    Adjusted wrong class-name.

Lyrish Knight
    Protector
        Added missing required range near structures to the description for Russian.

Mana Wing
    Blink
        Adjusted description to include mention of being able to teleport to a friendly structure.

Mark of the Keeper
    Adjusted description to clarify that no cards (and not units) can be played out in its radius.

Matter Mastery (Both affinities)
    Added status icon for green affinity on controlled building.

Mind Control
    Fixed wrong values in description.
    Added status bar icon to controlled units stating that they do not grant ground presence.

Mindweaver
    Fixed wrong description on upgrades 0-2.
    Do not allow controlled units to grant ground presence. Adjusted descriptions accordingly.
    Edict of Command
        Fixed wrong status bar icons on controlled units.
        Adjusted the ability so the controlled unit regains ground presence if disenchanted.

Mountain Rowdy (Both affinities)
    Added new blizzard effect for active ability.
    Improved description.
    Missing patch notes for last update:
        Duration was changed from 15/15/20/20 to all 20 on all upgrades.
        Self damage reduction was changed from 65/70/70/75 to 35/40/45/50.

Mortar
    Added the minimum range of its ability to the description.

Mumbo Jumbo (Both affinities)
    Fixed description to correct the loss of ground presence.

Netherwarp (Both affinities)
    Moved changes to Teleport-Immunity to new testing affinities.
    Reordered sentences in description in order to avoid confusion.

Nightguard (Both affinities)
    Added status bar icon to controlled units stating that they do not grant ground presence.
    Added missing star on status bar on controlled unit.

Nomad (Green)
    Fixed typo in description.

North Star (Both affinities)
    Reworked description. Split passive into two separate passives.
    Adjusted the effect to better match its actual aura radius.

Noxious Cloud
    Moved all changes to a new nature testing affinity. Revert changes to original card.

Parasite Swarm
    Fixed wrong description on upgrades 0-2.
    Added status bar icon to controlled units stating that they do not grant ground presence.

Phase Tower
    Added missing space after active ability icon in upgrades.

Plague
    Applied all changes from the testing affinity on the main affinity.
    The ID of the card was changed, as the original card is used in some PvE maps. The new ID is 1665.
    Reworked description.
    Displayed effect to indicate a unit can explode once per squad instead of once per unit.
    Added missing explosion effect on air targets.

Portal Nexus
    Adjusted status bar icon and description of Portal Exit after it was played to be the same as the usual Dazed icon.
    Reworked the card's description.
    Reworked the description of the Portal Exit.

QueekQueek (PvE-Version)
    The unit is now properly marked as flying unit.
    The unit is now properly marked as an M-size unit instead of an S-size unit.

QueekQueek (Superpig)
    Adjusted description of Superpig ability.
    Adjusted attack speed in description to match the card's actual attack speed.
    The card can now be revived by revival abilities like Promise of Life, or Second Chance.

Ravenheart
    Moved changes to main affinity.
    Removed purple testing affinity.
    Adjusted displayed damage to 4330.
    Call Ravenships
        Adjusted edition of Ravenship to rare Renegade edition, and orb costs to 4 neutral instead of 5 neutral.
        Adjusted displayed damage of Ravenship to 2280.
        Changed animation of the spell to be the same as the old Mine ability.

Razorshard (Red)
    Fixed effect of projectile to last for 4 seconds instead of only 3 seconds.
    Adjusted description to fully fit on 1080p.

Razorshard (Both affinities)
    Added missing "Stomp" ability to description.

Rogan Kayle / Rogan Kayle (Promo)
    Fixed icon of passive ability (Promo).
    Hid icon of passive ability on the card itself.

Satanael (Both affinities)
    Adjusted decription to correctly state that spawned Snapjaws do not grant ground presence.

Scythe fiends
    Fixed typo in german description.

Shatter Ice
    Reworked description to better reflect the cards functionality.

Shrine of Greed
    Adjusted description to state that negative effect does not effect enemies.

Shrine of Nihil
    Fixed global ability to allow it to be disenchanted.

Shrine of War
    Changed wording in description from "enemy" to "hostile unit" for better clarity.

