Recent posts by pheeeeee on Kongregate

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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Petition for Old Conquest

Sorry guys. The devs worked for so long for this (4-5 months).

Not happening.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Shield Generators!

Keris needs a buff again. Mana cost of shadow walk back to 20. Believe me he will STILL suck when you do that, but at least he will suck less.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Hero Balance Writeup

Has this been implemented in FB already?

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

CONFIRMED BUG >>>>> Gungar Trumpet does NOT stack with Collet’s Perfect timing and Arcane Armor.

100% tried and tested. I tested it in AI base, bringing 1 lvl10 ranger. It does 100 damage to a structure.. casting trumpet makes it 250 (100 plus 150), but casting perfect timing after trumpet (which duration lasts 15 secs) makes it 170 (100 plus 70).

Then I tested the armor buff. An archer tower damages the ranger for 60 damage with collet’s arcane armor aura.. After casting trumpet, it STILL damages it for 60 damage.

Please fix.. i spent all my hard earned cloudstone cores for trumpet primarily for Collet. THIS SUCKS.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Battle it out

are you 10 yrs old or something?

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Balance Pass Redux!

Imma repost here my Gasket suggestion that may already be lost and forgotten in the other thread. Apologies for reposting..

Gasket’s Reinforce

Current: Increase Armor by X. Lasts X seconds.
Suggestion: Increase Armor by X and taunts surrounding enemies making them attack Gasket. Lasts X seconds.

*Consider changing skill name

This will make Gasket more viable when defending. Yes he has high natural armor and a big boost in armor when Reinforce is cast but his tankyness is useless if he is just ignored.. esp during solo hero cit rush.

Gasket’s Passive (Quake)

Current: If target is at full health, deals X damage and stuns for X seconds. (TOTAL CRAP)
Suggestion: Gasket returns X damage to units or buildings that attacks him. (Damage may be either flat or percentage.. i think percentage damage will be more balanced and scale in levels better)

*Consider changing skill name

Current passive is CRAP. Why? If you defend and one of your bunkers hit a group of units, then it is USELESS AS FUCK. If you attack with an army and your mages/rangers/airships attacked buildings first before him, then again the passive is USELESS AS FUCK. My suggestion will synergize better with his other skill and make him deal more damage which he currently lacks compared to other heroes.

My suggestion may look overpowered but it all falls down on the numbers.. its the idea/concept that is important. At present, I see Gasket as a heap of junk and a waste of Honor not because of his stats, but because of his skillset. I hope this will make Gasket viable now.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Balance Pass Redux!

Just comparing armor buffs to give devs something to think about:

Triumphant Roar at Level 10 +50 Armor, AoE, 13 seconds. Cleanses negative status. 30 MP
Holy Shield at Level 10 +40 Armor, small Aoe, 10 seconds. 40 MP
Arcane Armor at Level 10 +30 Armor, Huge Aoe, Passive (No mana cost, unlimited duration)
Reinforce at Level 10 +75 Armor, Self only, 8 seconds. 40 MP

*Got stats from Alex’s guide. Not 100% sure if they are updated

You can see how Holy Shield is so inferior to Triumphant Roar and Reinforce being useless.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Originally posted by Rudgutter:
Originally posted by pheeeeee:

Gasket’s Reinforce

Current: Increase Armor by X. Lasts X seconds.
Suggestion: Increase Armor by X and taunts surrounding enemies making them attack Gasket. Lasts X seconds.

*Consider changing skill name

This will make Gasket more viable when defending. Yes he has high natural armor and a big boost in armor when Reinforce is cast but his tankyness is useless if he is just ignored.. esp during solo hero cit rush.

Gasket’s Passive (Quake)

Current: If target is at full health, deals X damage and stuns for X seconds. (TOTAL CRAP)
Suggestion: Gasket returns X damage to units or buildings that attacks him. (Damage may be either flat or percentage.. i think percentage damage will be more balanced and scale in levels better)

*Consider changing skill name

Current passive is CRAP. Why? If you defend and one of your bunkers hit a group of units, then it is USELESS AS FUCK. If you attack with an army and your mages/rangers/airships attacked buildings first before him, then again the passive is USELESS AS FUCK. My suggestion will synergize better with his other skill and make him deal more damage which he currently lacks compared to other heroes.

