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Messages - Hotshot2k4 (25)

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1
Deck Compilations / Re: Steampunk (Duo)
« on: December 24, 2010, 11:25:55 am »
Maybe throw in an ice shield into the first deck? It doesn't look fast enough to beat normal rush decks as-is, so there should probably be something to hold off your opponent while the steam machines grow up.

2
Darkness / Re: Cloak
« on: December 20, 2010, 09:00:03 pm »
I put an unupgraded one into a generic anti-fg ccyb I was playing (too many 'if I had one more card in my deck I would've won' moments lately), and so far it's worked like a charm. As far as I can tell, it's been the deciding factor in at least two games, due in part to being invulnerable to PC. The only downside is that it's useless against mass CC, since the very placement of the card seems to warrant a rain of fire from false gods without any large groups of creatures in play.

3
Water / Re: Steam Machine
« on: December 18, 2010, 07:56:06 am »
This will be a nice boost for my good old fashioned pvp1 deck that I wanted to return to someday. I don't think unupgraded card needed a buff, but I'm all for it  :D

4
Game Suggestions and Feedback / Numerical Values for damage estimates?
« on: December 15, 2010, 05:14:44 am »
Often times when trying to EM a false god and having more than one row of creatures out, it becomes a real annoyance trying to figure out how much damage can be done to have shards heal afterwards and finish with a weapon (especially since the last 1-2 hp is invisible on the bar). Another scenario is when facing a FG that uses miracle once its predicted defeat is two turns of damage, it's really hard to know when an attack is going to cross that threshold. Yet another problematic situation is when you're in a pvp game, and you need to know how many more turns you need to finish the game before being defeated instead.

I propose a value is added near the hp/damage estimate bar to show how much damage you're expected to deal next turn, numerically. For example
| :life :time :time :time :underworld |
HP: 80-60


The calculations are already being done to create the estimate hp bar, so why not display the actual numbers?

5
Darkness / Re: Cloak
« on: December 14, 2010, 07:39:50 am »
Finally, more permanent defense. I'm sure lots of creative ideas can be invented for this card. Might be a nice combo card for ccyb after fractaling a bunch of lava golems into play to prevent them from being cc'd. I'm assuming shield effects still trigger against attacks (fire shield, etc) so indirect cc still works.

6
General Discussion / Re: Elements Community Nymph Totals
« on: December 13, 2010, 05:50:42 am »
 :fire last night, and  :entropy a few weeks ago


For a total of  :gravity :time :entropy :fire, which I'm pretty satisfied with. It's a lot better than I thought I'd ever see, considering my first month of play went entirely card/nymphless.

7
General Discussion / Re: Elements Christmas Sweeptakes!
« on: December 12, 2010, 08:59:11 pm »
My Christmas wish is for MOAR WISHES!  :P

8
Game Suggestions and Feedback / Re: Be-a-false-god mode
« on: December 10, 2010, 08:00:31 am »
Oh man, this has been suggested before.

By me as well.

The only way I can see this happening is in trainer, but I agree, this would be fun.
Yeah I figured I wasn't the first to come up with this in the year the game's been around, but I didn't see any topics about it with replies in the past few months, and I thought maybe one part of my suggestion would be new. I considered of suggesting it for the trainer first, but a lot of people (newbies in particular) don't know about the trainer, especially if they're playing on Kongregate. Besides, it's more interesting to see what your actual deck would feel like if you were a false god, rather than using whatever you're able to invent with the trainer's unlimited resources and no pvp modes.

9
Game Suggestions and Feedback / Be-a-false-god mode
« on: December 10, 2010, 06:45:21 am »
If you spend a considerable amount of time grinding FGs and are like me, sometimes you start to wish to yourself that they were less ridiculously powerful - being able to sometimes draw 4-5 cards a turn without flinching while you're getting 1-2. But hey, hard work, big rewards, life goes on. Don't like it? Go play AI3/Top50...

...still, I think it would be fun to have a "Be a False God" mode, maybe as a quest reward, or unlocked after your first game against/victory against/5-losses-in-a-row-against a false god. Automatically have all cards in your deck doubled for the duration of the game, 200HP, double draw, triple mark - the works. However, winning wouldn't let you spin for cards, and you'd gain half (or no?) electrum from winning. It could even make a creative PVP mode.

I think it would be simple enough to implement, the rewards wouldn't be anything major (or anything at all if so decided), and it would just be a way to relax and have some fun, even the odds against false gods, or have some crazy pvp games.  :)

10
Aether / Re: Fractal
« on: December 10, 2010, 06:22:12 am »
edit to above suggestion. While it makes sense and would weaken rushes, it would actually make RoLs a bit stronger, and not be much of an obstacle for devour/pest decks, which are in my opinion the most annoying uses for fractal.
It would most certainly hurt Fractal Pests, but indeed, it would not hurt Fractal RoL or destroy Fractal Phoenix with Cremations for that matter, IMO these three are the nastiest Fractal decks. So you would end up nerfing it for anything but the decks that made Fractal marked as OP. Aren't Fractal decks the foremost non-rainbow decks that farm fgs? That alone should be a clue.
It would hurt fractal pests, but because they are their own quanta generation source, it would slow the deck down (especially the first fractal), but be unlikely to stop it unless the opposing deck already had some countermeasures for that type of quanta denial.

Have to invoke one of Gl1tch's Laws®.  Cards should not be balanced around interaction with FGs, as the FG decks and AI can be changed.  Balancing should be based on Player vs Player (Pimp to Pimp).
I was just saying it's an extra benefit against an annoying FG, not that it was an important reason for the nerf, or a reason at all for that matter.

11
Aether / Re: Fractal
« on: December 09, 2010, 06:16:46 am »
I'm in favor of the nerf. I've always thought it felt like a bs way to turn the tables during a game. It'll make decay a bit easier too.

edit to above suggestion. While it makes sense and would weaken rushes, it would actually make RoLs a bit stronger, and not be much of an obstacle for devour/pest decks, which are in my opinion the most annoying uses for fractal.

12
Buff This Card! / Re: Nova/Supernova
« on: November 07, 2010, 05:04:41 pm »
W-W-What?

There are more decks based around this card than any other card in the game.  The only card that comes close to it for mass use is cremation, which is a similar card that is often used in conjunction with nova.  Simply put, this card is a staple of any elements player's arsenal.
....So?
A card can't be that popular if it's not powerful. If it's powerful, it does not need a buff. Seems pretty straightforward to me. Would you suggest changing the hourglass play cost to 3 or 2  :time?


If anything, I think nova's cost should be changed to 3 :entropy

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