Shrine of Martyrs
    Removed testing affinities.
    Blessing of the Martyr
        Increased void returned per frozen enemy from 4/4/6/8 to 8/8/10/12% of current void power.
        Also returned void when buildings are frozen.

Slaver (Red)
    Fixed missing value in description.

Soulshatter
    Adjusted description to use consistent terminology.
    Reworked description for ability on affected units.

Sylvan Gate (Both affinities)
    Changed class from 'Tower' to Shrine
    Adjusted description of the card.

Snapjaws (Red)
    Adjusted status bar description of attacked units.

Snapjaws (Promo)
    Changed the card's edition to the "Reborn Edition".

Soul Splicer (Red)
    Adjusted description of passive ability Corpse Gathering.
    Fixed typo in the Soul Sharing ability.

Stone Warrior (Both affinities)
    Fixed bugged melee splash damage. The unit previously did not do any splash damage.

Strikers
    Moved changes to red testing affinity. Reverted changes to original card.

Sunken Temple (shadow affinity)
    Added effect to visualize the poisonous aura.
    Added a preview to visualize the range of its poisonous aura.

Tempest
    Fixed typo in ability name (Frigit Birth -> Frigid Birth)
    Reworked description.
    Changed "Frigid Birth" spawn animation from Frost Shard to Frost Crystal's freeze and removed old stone effect.
    The card can now be spawned near enemy units and structures (excluding walls).
    Increased radius of spawn freeze effect: 10m -> 15m.
    Increased freeze duration 15s -> 20s.
    Increased charges 12 -> 16.
    Increased rotation speed when rooted to match "Stone Tempest".

Timeshifter Spirit
    Minor english description improvement.

Thugs
    Added new "Gang up" ability to main affinity.
    Removed Looter.
    Thugs are now immune against the effects of Unity.
    Reworked description.

Thunderstorm
    Fixed wrong DE/FR/RU upgrade text.
    Adjusted changes to upgrades to revert minor buff.
        Upgrade 1 will now reduce the energy cost by 10,
        Upgrade 2 will increase the amount of bolts by 2.
        Upgrade 3 will increase the amount of bolts by 2.

Twilight Minions (Both affinities)
    Gifted/Infused Incentive
        Adjusted effect to be visually more distinct from similar effects. It is now more green.

Unity
    Unity now affects allied units again.
    Fixed wrong duration of heal on second upgrade of green affinity.
    Unity is now refreshable.
    Consistent wording in EN/DE description.

Unstable Demon
    Adjusted the name to "Demonic Rage".

Viridya / Viridya (Promo)
    Added the range of her regeneration aura to her description.
    Improved ability description for affected units of the regeneration aura.

Void Maw
    Removed testing affinities.
    Reworked descriptions.
    Increased charges from 4/6/7/8 to 6/8/10/12.
    New passive ability: Disruption
        Enemies attacked by Void Maw will have their armor dissolved and take 30% more damage for 10 seconds.
    Nether Strike:
        Increased attack range from 30m to 40m.
        Changed damage to 380 damage to enemies in a 10m radius, up to 420 in total.
        The attack value of total damage dealt over 20 seconds was thus changed from 1900 to 2000.
    Void Shear:
        The ability now deals 8000 true damage instead of killing the target instantly.
        Targets gain a 10 second immunity against the ability.
        Changed energy cost from 200/175/150/150 to 125/115/100/75.

Ward of the North
    Reverted all changes to the card.

Warlock (Red)
    Reduced health from 510/540/600/660 to 360/390/450/510.
    Adjusted orbs from 2 Fire Orbs to 1 Fire Orb 1 Neutral.
    Decreased damage buff from 15/20/20/25% to 5/10/10/15%.

Warlock (Blue)
    Blessed Witchcraft
        Adjusted wording in description.
        Adjusted description of status bar icon.

White Rangers
    Slightly adjusted description to better describe the ability.
    Added preview of target radius to mouse circle for ability.

Windhunter (Both affinities)
    Gifted/Tainted Sobering
        Adjusted icon to use existing special icon for Windhunter.

Witchclaws
    Reworked description to mention that the unit does not grant ground presence after activating its ability.