My suggestion may look overpowered but it all falls down on the numbers.. its the idea/concept that is important. At present, I see Gasket as a heap of junk and a waste of Honor not because of his stats, but because of his skillset. I hope this will make Gasket viable again.

That is an interesting idea, Pheee. So he’d be like those old bulwarks.

Thanks.. I didn’t know bulwarks before had that effect.. it was removed when I started playing. Gasket is the very first hero I bought from the store.. I levelled him up but he really falls short compared to other heroes.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Gasket’s Reinforce

Current: Increase Armor by X. Lasts X seconds.
Suggestion: Increase Armor by X and taunts surrounding enemies making them attack Gasket. Lasts X seconds.

*Consider changing skill name

This will make Gasket more viable when defending. Yes he has high natural armor and a big boost in armor when Reinforce is cast but his tankyness is useless if he is just ignored.. esp during solo hero cit rush.

Gasket’s Passive (Quake)

Current: If target is at full health, deals X damage and stuns for X seconds. (TOTAL CRAP)
Suggestion: Gasket returns X damage to units or buildings that attacks him. (Damage may be either flat or percentage.. i think percentage damage will be more balanced and scale in levels better)

*Consider changing skill name

Current passive is CRAP. Why? If you defend and one of your bunkers hit a group of units, then it is USELESS AS FUCK. If you attack with an army and your mages/rangers/airships attacked buildings first before him, then again the passive is USELESS AS FUCK. My suggestion will synergize better with his other skill and make him deal more damage which he currently lacks compared to other heroes.

My suggestion may look overpowered but it all falls down on the numbers.. its the idea/concept that is important. At present, I see Gasket as a heap of junk and a waste of Honor not because of his stats, but because of his skillset. I hope this will make Gasket viable again.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Skyshard balance proposals

Gasket’s Reinforce

Current: Increase Armor by X. Lasts X seconds.
Suggestion: Increase Armor by X and taunts surrounding enemies making them attack Gasket. Lasts X seconds.

*Consider changing skill name

This will make Gasket more viable when defending. Yes he has high natural armor and a big boost in armor when Reinforce is cast but his tankyness is useless if he is just ignored.. esp during solo hero cit rush.

Gasket’s Passive (Quake)

Current: If target is at full health, deals X damage and stuns for X seconds. (TOTAL CRAP)
Suggestion: Gasket returns X damage to units or buildings that attacks him. (Damage may be either flat or percentage.. i think percentage damage will be more balanced and scale in levels better)

*Consider changing skill name

Current passive is CRAP. Why? If you defend and one of your bunkers hit a group of units, then it is USELESS AS FUCK. If you attack with an army and your mages/rangers/airships attacked buildings first before him, then again the passive is USELESS AS FUCK. My suggestion will synergize better with his other skill and make him deal more damage which he currently lacks compared to other heroes.

My suggestion may look overpowered but it all falls down on the numbers.. its the idea/concept that is important. At present, I see Gasket as a heap of junk and a waste of Honor not because of his stats, but because of his skillset. I hope this will make Gasket viable again.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Locke

Cansire why are you asking this? I want to buy Locke now coz you inspired me to.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Skyshard balance proposals

1. This is GOOD. But with reinforce 3, damage will be reduced up to 80%. This is still ok except for cit 8 which has 25,000 HP which is too much. I suggest lowering it to 20k as well as cit 7 hp can be lowered a bit.

1b. If your goal is for the attacking player to destroy more bldgs instead of the cit only, i have a different suggestion.. instead of the “shield” type bldg, put points in every bldg.. if lets say 100 is reached, that will be a victory if the attacker ends attack. E.g:

Citadel – 50 pts
Barracks, Encampment, TG, HOH – 10 pts each
Silos, Forge, Warbanner – 5 pts each
Towers – 3 pts each
Garrison – 2 pts each
Resource bldgs – 1 pt each.

