Skylords Reborn
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Balancing is a game design concept to change gameplay elements and features to make the game's components similarly desirable and effective.

In Skylords Reborn, balancing mainly focuses on tuning the playable cards. When balancing, influences on the different game modes (PvE and PvP) have to be kept in mind and the principles of the philosophy documents have to be employed.

Current Iteration[]

Certain over- and underperforming cards have been proposed for balancing via the Forum Balancing Section and/or the Balancing Discord and will be tested over multiple iterations on the (internal) test server.

Shown below are all changes of the currently available iteration compared to the live servers. Keep in mind they can change any time and are not official live server patch notes. If not specified, these card changes apply to all upgrade versions of the cards.

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General Changes[]

  • None

General Fixes[]

  • None

Card Changes[]

New Player Cards[]

The following new cards are available for testing:

  • None

Systematic Changes[]

These are changes that affect a bigger number of cards in a similar fashion:

  • None

Player Card Changes[]

  • None

Non-Player Card Entity Changes[]

  • None

Map Changes[]

Systematic Changes[]

  • None

PvE Changes[]

Battlegrounds[]
  • None
Campaign[]
  • None

PvP Map Changes[]

  • None

Halted Testing Changes[]

Changes that have been removed from the test server for now. They were disenabled to focus testing on other subjects or due to implementation issues and might see a return in some form at a later date. The respective latest form of these cases is listed below:

  • None

Systematic Changes[]

  • Adjustment of squad knockback interactions:
    The following attacks' damage radii were changed to no longer be applied at the center of squads but on the unit hit. Thus even if split up enough, targets will always receive at least some damage and no longer become invincible to these attacks:
  • Adjustment of healing stacking:
    The following regneration effects are now stackable:

Player Card Changes[]

  • Added a new passive ability Card Icon Passive Plunder:
    As long as the unit attacks enemy non-amii buildings, they gain piles of spoils depending on the damage they deal to that building.
  • Added a new active ability Card Icon Active Drop the Loot:
    Once they collect enough piles, they are able to cash out a certain amount of piles at an own power well by draining 20 of the stored power from the power well and adding it to the power pool. Can be used every 5 seconds.
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