Added preview for active ability on placement for
    Tower of Flames
    Phase Tower
    Firebomb
    Bandit Launcher (Both affinities)
    Rioter's Retreat (Both affinities)
    Frost Crystal
    Root Nexus (Both affinities)
    Wardens Sigil (Both affinities)
    Armored Tower
    Ice Shield Tower
    Northern Keep (Both affinities)

Added preview for active ability on activation for
    Mindweaver
    Ice Shield Tower
    Lost Reaver (Both affinities)
    Rifle Cultists
    Brannoc
    Northern Keep (Both affinities)

Added preview for active ability on hover for
    Amazon
    Firesworn (Both affinities)
    Frost Sorceress
    Ice Shield Tower
    Nightguard (Both affinities)
    Nox Trooper
    Parasite Swarm
    Witchclaws
    Lost Reaver (Both affinities)
    Grim Bahir (Both affinities)
    Batariel
    Rifle Cultists

Added preview for passive ability on hover for
    Lost Evocation (Blue)
    Altar of Chaos Bomb
    Ironclad (Fire affinity)
    Dryad
    Stone of Torment

Removed broken previews for active ability activation for
    Scythe Fiends

Removed ability to claim Monuments/Wells with controlled units for
    Mind Control
    Parasite Swarm

Add Morph Immunity to summoned units like
    Lost Crawler (from Lost Reaver) (Both affinities)
    Commandos (from Corsair) (Purple)
    Lost Evocation (Both affinities)
    Nether Crawler (from Grim Bahir) (Both affinities)
    Parasite Swarm
    Amazon (Both affinities)
    Mind Weaver
    Mind Control
    Witchclaws (Both affinities)

Mass replaced "de dégâts en plus" with "de dégâts supplémentaires" for all French descriptions.

Mass replaced "Only affects ground targets." with "Affects ground targets only." for all English descriptions.
    (Tremor, 2x War Eagle, Abyssal Warder, Battleship (player card), Battleship (PvE), Midwinter)

Mass replaced "Only affects air targets." with "Affects air targets only." for all English descriptions.
    (2x Skydefender)

Changed wording for all freeze immunities from "Unit" to "Target", because it is also used for buildings.

Reverted stackable healing change for:
    Fountain of Rebirth
    Healing Garden
    Wheel of Gifts
    Forest Elder
    Crystal Fiend
    Nether Warp (green)
    Revenant's Blessing (green)
    Lost Spirit Ship (green)
    Infernal Chain (green)
    Rioter's Retreat (green)
    Twilight Hag (green)
    Viridya
    Promo Viridya

Do not allow immunities like Incredible Mo or Dryad (green) to prevent abilities which disable melee attacks anymore.

Added missing comma for all instances of "Every x seconds".
    Kobold Engineer
    Rocket Tower
    Timeshifter Spirit
    Shaman
    Sylvan Gate

Mass replaced "Kann sofort wieder verwendet werden." with "Sofort wiederverwendbar." in German.

Replaced the word "casted" with "cast" for all disenchant abilities (Windhunter, Gladiatrix, Disenchant).

Consistently use "power cost" and "orb count" instead of "powercost" and "orbcount".

Adjusted description to mention that the unit can be spawned near enemy units and structures (excluding walls) for
    Emberstrike
    Soulhunter (Both affinities)
    Fire Worm

Fixed description to correct the loss of ground presence on spawned units
    Corsair (Both affinities)
    Cultist Master & Infect
    Harvester (+ Promo)
    Undead Army
    Lost Evocation (Both affinities)
    Grim Bahir (Both affinities)
    Twilight Curse (Both affinities)

Fixed description to correct the loss of ground presence on controlled building
    Matter Mastery (Both affinities)
    Amazon (Both affinities)
    Nightguard (Both affinities)

Reverted a change where we experimented with different damage applications. (see iteration 15)
    Windhunter
    Lost Spirit Ship
    Viridya (+ Promo)
    Shadow Insect (ability)
    Swamp Drake (+ Promo)
    Lost Vigil
    Grim Bahir
    Skycatcher
    Twilight Creeper (the Projectile)
    Ironclad
    Satanael
    Infected Tower
    Bandit Sorceress


Hotfixes for card changes [07th September 2021]:

Bloodthirst
    Changed effect to only show certain effects when regeneration is active.

