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Messages - CB! (624)

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13
Dream Catcher / Re: Oracle : Dream Catcher
« on: August 20, 2010, 05:47:49 pm »
^^^ This deck works great...

14
Farming Studies and Statistics / Re: Turns to win study
« on: August 20, 2010, 02:39:00 pm »
It's deja vu all over again... :)

The new delays really do slow you down though... I don't know how many times I've not grown a lava destroyer, or played a SoG because of it...

15
Deck Help / Re: I would like to farm gods better
« on: August 19, 2010, 09:59:18 pm »
Alrighty... here's where I'd start then...

-2 quicksand
-1 fire buckler
-2 explosion
-1 electrocuter
-1 enchant artifact
-1 black hole
-2 sundial

+1 bonewall
+2 hourglass
+3 quintessence

Looks like your trying to do too many things with what you've currently got... :)

16
Deck Help / Re: I would like to farm gods better
« on: August 19, 2010, 09:43:35 pm »
Here's some established false god decks... http://elementscommunity.org/forum/index.php/board,214.0.html

17
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: August 19, 2010, 09:24:07 pm »
Sure. The other candidate for removal and I think what I may end up removing is PA, but here is the one with 1 pulv:
Code: [Select]
560 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 77i 7ak 7dq 7dq 7gp 7gp 7q5 7q5 7te 80h 80h 80iPA is probably a lot less important than the 2nd pulv, but I just hate not having it for certain fights :P. At the same time its useless against quite a few gods so I should probably just remove it for the 2nd pulv again.
I'd remove the PA... I haven't used it in a looooong time and really haven't missed it.  Having a 2nd pulverizer is better IMO...  I'll have to mess with a chimera... although that means getting rid of my 3rd destroyer...  :-\

18
Issue Archive / Re: Eclipse bug
« on: August 19, 2010, 09:13:41 pm »
I'm not able to recreate this.  Nightfall and Eclipse seem to stack properly like Zanz said he fixed in 1.25...

19
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: August 19, 2010, 09:12:05 pm »
I've been attempting to use chimera in this deck the last few days. I really love having it in there, since it gives me EMs almost every win, but I'm having a hard time figuring out best card to replace with it. I have tried it with 1 perm 1 jade instead of 2 perm, but that didnt work too well bc I would often not have a shield when I needed it. I tried with 1 pulv instead of 2, and that seems to be working better than I thought, but still can cause a lot of issues. Still its worth taking something out imo because you can literally get an EM pretty much every win with chimera and liquid shadow in the deck. It almost always gets over 60 att by the time you can win the game, so you'd have to be under 40 hp for it to not let you get em.
Would you mind posting the deck you're currently using?

20
Issue Archive / Re: malignant cell ability
« on: August 19, 2010, 04:02:46 pm »
Yeah, I noticed this as well.  Interestingly though, if you aflatoxin a creature and kill it with a fire bolt or something, it'll behave properly...

21
Forum Archive / Re: RARE CARD FARMS - updated daily by the community!
« on: August 19, 2010, 03:40:01 pm »
I'll put up eternity/morning glory in about 20 minutes...

22
Issue Archive / Re: Reset Account Glitch
« on: August 19, 2010, 01:36:39 pm »
Yeah, I verified this.  Resetting your account doesn't seem to reset your completed quests...

23
Report In-game Issues / Not a Bug, Okay, how about this?
« on: August 18, 2010, 09:23:55 pm »
So, I've been spending a little more time in the bugs section and noticed a lot of the same kinds of threads reporting a bug that isn't actually a bug.  So I decided to make a list to explain a few of these intended game mechanics.  I'll add more as I have time and come across more.  If you see your question on this list, read the explanation... and don't post the 'bug'... :)


Chimera + Twin Universe
Spoiler for Hidden:
"When I TU a chimera, my original one disappears."
"When I TU my opponent's chimera, I donít get a copy of their chimera."

Chimera is a special passive ability.  There can only be one creature on your side of the field with this ability.  When a creature with this ability comes into play on your side, it sums all the attack and all the hit points for all your creatures and creates 1 creature with these stats.  Additionally the chimera is given momentum and gravity pull.
Since you can only have 1 creature with the chimera ability, when you TU a chimera, the first will disappear and be part of what creates the new chimera.  When you TU your opponent's chimera, you're still bringing a chimera into play on your side of the field, so only your creature's stats are summed to create the chimera.
Adrenaline + ?
Spoiler for Hidden:
"When I use adrenaline on my pufferfish, it only inflicts 2 poison instead of 4"
"When I use adrenaline on my pest, it only drains 2 quanta instead of 4"

There are a few abilities that arenít triggered with every attack by a creature with adrenaline.  Devour (draining quanta) and venom (poisoning opponent) are two such abilities.  This is strictly to keep those card combinations from being overpowered.
Lobotomizer + Adrenaline
Spoiler for Hidden:
"I lobotomized a creature with adrenaline, but it's skill didn't go away."
"I can lobotomize momentum, but not adrenaline?  Bug!"