*numbers are just for illustration purposes.

So that means going for Citadel alone will only give 50 points, CIt and 4 silos will give 70 pts.. which will not give victories.

Possible combination: Citadel, 4 silos, HoH, 4 towers, Forge, 2 Garrisons (50 + 20 + 10 + 12 + 5 + 4 = 101 pts). Enough to give a victory.

2. No. Buffing health of units alone will indirectly nerf heroes with unit wiping spells.

3. OK cool. Just to repeat a suggestion I made before.. Why not give citadel ability to attack, just like Undead’s Necropolis in Warcraft 3. Instead of bringing back Lightning Towers, make citadel attack that ignores armor, where damage also scales per citadel level. This will also help a lot in avoiding citadel rushing heroes.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Update 1/4/2013

Dev, I have a lvl 9 joround with lvl 9 bludgeon. I guess you made the duration at lvl9 3 secs if not 4 right? well it is shorter than that. I tested it and timed it a lot of times.. its less than 2 seconds. Upon stunning, he only gets to use 1 attack before the stun ends. Considering mana regeneration, he can stun 6x and attack 6x before he runs out of mana. This is NOT enough to defend against or kill an Alaric or Tarkus of his same level which should not be the case right? This will make joround obsolete esp against alaric and tarkus with good armor equipment. I believe Joround is designed to win a 1v1 battle. Please test it if you like and fix it ASAP. While you’re at it I think 5 sec from 8 sec is a LOT fairer instead of 4.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

Originally posted by WhiteLionKing:

pheeee you say;
2. Remove Goggles (goodluck with explaining that to players who attacked gulak 80x to get it). It is for the best.
best for who?? you?
nerving heros is not good as what you see lately is the effect of the lenses and relics etc that we EARNED. if you don’t like a hero then don’t use it. alaric was nerfed already to suit the gasket whiners (users)

Goggles was intended to counter perma-stun, ie collet. What they should have done was nerf collet (see my post). Goggles BREAKS conquest. lvl 7 tiles (citadel 5) and below are now IMPOSSIBLE to defend against any hero with goggles which should not be the case. I am saying this from a gamer and critic’s perspective.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

COLLET
.
.

1. Blinding Light
- Shorten the length and the width.
- Increase mana cost to 25 but also increase the damage just by a tiny bit if you do this.
2. Arcane Armor
- Reduce the AoE range a bit.
- Reduce the numbers SIGNIFICANTLY.. Up to half!!! I know a lot of people will react to this but this is for the best.. At present, Level 10 gives 35 Armor with a HUGE AOE PASSIVELY.. how broken can that be? To give others an idea, here are some comparisons:
Alaric Level 10 has 40 passive armor (hero only!)
Alaric Holy Shield Level 10 gives 40 Armor with a smaller AOE, costs 40 mana, and only lasts a few seconds. LOL!
Gasket’s Reinforce Level 10 gives 40 Armor , costs 40 mana, only lasts a few seconds, and hero only.
*The design of the skill itself is OP already.. other heroes are unarmored.. this skill gives a PASSIVE armor boost to all nearby units making them tankier than other heroes in terms of armor.

3. Perfect Timing
- Increase mana cost to AT LEAST 35. 40 If it was me. LOL compare it to Joround’s berserk..Jesus Christ.
- Reduce AoE a bit.
.
.
.
.

How to Fix CONQUEST which is currently BROKEN in 3 easy steps!!!

1. Balance Collet (see above) among other heroes to make other underpowered heroes viable.
2. Remove Goggles (goodluck with explaining that to players who attacked gulak 80x to get it). It is for the best.
3. Reinforce Citadels and/or use level 7 and 8 citadels.

.
.
.

INSANE SUGGESTION!

Swap Collet’s passive Arcane armor with Isunda’s passive Alacrity. This will nerf collet and buff isunda.. Please give some time to think of this and consider it.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Originally posted by AleXinoS:
Originally posted by pheeeeee:

Last suggestion for the game.. If this or any other suggestion to fix the conquest map is to be ignored by devs by the next patch, I’m sure as hell I’ll be quitting this game then.