Infect
    Adjusted description to mention that the crawlers may now only be spawned if there is passable terrain within 15m.

Grim Bahir (Both affinities)
    Adjusted description to mention that the crawlers may now only be spawned if there is passable terrain within 15m.

Grinder (Both affinities)
    Removed trailing space at the end to make the description fit on 1080p.

Lost Shade (Both affinities)
    Adjusted description to mention the Unity immunity.

Lost Shade Revenant (Both affinities):
    Added Unity immunity and adjusted descriptions to mention it.

Matter Mastery (Both affinities)
    Added correct affinity-prefix for German/English.

Mountaineer
    Adjust wording in description to correctly use "Ice Shield" in FR/EN.
    Adjusted gained attack on upgrade one from 10 (10 total) to 10 (15 total). The damage on U3 is unchanged.
    The displayed damage per 20 second was changed from 1200/1270/1400/1540 to 1215/1285/1430/1570.

Mountain Rowdy (Purple)
    Adjusted ability to also apply the L-damage bonus.
    Corrected typo in ability status bar icon.

Mountain Rowdy (Blue)
    Adjusted the description to mention that the ability has a 30s cooldown, and not a 20s cooldown.

Plague
    Fixed typo in description.

QueekQueek
    Adjusted displayed damage per 20s to the correct value (610 on all upgrades).

Ravenheart
    Renamed ability from "Call Ravenships" to "Reassemble the Ravens"

Ravenheart (Promo)
    Renamed ability from "Call Ravenships" to "Reassemble the Ravens"
    Reassemble the Ravens
        Fixed ability to spawn U3 version of Ravenship instead of U2 version.

Strikers
    Adjusted formatting in upgrades. (not enough spacing)

Sunreaver (Purple - Testing affinity)
    Fixed an issue where the unit did not get is buff from its root network interaction.

Tempest
    Fixed description typo.

Thugs
    Adjusted description to mention the Unity immunity.

Unholy Hero / Unholy Power
    Use consistent wording in English and German descriptions.

Warlock (Both affinities)
    Adjusted upgrade description to use consistent wording.

Warlock (Blue)
    Revert change to upgrade progression of damage bonus from 30/40/40/50% to 40/45/45/50%.

Added preview for passive ability on hover for
    Brannoc
    Pest Creeper (summoned by Sunken Temple (Purple))

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I am not happy with the Ironclad change.

For me Ironclad is very unique because of his high health and low attack, he is the only real "tank" card.

I dont even know why you are buffing his attack, in my opinion it is absolutely fine.

He has XL damage and with Barrier+Homesoil he has a very nice damage output.

Sure sometimes he is a little slow especially when fighting lots of non XL units but with Maelstrom and Thunderstorm those fights shouldnt take too long.

I know there are people who want this change because they are combining Ironclad with Winter Witch but there are definitly situations where his high health is important.

For example Lost Spellbreakers disable shields.

I think it would be much better if you would just change the red affinity and leave the blue affinity as it is.

So people who want to play more aggressively can use the red one and people who want to play defensively can use the blue one.

Edited by Fundus
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Ranged Frost T4 is severely lacking in single target damage, especially when it comes to ranged. They all have some downside that has to be played around, are extremely bad against the more beefier air targets or cannot hit air at all.
Tempest - Lockdown playstyle, L on T4, low damage so needs to be spammed
Skyelf Commander - Bad combat stats
Construct - Artillery range, knockback. Slow, slow turn speed, cannot hit air
Battleship - All splash damage. Slow unless cared for with shields. Ability cannot hit air.

Overall ranged single target damage is really bad.

Now Ironclad fills that hole. Its single target damage is very respectable, especially with the XL damage amp. It also remains the beefiest ranged unit in the game (Spore Launcher is more like a mobile building). Ironclad was a below average card. More wet noodle ranged damage to add to the pile for Frost.