When a creature is targeted with adrenaline, it is not given a new active ability.  Adrenaline is a passive ability, and as such, can't be lobotomized.  Momentum, meanwhile, adds a (possibly second) active ability called "momentum", so it can be hit by lobotomize.
Antimatter + Eclipse
Spoiler for Hidden:
"When eclipse is destroyed, my antimattered vampire goes from -6/4 to -8/3"
When an eclipse comes into play, all darkness/death creatures get +2 attack and +1 hit points.  The creatures keep this buff as long as at least 1 eclipse is still in play.  When all eclipses are destroyed, all darkness/death creatures effectively get -2 attack and -1 hit points.  The antimattered creature with -6 attack still gets -2 attack.  Additionally if you re-antimatter your -8/3 vampire and play another eclipse, you'll end up with a 10/4 vampire.
Reflecting Shield + Poison
Spoiler for Hidden:
"My opponent's poison spells aren't reflected by my Jade Shield"
While it's not clear by the text on the cards, reflecting shields reflect direct damage spells (fire bolt, lightning, siphon life, etc.).  Poison, while a spell, is more of a damage over time spell.  If damage is done when you play the spell, it's a direct damage spell.  Poison waits until the attack phase to do the actual damage, so it's a damage over time spell.  I think the wording on the cards could be a little more clear, but poison going through a reflecting shield is intended behavior.
Holy Flash + Dark/Death Mark
Spoiler for Hidden:
"Holy Flash says it damages dark/death targets, but it doesn't damage my dark/death opponent."
"Holy flash kills a parasite but not a player with a darkness mark."

Holy Flash's damage ability only affects creatures.  Players are immune from it's damage, and as such, will always be healed by it.
Mark Cards
Spoiler for Hidden:
"This guy had x2 mark.  Isn't that hacking?"
"A PVP opponent played a mark of entropy like a pillar!"

In tournament play, there are several options for rewards.  You can either take a nymph, money, or a mark card, a rare card that cannot be gained through spins.  Unupgraded mark cards that match your mark will stack with it, allowing for x2 marks, while upgraded mark cards or off-element mark cards act like normal pillars.  Their only difference is aesthetic, at most being useful as a way to get around earthquake.
Frozen Weapon
Spoiler for Hidden:
"What the crap!  My weapon got frozen like a creature would!"
"Uhhh, my weapon has a weird hourglass on top of it and it won't do anything...."

Voodoo dolls move all effects on them to their opponent.  This mainly just applies to things like poison, but there are several other effects to note.  Things like freezing a voodoo doll and stopping it in time will do the same thing to your opponent, which will be represented by freezing/stunning the weapon.  This also works with several other effects.
Losing health due to Miracle
Spoiler for Hidden:
"I was going to get mastery, so I played miracle for the fun of it.  For some reason I didn't get mastery any more."
"I played miracle at full health and I went down to 99.  Is that a bug?"

The card miracle doesn't "heal" you, in the sense that it doesn't add health to you.  It more changes the amount of health you have to your max health minus 1 (usually 99).  That means your health will become 99 no matter if you currently have 100 health.
Losing attack due to burrow
Spoiler for Hidden:
"I played momentum on my shrieker, giving it 11 attack, but when I burrowed and unburrowed it only had 10 attack."
"My 9 attack creature burrowed to 4 and unburrowed to 8.  Why did it lose attack power?"

When you burrow a creature, it automatically rounds down it's attack power.  When the creature unburrows, the game merely doubles the burrowed creatures attack power, and doesn't restore the previous attack power.
Quirky Twin Universe
Spoiler for Hidden:
"I cast Twin Universe on a mutant, and I didn't get a copy."
"When I twin universe'd my opponent's chimera, not only did I not get an exact copy, but all my creatures died!  What the hell?!"

Twin Universe doesn't just copy the cards face stats, it also copies some of inactive abilities of the card.  In the instance of mutant, the passive ability "mutant" means there's some randomized aspects of it.  It gets a semi-randomized attack power and ability.  When you twin the mutant, you get a different semi-randomized attack power and ability.  With Chimera, the actual attack power of Chimera is X|Y.  When Chimera hits the field, it combines all of your creatures into one, where X was their total attack power, and Y was their total defense.  When you twin Chimera, it "hits the field" again, triggering the combining of all your creatures again.  Chimera does not retain it's old stats, twinning a Chimera on your side of the field won't double it's strength.
Dive + Twin Universe
Spoiler for Hidden:
When I Dive a creature and Twin Universe it the copy maintains it's attack! Isn't this a bug?!"
It is intended this way and merely a good synergy. The attack boost will disappear after the copy uses Dive.
Lobotomiser + ?
Spoiler for Hidden:
When my opponent lobotomizes my creature it cannot use the ability I give it right afterwards right away, unlike creatures without an ability that have been at least one turn on the field that haven't been lobotomized, why?
Although unexpected, the developer has stated to like it this way and will thus not be changed.
Protect Artifact + Flying Weapon
Spoiler for Hidden:
I just turned my protected Weapon into a creature, and now it's targetable, it should be untargetable!
It's intentional behavior that Weapons turn into the base weapon creature and are not affected by stuff like previously being protected.
Cannot build a new arena deck.
Spoiler for Hidden:
I have the same card as my current arena deck, and now I cannot build a new arena deck! This is a known non-bug. The Oracle card is to be added to add diversity to the arena, hence you are encouraged to build a new arena deck with a different card rather than building another one with the same card.
Sanctuary + Dissipation Shield
Spoiler for Hidden:
Sanctuary cancels dissipation shield it is intended to work this way and is not a bug.

24
Issue Archive / Re: Voodoo doll bug?
« on: August 18, 2010, 08:55:38 pm »
Yeah, that doesn't seem right...

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anything
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