Hero Death Timers

If a particular hero dies from attacking or defending, whether in rivals list or conquest map, that particular hero will not be usable for a certain period of time.

Duration can be fixed (similar to protection of tiles) or based on hero level (the higher the longer). Starts immediately after he dies or maybe can be revived from the HoH or a new building for a certain amt of resource. I am just throwing ideas.

WHY?

1. So that players in conquest just don’t solo hero rush citadels carelessly. There should be a consequence if the hero dies unlike the current setup. Now players will more likely bring units too when attacking to give defender a real option whether to kill the hero and delay that particular player’s hero to attack again or kill the units to make it harder for that player to destroy higher lvl tiles.

2. This will make other useless/subpar heroes to be used again.. e.g. collet is really strong in attacking because of her unit support and defending because of permastuns. If someone attacks your base/tile, some players may avoid using collet in defending to avoid her from getting killed.. other heroes will now be used in defending like gasket, sephira, locke..consequently adding much more variety in the game = more strategy = more fun.

3. Currently, some players have so much armor in their equipment they basically tank all towers.. making the most effective army when attacking to be either 30 rangers/gunjacks or 15 mages (most common in high lvl players like me).. making swordsmen,voguls, rivets, and other units useless and untouched. (I have 95 capacity – 23 mages, 40 gunjacks and 3 rivets.. although my other units are upgraded, i never use them) My suggestion will give some players a sort of “scare” when they are attacking and wont let their hero take as much damage because someone might def and kill their hero.. this may incline some players to build swordsmen, voguls, etc.. again, more variety = more strategy = more fun.

4. This will entice players to buy and upgrade more heroes. Some players use stones on this – good for you devs

5. You can make revival of heroes to be sped up using stones.. again, good for you devs.

6. I Imagine conquest to have a slower/less aggressive pace.. more careful attacks and less tile swapping.

If you can think of other reasons why to implement this, please post it here to convince the devs more. If you can think of reasons NOT to implement this, also please explain why so the community can think of a workaround/solution to that problem.

I’m posting this in the suggestions/bug thread but also in a new thread so it won’t be easily forgotten.

Thanks,
Pheeedom

I totally agree with this. One inconvenience would be the attacker using a strong hero to kill the defender’s best hero and screwing them over, then ending attack and coming back with an army, knowing the defender will defend with a weaker or less-good-at-defending hero. Also, enabling hero-switching before defending is a must for this. I’d say that the defending hero “dies” after 3 kills vs the attacker hero dies on first kill. That way there won’t be Jorunds coming in on the first battle and killing defending hero right away to come back again and win at 99% win rate.

I completely agree that hero-switching is a MUST for this. If that is implemented, then defender should have a slight advantage when it comes to hero match ups.. which should be the case.. If attacker goes solo joround hoping to kill defender hero, then defender can pick Keris or Tarkus. In your scenario where attacker successfully killled the defending hero and ends attacks to come back with an army.. in my point of view, the attacker there just used 2 attacks.. which is favorable for defending player/guild.

On a different topic, I really think goggles should be removed. It really breaks how conquest works. Devs should think how they should compenssate players who farmed 80 fangs for goggles if they decide to remove it

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Hero Death Timer

yes i agree. I posted a similar suggestion like that in the suggestion/bug thread. they really should balance heroes first. If it was up to me, balance collet’s stun – increase mana cost to 25, but also increase dmg a little bit, perfect timing mana to 30, and either remake how the armor mechanics work or completely nerf collets armor aura up (half it!).. and more importantly – REMOVE GOGGLES. It REALLY fucks up conquest.. But I doubt that they will remove goggles after most players have attacked that gulak map 80x to get it. This game is messed up.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Hero Death Timer

Last suggestion for the game.. If this or any other suggestion to fix the conquest map is to be ignored by devs by the next patch, I’m sure as hell I’ll be quitting this game then.

Hero Death Timers

If a particular hero dies from attacking or defending, whether in rivals list or conquest map, that particular hero will not be usable for a certain period of time.