Sure, being a ranged tank with 6750 HP is an eye catcher, but it's not all that practical. It's pretty excessive even in the name of "frost flavor". Other ranged T4s have way less HP and are still safe enough. Decks with Ironclad also have access to incredible frontlines and defensive spells/support. Frost is about to get even more shields when the new cards are released. Just for the fact alone that shielding will be a much better tool overall it'd be pretty overboard to retain that absurd HP level. Not to mention more damage means stuff dies faster, so enemies have less opportunities to damage Ironclad, which can make him survive longer. It is a sizable net-buff.

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i didn't read It all, but looks like alright changes, some of the spells on cards we renamed, that's good, i also see some of the original functions were brought back, and gold chests were removed, pretty cool

 

i'm looking forward to a few stable iterations, especially if we ever get a brand new deck to play with or a new Map Of The Month, so i can tweak my ice mage and thugs, to counter some of the enemy's spells

 

at least, luckily enough, none of the t3 giants can climb over walls, breaking them is already hard enough

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Ironclad should definitly not be changed.

Ironclad has always been one of my favourite cards, back in the EA days i played the majority of rPvE games with Ironclad and i never felt like his attack was too weak.

His single target damage is absolutely sufficient especially with Homesoil. Sure sometimes he is a bit slow but he is a frost card if you want something faster simply make a Batariel deck.

Recently ive been playing a lot of games with my Ironclad/Winterwitch deck and i have never had a problem with his low attack.

His high HP on the other hand has saved me a couple of times especially when playing VS Lost souls.

Usually i try to Coldsnap Lost Spellbreakers and prevent them from disabling the shields but that doesnt always work.

Sometimes my Ironclads took so much damage that even with shields it was pretty close.

Ironclad works very well against powerful enemies like Twilight Infester and Lost Dragons because of his XL damage.

Ironclad is a very special card and in my opinion trying to make him more mainstream is a very bad idea.

The average player will never use him anyway because there are cards like Gemeyes and Giant Wyrm.

If you use Ironclad right he is an absolutely awesome and special card, in fact he is my favourite T4 Unit.

Like Fundus suggested you could simply only change the Red affinity but not the Blue one.

Or you could give him an abillity that allows players to switch from high attack/low health mode to low attack/high health mode.

 

 

Edited by Fimion
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15 hours ago, Metagross31 said:

Cool stuff! Are there more description changes planned or is most of it cleared up by now?

Na, it never stops. ^^

Tbh a lot of the obvious description issues are fixed by now but in general whenever we target a reported description bug, we have to take a closer look at the card and at that point this one initial issue leads to the discovery of 20 new ones. In the worse cases these issues then even affect multiple cards, so when u want to fix the new issue consistently for all cards affected, you also have to look at these cards, but then you again discover even more bugs there and so on... . So at that point it is spiraling out of control and depending on how you categorize the known issues we have at least a few hundred remaining ones, but it could easily be a few thousands. 😞  

PS: Ofc a card can be (and usually is) messed up in different ways depending on the upgrade and language, adding juicy multipliers to the equation. 😉 
 

Edited by LEBOVIN
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12 hours ago, LEBOVIN said:

Na, it never stops. ^^

Tbh a lot of the obvious description issues are fixed by now but in general whenever we target a reported description bug, we have to take a closer look at the card and at that point this one initial issue leads to the discovery of 20 new ones. In the worse cases these issues then even affect multiple cards, so when u want to fix the new issue consistently for all cards affected, you also have to look at these cards, but then you again discover even more bugs there and so on... . So at that point it is spiraling out of control and depending on how you categorize the known issues we have at least a few hundred remaining ones, but it could easily be a few thousands. 😞  

PS: Ofc a card can be (and usually is) messed up in different ways depending on the upgrade and language, adding juicy multipliers to the equation. 😉 
 

Ok, so still lots of work to be done haha 😄

Was just wondering, if Lost Dragon already has the correct knockback in its text.

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On 9/2/2021 at 4:34 PM, Fundus said:

I am not happy with the Ironclad change.

For me Ironclad is very unique because of his high health and low attack, he is the only real "tank" card.

I dont even know why you are buffing his attack, in my opinion it is absolutely fine.