Duration can be fixed (similar to protection of tiles) or based on hero level (the higher the longer). Starts immediately after he dies or maybe can be revived from the HoH or a new building for a certain amt of resource. I am just throwing ideas.

WHY?

1. So that players in conquest just don’t solo hero rush citadels carelessly. There should be a consequence if the hero dies unlike the current setup. Now players will more likely bring units too when attacking to give defender a real option whether to kill the hero and delay that particular player’s hero to attack again or kill the units to make it harder for that player to destroy higher lvl tiles.

2. This will make other useless/subpar heroes to be used again.. e.g. collet is really strong in attacking because of her unit support and defending because of permastuns. If someone attacks your base/tile, some players may avoid using collet in defending to avoid her from getting killed.. other heroes will now be used in defending like gasket, sephira, locke..consequently adding much more variety in the game = more strategy = more fun.

3. Currently, some players have so much armor in their equipment they basically tank all towers.. making the most effective army when attacking to be either 30 rangers/gunjacks or 15 mages (most common in high lvl players like me).. making swordsmen,voguls, rivets, and other units useless and untouched. (I have 95 capacity – 23 mages, 40 gunjacks and 3 rivets.. although my other units are upgraded, i never use them) My suggestion will give some players a sort of “scare” when they are attacking and wont let their hero take as much damage because someone might def and kill their hero.. this may incline some players to build swordsmen, voguls, etc.. again, more variety = more strategy = more fun.

4. This will entice players to buy and upgrade more heroes. Some players use stones on this – good for you devs

5. You can make revival of heroes to be sped up using stones.. again, good for you devs.

6. I Imagine conquest to have a slower/less aggressive pace.. more careful attacks and less tile swapping.

If you can think of other reasons why to implement this, please post it here to convince the devs more. If you can think of reasons NOT to implement this, also please explain why so the community can think of a workaround/solution to that problem.

I’m posting this in the suggestions/bug thread but also in a new thread so it won’t be easily forgotten.

Thanks,
Pheeedom

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Last suggestion for the game.. If this or any other suggestion to fix the conquest map is to be ignored by devs by the next patch, I’m sure as hell I’ll be quitting this game then.

Hero Death Timers

If a particular hero dies from attacking or defending, whether in rivals list or conquest map, that particular hero will not be usable for a certain period of time.

Duration can be fixed (similar to protection of tiles) or based on hero level (the higher the longer). Starts immediately after he dies or maybe can be revived from the HoH or a new building for a certain amt of resource. I am just throwing ideas.

WHY?

1. So that players in conquest just don’t solo hero rush citadels carelessly. There should be a consequence if the hero dies unlike the current setup. Now players will more likely bring units too when attacking to give defender a real option whether to kill the hero and delay that particular player’s hero to attack again or kill the units to make it harder for that player to destroy higher lvl tiles.

2. This will make other useless/subpar heroes to be used again.. e.g. collet is really strong in attacking because of her unit support and defending because of permastuns. If someone attacks your base/tile, some players may avoid using collet in defending to avoid her from getting killed.. other heroes will now be used in defending like gasket, sephira, locke..consequently adding much more variety in the game = more strategy = more fun.

3. Currently, some players have so much armor in their equipment they basically tank all towers.. making the most effective army when attacking to be either 30 rangers/gunjacks or 15 mages (most common in high lvl players like me).. making swordsmen,voguls, rivets, and other units useless and untouched. (I have 95 capacity – 23 mages, 40 gunjacks and 3 rivets.. although my other units are upgraded, i never use them) My suggestion will give some players a sort of “scare” when they are attacking and wont let their hero take as much damage because someone might def and kill their hero.. this may incline some players to build swordsmen, voguls, etc.. again, more variety = more strategy = more fun.

4. This will entice players to buy and upgrade more heroes. Some players use stones on this – good for you devs

5. You can make revival of heroes to be sped up using stones.. again, good for you devs.

6. I Imagine conquest to have a slower/less aggressive pace.. more careful attacks and less tile swapping.

If you can think of other reasons why to implement this, please post it here to convince the devs more. If you can think of reasons NOT to implement this, also please explain why so the community can think of a workaround/solution to that problem.

I’m posting this in the suggestions/bug thread but also in a new thread so it won’t be easily forgotten.

Thanks,
Pheeedom

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Season 3

size 100 font – “BUMP!!!”

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Alexinos – yes.. bludgeons.. typo. As for spamming it, the plan was to deal the most damage to alaric to kill him in shortest possible time to save the citadel. Also he had goggles.. If I waited for goggles 10 sec duration to end, cit will be LOOOOOOONG destroyed by then lol..(he destroyed the citadel still with goggle effect!). I used berserk (40 mana) + razo (hits harder because of berserk) + 3 bludgeons (60 mana total). The citadel was destroyed after the 3rd bludgeon.. while the 4th bludgeon is STILL in cooldown (doesnt matter if I had mana or not after cooldown..cit was already destroyed).

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Skyshard Heroes - Conquest Season 3 True Story

HAHAHAHA… let me tell you guys what just happened.

I was waiting for someone to attack our lvl 7 castle tile once protection runs out.. I did the following preparations:

1. Put a high lvl hero to give leadership 4
2. Put Orb of Power
3. Used 3 buffs I have never used.
– Increase unit and hero damage by 25%
– Increase unit and hero armor by 50% (doesnt really matter.. still i used it)
– Increase unit and hero speed by 50%
4. Put my level 9 Joround as my active hero. He is maxed out at level 9, with 1 Indigo lens and 1 Vermillion lens. Total attack damage is 530. Puncture damage is 500. I knew the attacker would be an Alaric with goggles.. so best hero to pick is the one who can deal highest amt of damage in shortest amount of time – Joround.
5. Scouted that shit and stared at the monitor
6. Defended ASAP as soon as he attacked

What happened? Can you guys guess?

As soon as he dropped his solo hero, I dropped mine and immediately attacked him. He punctured the fuck out of the citadel.I used berserk and punctures. He got stunned for a sec but immediately cleansed with goggles. Before I even ran out of mana, he destroyed the citadel with a little less than a quarter life left. I saw his Alaric laughing, when he put up his middle finger before leaving.

SERIOUSLY!!!! THE. CONQUEST. MAP. IS. BROKEN!!!.

I REALLY am getting sick of this game. This game shouldn’t be called a STRATEGY game.. There is no more strategy left in conquest. Just go straight to the citadel and destroy it! The guild who has more attacks win! Its just tile swapping until players run out of attacks.. those who log-out first lose! It already came to the point where “Oh, player X is attacking tile X….ahh.. fuckem.. I won’t defend that shit.. by the time I scout that tile anyway the cit will already be gone..I’ll just wait for him to run out of attacks and/or logout.” FUCK STRATEGY.

Oh I forgot to point out – YOU DON’T EVEN HAVE TO BRING UNITS! ROFL!

Same can be said with level 8-10 tiles.. didn’t get the citadel on your first try? Attack again! You’ll get it for sure! Oh yeah before I forget, level 9 tile SUCK. There’s an area beside castle where no Archer tower or flamebunker will hit you!

So what am I supposed to do? If you are going to say that my hero is still weak and i need to level him up more, then you don’t see the point of my post. He’s max at lvl 9 already with very good equipment.. and even if i bring him to lvl 10, does it solve the problem? Can I defend tiles properly and successfully now? NO.

I have A LOT of ideas and suggestions in mind but I feel like I will just waste my time posting it since it won’t be implemented anyway. Besides, most of my ideas I believe have already been voiced out and posted here in the forums. If half or even 10% of those great ideas were implemented, I’m sure this game will live a little while longer.. but at present it doesn’t look that way. Devs are more focused on designing new heroes..sephira/locke/tarkus.. and started conquest map prematurely – EXACTLY the same as S2 conquest (without putting something new or implementing any suggestion posted in this thread) so players will start buying more stones.

Sorry if my post offends or angers anyone. I am simply stating facts and some of my personal opinion about the game and where it is headed. It really is saddening.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

HAHAHAHA… let me tell you guys what just happened.