He has XL damage and with Barrier+Homesoil he has a very nice damage output.

Sure sometimes he is a little slow especially when fighting lots of non XL units but with Maelstrom and Thunderstorm those fights shouldnt take too long.

I know there are people who want this change because they are combining Ironclad with Winter Witch but there are definitly situations where his high health is important.

For example Lost Spellbreakers disable shields.

I think it would be much better if you would just change the red affinity and leave the blue affinity as it is.

So people who want to play more aggressively can use the red one and people who want to play defensively can use the blue one.

Hello Fundus,

Ironclad was one of the first cards we decided to change after I joined the team. As such, it has gone through a long testing process and our testers have given the change, along with the other Frost changes, very high praise. Before the changes, Ironclad's single target damage was 2720 dp20. After the change it is now 3627 dp20 (Ironclad is unique in that it has an abnormally large splash damage modifier of 58% in comparison to the normal 50%). Overall, this constitutes a 25% increase in total damage. On the other hand, we decided to shave off 1000 life points which constituted a 15% decrease. Altogether, this has lead to a 13.5% increase in total stat efficiency for Ironclad. Additionally, Ironclad's ability has been substantially improved with a larger radius, shorter duration, and much improved FX.  

I realize that one reason you are upset is that you think this ruins the theme/fantasy of the unit. We have tried to strike a careful balance between usefulness and preserving its existing identity. Ironclad as it exists on the live server is underwhelming. For a card which is supposed to be the payoff for going :frostorb::frostorb::frostorb::neutralorb: this is particularly disappointing. With this change, Ironclad has become a much improved unit which helps to push Pure Frost and 3x Frost decks into greater viability. It can now better compete with other strong but not overpowered decks. We could have pushed Ironclad even farther into a ranged DPS role but we thought it was unfitting for the card's identity. At 5750 life points, Ironclad still has higher health than all other ranged units in the game except Spore Launcher. Ironclad's health pool is also still on-par with or better than most T4 Melee XL-units. Overall I think we have done a good job striking the correct balance and I would encourage you to give the new Ironclad a try once it hits live. If the change proves ill-fitting for the card we can always revisit Ironclad again in the future. 

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19 hours ago, WindHunter said:

Hello Fundus,

Ironclad was one of the first cards we decided to change after I joined the team. As such, it has gone through a long testing process and our testers have given the change, along with the other Frost changes, very high praise. Before the changes, Ironclad's single target damage was 2720 dp20. After the change it is now 3627 dp20 (Ironclad is unique in that it has an abnormally large splash damage modifier of 58% in comparison to the normal 50%). Overall, this constitutes a 25% increase in total damage. On the other hand, we decided to shave off 1000 life points which constituted a 15% decrease. Altogether, this has lead to a 13.5% increase in total stat efficiency for Ironclad. Additionally, Ironclad's ability has been substantially improved with a larger radius, shorter duration, and much improved FX.  

I realize that one reason you are upset is that you think this ruins the theme/fantasy of the unit. We have tried to strike a careful balance between usefulness and preserving its existing identity. Ironclad as it exists on the live server is underwhelming. For a card which is supposed to be the payoff for going :frostorb::frostorb::frostorb::neutralorb: this is particularly disappointing. With this change, Ironclad has become a much improved unit which helps to push Pure Frost and 3x Frost decks into greater viability. It can now better compete with other strong but not overpowered decks. We could have pushed Ironclad even farther into a ranged DPS role but we thought it was unfitting for the card's identity. At 5750 life points, Ironclad still has higher health than all other ranged units in the game except Spore Launcher. Ironclad's health pool is also still on-par with or better than most T4 Melee XL-units. Overall I think we have done a good job striking the correct balance and I would encourage you to give the new Ironclad a try once it hits live. If the change proves ill-fitting for the card we can always revisit Ironclad again in the future. 

To me Ironclad isnt underwhelming at all but ok thats a matter of opinion but why do you have to change both affinities ?

There arent many people who use Ironclad anyway and im definitly not the only one who likes him as he is right now.

If you would only change the Red one both sides would be happy.