I was waiting for someone to attack our lvl 7 castle tile once protection runs out.. I did the following preparations:

1. Put a high lvl hero to give leadership 4
2. Put Orb of Power
3. Used 3 buffs I have never used.
– Increase unit and hero damage by 25%
– Increase unit and hero armor by 50% (doesnt really matter.. still i used it)
– Increase unit and hero speed by 50%
4. Put my level 9 Joround as my active hero. He is maxed out at level 9, with 1 Indigo lens and 1 Vermillion lens. Total attack damage is 530. Puncture damage is 500. I knew the attacker would be an Alaric with goggles.. so best hero to pick is the one who can deal highest amt of damage in shortest amount of time – Joround.
5. Scouted that shit and stared at the monitor
6. Defended ASAP as soon as he attacked

What happened? Can you guys guess?

As soon as he dropped his solo hero, I dropped mine and immediately attacked him. He punctured the fuck out of the citadel.I used berserk and punctures. He got stunned for a sec but immediately cleansed with goggles. Before I even ran out of mana, he destroyed the citadel with a little less than a quarter life left. I saw his Alaric laughing, when he put up his middle finger before leaving.

SERIOUSLY!!!! THE. CONQUEST. MAP. IS. BROKEN!!!.

I REALLY am getting sick of this game. This game shouldn’t be called a STRATEGY game.. There is no more strategy left in conquest. Just go straight to the citadel and destroy it! The guild who has more attacks win! Its just tile swapping until players run out of attacks.. those who log-out first lose! It already came to the point where “Oh, player X is attacking tile X….ahh.. fuckem.. I won’t defend that shit.. by the time I scout that tile anyway the cit will already be gone..I’ll just wait for him to run out of attacks and/or logout.” FUCK STRATEGY.

Oh I forgot to point out – YOU DON’T EVEN HAVE TO BRING UNITS! ROFL!

Same can be said with level 8-10 tiles.. didn’t get the citadel on your first try? Attack again! You’ll get it for sure! Oh yeah before I forget, level 9 tile SUCK. There’s an area beside castle where no Archer tower or flamebunker will hit you!

So what am I supposed to do? If you are going to say that my hero is still weak and i need to level him up more, then you don’t see the point of my post. He’s max at lvl 9 already with very good equipment.. and even if i bring him to lvl 10, does it solve the problem? Can I defend tiles properly and successfully now? NO.

I have A LOT of ideas and suggestions in mind but I feel like I will just waste my time posting it since it won’t be implemented anyway. Besides, most of my ideas I believe have already been voiced out and posted here in the forums. If half or even 10% of those great ideas were implemented, I’m sure this game will live a little while longer.. but at present it doesn’t look that way. Devs are more focused on designing new heroes..sephira/locke/tarkus.. and started conquest map prematurely – EXACTLY the same as S2 conquest (without putting something new or implementing any suggestion posted in this thread) so players will start buying more stones.

Sorry if my post offends or angers anyone. I am simply stating facts and some of my personal opinion about the game and where it is headed. It really is saddening.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Ok i need to say this. season 3 conquest map has been a total failure. I am very disappointed on how devs rushed to start season 3 but havn’t fixed or haven’t done something about certain abuses in the game.

1. About how a member can easily go in and out of a guild. YES it is a critical abuse that should have already been fixed. Some players leave a guild which has stable tiles and no threats, and join an allied guild across the map to help the other guild. Some players who see their heroes gone from tiles when they go online leave that guild, create a dummy guild, start across the map and get enemy tiles to retaliate, leave that dummy guild and go back to original guild, and place heroes in tiles.. nothing lost. It is an abuse that makes conquest map BROKEN.

Suggestion – make it so that when a player joins a guild, he’s stuck to that guild and cannot join any other guild for at LEAST 3 days.

2. Reinforced buildings has been introduced in middle of season 2. I was expecting it to be implemented when season 3 starts. Correct me if I am wrong but there are still no reinforced citadels in season 3. Seriously conquest NEEDS reinforced citadels.. the only thing that can prevent a high lvl alaric from soloing any tile are stuns.. but now that goggles has been introduced, what can stop him? esp in lvl 7 tiles and lower? nothing. He can be stopped? Ok well let him just bring mages. No matter how strong the attacker is, the defender SHOULD still have a fighting chance. FYI I have lvl 9 joround and collet and they have 0% chance in defending!

Suggestions – 1. Reinforce fucking citadels.. IT’S NOT THAT HARD.
2. Put at least a 5 second timer before attacker can attack to give some heads-up time for the defender.
3. Put some sound.. a 3 secs battle horn or war drum to let defender know one of his tiles is under attack.
4. Maybe put a sword icon or whatever in the tiles being attacked.

3. Put an option to change heroes when you are scouting your tile being attacked.. so you can defend with proper hero. In the current setup, tell me when and why will I replace collet as my active hero? In what scenario? NONE. It makes all other heroes irrelevant in the game.

4. LASTLY, you guys should stop adding new heroes and work in BALANCING EXISTING HEROES. Some heroes are so overpowered compared to others its ridiculous.. makes me think you guys were high or something when you designed them. Buff/ remake heroes that are not used and Nerf those that are overpowered. You just need to tweak their numbers. It’s NOT THAT HARD. Stop designing new heroes! FIX THE EXISTING ONES FIRST.

I hope I made my points clear. I wrote this out of frustration and disappointment. There are a lot more things that should be fixed in this game. But these are the most crucial I can think of. You don’t want regular and long-time players to burn out and get sick of this game? Stop smoking weed and consider everything I have said above.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Tarkus the Outcast and Season 3!

Ok i need to say this. season 3 conquest map has been a total failure. I am very disappointed on how devs rushed to start season 3 but havn’t fixed or haven’t done something about certain abuses in the game.

1. About how a member can easily go in and out of a guild. YES it is a critical abuse that should have already been fixed. Some players leave a guild which has stable tiles and no threats, and join an allied guild across the map to help the other guild. Some players who see their heroes gone from tiles when they go online leave that guild, create a dummy guild, start across the map and get enemy tiles to retaliate, leave that dummy guild and go back to original guild, and place heroes in tiles.. nothing lost. It is an abuse that makes conquest map BROKEN.

Suggestion – make it so that when a player joins a guild, he’s stuck to that guild and cannot join any other guild for at LEAST 3 days.

2. Reinforced buildings has been introduced in middle of season 2. I was expecting it to be implemented when season 3 starts. Correct me if I am wrong but there are still no reinforced citadels in season 3. Seriously conquest NEEDS reinforced citadels.. the only thing that can prevent a high lvl alaric from soloing any tile are stuns.. but now that goggles has been introduced, what can stop him? esp in lvl 7 tiles and lower? nothing. He can be stopped? Ok well let him just bring mages. No matter how strong the attacker is, the defender SHOULD still have a fighting chance. FYI I have lvl 9 joround and collet and they have 0% chance in defending!

Suggestions – 1. Reinforce fucking citadels.. IT’S NOT THAT HARD.
2. Put at least a 5 second timer before attacker can attack to give some heads-up time for the defender.
3. Put some sound.. a 3 secs battle horn or war drum to let defender know one of his tiles is under attack.
4. Maybe put a sword icon or whatever in the tiles being attacked.

3. Put an option to change heroes when you are scouting your tile being attacked.. so you can defend with proper hero. In the current setup, tell me when and why will I replace collet as my active hero? In what scenario? NONE. It makes all other heroes irrelevant in the game.

4. LASTLY, you guys should stop adding new heroes and work in BALANCING EXISTING HEROES. Some heroes are so overpowered compared to others its ridiculous.. makes me think you guys were high or something when you designed them. Buff/ remake heroes that are not used and Nerf those that are overpowered. You just need to tweak their numbers. It’s NOT THAT HARD. Stop designing new heroes! FIX THE EXISTING ONES FIRST.

I hope I made my points clear. I wrote this out of frustration and disappointment. There are a lot more things that should be fixed in this game. But these are the most crucial I can think of. You don’t want regular and long-time players to burn out and get sick of this game? Stop smoking weed and consider everything I have said above.