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I agree there are not many people who currently use Ironclad, and one reason for that is both Ironclad and the faction in which he exists are underwhelming. This upcoming patch should remedy that. Prior to the changes, some of our better players were not able to clear some 1p RPvE10 maps with Pure Frost within the time limit. Additionally, Frost's RPvE 9 clears were substantially slower and often less safe than most other factions. Now being slower is somewhat to be expected for Frost, and we did not attempt to equalize Frost in terms of clear speed, but the changes have given the faction a substantial boost and now the maps are actually clearable.

When faced with leaving a unit as weak but with a strong theme, versus mildly nerfing the theme but substantially buffing the unit, we choose and intend to continue choosing the second option. And as I pointed out, Ironclad's theme of being a ranged tank is still very much intact. Check out the Dreadnought changes and you will see that Pure Frost's overall durability has actually received a buff, not a nerf. In general, when combined with Ice Shields and Dreadnought, Ironclad will be tankier now than previously.

In terms of affinities: affinities are intended be mild variations of the same unit. If we started giving units with different affinities different stats, why not different abilities as well? In the end, we would make them different units that share a model and a name, which would introduce confusion and go against the original intent behind affinities.

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Love to see the Ironclad changes! Im a big fan of the unit but it always felt underwhelming.. you need more than 4 to see their dmg pop now it might be much more fun to nuke enemies with them! Love it! Im a pure Frost player most of the time and i was always looking for some updates for the legendary Ironclad! So yess! Im very happy! 😄

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11 hours ago, WindHunter said:

In terms of affinities: affinities are intended be mild variations of the same unit. If we started giving units with different affinities different stats, why not different abilities as well? In the end, we would make them different units that share a model and a name, which would introduce confusion and go against the original intent behind affinities.

No affinities are not intended to be mild variations in fact many cards do have very different abilities. The red Bloodhorn for example has an anti debuff abillity while the purple ones ability makes it deal 100% more damage. Or Gladiatrix green does have the Swift abillity while the other Gladiatrix completely lacks that ablility which makes it basiacally useless for PvP.

The cards i just mentioned and many others have differences that are much more severe than just having higher HP instead of a higher attack.

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10 minutes ago, Fimion said:

No affinities are not intended to be mild variations in fact many cards do have very different abilities. The red Bloodhorn for example has an anti debuff abillity while the purple ones ability makes it deal 100% more damage. Or Gladiatrix green does have the Swift abillity while the other Gladiatrix completely lacks that ablility which makes it basiacally useless for PvP.

The cards i just mentioned and many others have differences that are much more severe than just having higher HP instead of a higher attack.

Swift is considered a very basic ability. Most affinities either have 1 thing that's different (the ability of Bloodhorn in your example) or one thing plus a basic ability (for example Swift). A card like Befallens Curse has two versions, one deals more damage, while the other one deals less damage but prevents healing/buffs. The spells cost, color restrictions, range and target selection are all the same. Its easy to say ''affinity A deals more damage, affinity B prevents buffs''. It's still the same spell. Most affinities have on version that's better 90% of the time, while others are more subtle. Affinities have their issues, but it has always been pretty consistent that the basic idea of the spell or unit stays the same, with slight variations on it. Even if something as Swift can drastically change the role of the unit, its still easy to explain the differences. 

In the case of the new Ironclad and why we can't just apply it to only one affinity and keep the other as it is:

- It has a different life point stat, which never happens on affinities
- It has a different attack speed (meaning the attack value also changed), which never happens on affinities.
- There have been changes to the Winterfall ability
- On top of that both affinities have a slightly different version of the Winterfall ability.
 
Meaning if we would leave the red version as it is, it would be different from the blue affinity in attack, health, and its Winterfall ability in 3 ways:
- Duration differences
- Range differences
- Shield 

That's 5 differences, which is unheard of for an affinity. Because the feedback on Ironclad has been very positive for the majority of players during its long testing period, and is currently underplayed, the team decided to go forward with the change for both affinities. 

 

 

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2 hours ago, Majora said:

Swift is considered a very basic ability. Most affinities either have 1 thing that's different (the ability of Bloodhorn in your example) or one thing plus a basic ability (for example Swift). A card like Befallens Curse has two versions, one deals more damage, while the other one deals less damage but prevents healing/buffs. The spells cost, color restrictions, range and target selection are all the same. Its easy to say ''affinity A deals more damage, affinity B prevents buffs''. It's still the same spell. Most affinities have on version that's better 90% of the time, while others are more subtle. Affinities have their issues, but it has always been pretty consistent that the basic idea of the spell or unit stays the same, with slight variations on it. Even if something as Swift can drastically change the role of the unit, its still easy to explain the differences. 

In the case of the new Ironclad and why we can't just apply it to only one affinity and keep the other as it is:

- It has a different life point stat, which never happens on affinities
- It has a different attack speed (meaning the attack value also changed), which never happens on affinities.
- There have been changes to the Winterfall ability
- On top of that both affinities have a slightly different version of the Winterfall ability.
 
Meaning if we would leave the red version as it is, it would be different from the blue affinity in attack, health, and its Winterfall ability in 3 ways:
- Duration differences
- Range differences
- Shield 

That's 5 differences, which is unheard of for an affinity. Because the feedback on Ironclad has been very positive for the majority of players during its long testing period, and is currently underplayed, the team decided to go forward with the change for both affinities. 

 

 

The stats of blue affinity should stay as they are not the red one that would actually make sense because usually fire is aggressive and frost is devensive. In my opinion changing the Winterfall abillity of both affinities is actually a good idea because right now its pretty bad.

Or like i suggested you could give both Ironclads an abillity that allows them to switch between aggressive and defensive mode. 

It could be like this: HP 5750 and attack 3400 and you can choose if you want him to deal 25% more damage or take 25% less damage. 

 

Edited by Fimion
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3 hours ago, Fimion said:

Or like i suggested you could give both Ironclads an abillity that allows them to switch between aggressive and defensive mode. 

It could be like this: HP 5750 and attack 3400 and you can choose if you want him to deal 25% more damage or take 25% less damage. 

 

This is actually a pretty good idea but if this gets implemented those buffs should be immune to Lost Spellbreaker disenchant. I think this idea is definitly better than only changing the red affinity and leaving the blue one as it is.

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On 9/6/2021 at 5:39 PM, Fundus said:

There arent many people who use Ironclad anyway

Thats why this (to me great) rework was made.
 

On 9/5/2021 at 9:37 PM, WindHunter said:

At 5750 life points, Ironclad still has higher health than all other ranged units in the game except Spore Launcher. Ironclad's health pool is also still on-par with or better than most T4 Melee XL-units.

Just saying.


How can someone be against this almost plain buff of an amazing looking but underwhelming performing card? 🤔 This guys are still that crazy tanky, even without shields...what do you want to do with them, tank enemys to death? 😄

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6 minutes ago, Volin said:

Thats why this (to me great) rework was made.
 

Just saying.


How can someone be against this almost plain buff of an amazing looking but underwhelming performing card? 🤔 This guys are still that crazy tanky, even without shields...what do you want to do with them, tank enemys to death? 😄

On hard maps like Lost Souls Ironclads high HP can definitly be an advantage especially when nobody builds Shrine of War and you only have Shrine of Martyrs and get void energy back much slower.

Sometimes Ironclads high HP really saved me and when you get attacked by 2 camps at once with tons of Lost Dragons and Archfiends you really need as much HP as possible.

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Have you played the new frost T4 on the test server? Either if you spash in a green or if you go pure Frost you should defenitly feel a buff.

And in the mentioned situations the higher dmg will compensate the gone HP twice. Ironclad is still a monster in matters of HP - and finally much better overall as he deserves.

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51 minutes ago, Volin said:

Have you played the new frost T4 on the test server? Either if you spash in a green or if you go pure Frost you should defenitly feel a buff.

And in the mentioned situations the higher dmg will compensate the gone HP twice. Ironclad is still a monster in matters of HP - and finally much better overall as he deserves.

Yes i did test it and on easier maps the higher attack is definitly a nice thing even tho its not really needed at least in my opinion.

But on LS maps id rather have higher HP. Thats why i think its a good idea to give people the option to choose between higher attack and higher HP.

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