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Messages - RoKetha (79)

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73
General Discussion / Hasten
« on: December 15, 2009, 10:09:35 pm »

Eternity is easily countered by simply not playing creatures for a couple turns anyway. It's probably the easiest to counter of all the weapon abilities.

Everyone who says it's acceptable must've not played any good decks with Hourglass and Sundial. Once the cascading comes into effect it's almost comical how imbalanced it is.
If they're doing that every turn with even two Golden Hourglasses (and not Electrum), that means they either have an average of 12 quantum pillars + mark of time or 16 without mark of time (each pillar provides an average of 1 time every 4 turns) and thus have a million ways to pour on the pain, or at least four time factories meaning the rest of the deck is likely weaker.

74

I mean, I really don't see how it benefits the game in any way.

The vast majority of upgraded cards are purely better than the originals by a drastic amount.

Due to PvP's random matchups, a new player with an incredible original deck can try it out there only to find that they can't win because someone else just has plain better cards that they can't get.

This all forces a new player to copy one of the few decks capable of beating the False Gods and grind for days, just to be able to compete.

And on top of all this, the game itself is not very well balanced yet to begin with; it's full of hard counters (you almost NEED this card to beat this deck, but if you have it there's nothing they can do), incredibly powerful weapon and shield cards, and just plain cheap shots like Freeze and Chaos Seed. So why focus on adding further overpowered and imbalanced versions of the cards when the core gameplay isn't all it could be yet?

Again, to reiterate: the upgraded cards don't really add anything to the game's value, just tons of grinding, less chance of balance, and a frustrating PvP mode.

75

I am under the impression that the game is evolving; bugs are being fixed, small balance tweaks have been made, new cards are slowly being added. The game has a sizable following already and an active forum and live chat, so I don't think it will always be so single-player focused. I am certain that most people who play this would love the chance to try out their decks against other players on equal footing; the problem is that at this point, the most equal that footing can get is a totally upgraded deck.

If there was a limit of say, only one upgraded card of each type and only six total upgraded cards in your deck, that completely changes the meaning of the system; suddenly it goes from "every card in my deck is superior to yours" to a sort of hero system, where the key cards are tougher than normal but the whole deck can still be beaten without upgrades, and emphasis is placed on choosing them well. It also nixes the problem of overpowered Quantum Towers somewhat well in itself.

76
Issue Archive / Parallel Universe + Scarab (not the momentum bug)
« on: December 15, 2009, 10:09:34 pm »

Using Parallel Universe on a swarm of Scarabs currently produces some rather interesting and often overpowered effects. It is debatable whether this is actually a bug but it could be so easily abused it might need to be changed anyway. These screens are all taken from AI matches so there's no desynching involved or anything.


Here's two Scarabs. They've been through a lot so their stats might not be what you'd expect from just two Scarabs, but what's important is that the number of Scarabs on the field has not changed yet this turn.


After using Parallel Universe and before ending the turn, all is as it should be.


Aaaaand we have a problem. The Scarabs on the right are fine; they gained +0/+1 as they should since a new Scarab came into play. The leftmost Scarab, however, entered play that turn, saw that there were two Scarabs already on the field, and gained +0/+2 accordingly. I've seen this happen with many Scarabs on the field, and each time, the new Scarab's HP increases by the number of existing Scarabs (like a freshly played Scarab) rather than by the number of new Scarabs on the field (like any Scarab that was present before the start of the turn).

Perhaps this is intended, perhaps not... but if I were to say, have five Scarabs on the field and duplicate one, that new one would immediately gain +0/+5, even though the Scarab it was copied from already had +0/+4 added to its stats for the "Scarabs on the field bonus". Let's do some math:

Turn 1: 4 scarabs at 3/5 (not unusual, they all ate one creature), one is duplicated
Turn 2: 4 scarabs at 3/6, one at 4/10 (say it ate something), that one is duplicated
Turn 3: 4 scarabs at 3/7, one at 4/11, one at 4/15, duplicated again, another Scarab is played as well
Turn 4: One scarab at 2/8, four at 3/8, one at 4/13, one at 4/17, one at 4/22

See why this is scary?

77
Game Suggestions and Feedback / A Marketplace
« on: December 15, 2009, 10:09:34 pm »

I'm thinking the best way to go would be to include several of the following traits:

--Fix the prices on normal cards (anything in the Bazaar) at a middle point between Bazaar buying and selling prices
--Only allow roughly two cards to be sold per account per day; this makes the effort needed to sell cards to yourself largely not worth it and easily spotted if a ton of new accounts are linked to one IP address
--Do not allow rare weapons to be sold or put an extreme minimum price (20000+) on them, because people with tons and tons of cash from farming gods could quest for them on new accouts
--Fix prices on non-rare upgrades at around 1200-1500
--Allow auction for any non-weapon rare



78
General Discussion / Hasten
« on: December 15, 2009, 10:09:34 pm »

Quote
The simple solution is to only make one Hourglass useable per turn.
What would that accomplish? Multiple Golden Hourglasses are really only usable in a time-heavy deck due to the absolutely enormous quantum costs, and an
"economy-focused time," that is, a time deck that focuses on tons on getting tons of Time Factories and Hourglasses, is so easy to beat down with poison/mid-cost creatures it's a joke anyway as the deck has to be huge or you've got 20 cards to set up your hourglasses and 10 cards that you actually want to draw--so the deck becomes huge and the chance of getting the right balance of Factories and Hourglasses is low. Time does NOT need a nerf; if a time player actually manages to live long enough to fund multiple hourglasses he/she deserves to use them.

Electrum hourglass is a totally different story, but I don't think many people question whether the upgraded cards are overpowered.

79
Game Suggestions and Feedback / Elemental Master
« on: December 15, 2009, 10:09:34 pm »

I like the idea of adding masteries, but I think they should require strategy and skill rather than rewarding just about every random thing.
Quote
"life mastery" -- ending with 100 life
"death mastery" -- ending with 1 life
"temporal mastery" -- ending with 8 cards in your hand
"poison mastery" -- ending with your opponent having 20 poison points
"creature mastery" -- ending with 15 or more monsters
"graveyard mastery" -- ending with 40 cards in your discard pile
--Life Mastery, like Elemental Master, needs to be full HP and not just 100 due to Shard of Divinity, but yeah, keep that. Also, I think Miracle should disqualify you from getting this rather than just make you heal 1 more HP.
--Death Master is just a luck-based thing based on what your opponenet plays (since creatures attack the same turn as played), I don't like it.
--Temporal Mastery is impossible like that; make it 7 cards but have a fairly low reward since this is easy.
--Poison mastery is cool but might be better at 15; that's a sign of a fast poison deck, whereas 20 usually takes an opponent Miracle or changing your playstyle just for the mastery.
--Creature mastery is good, but I think it might be better if based around the total number of creatures that entered play on your side to reward decks that use your own creatures for ability fodder (consume, mutation, immolation, boneyard) and not punish players that get hit with thunderbolts/rain of fire on the last turn.
--Graveyard mastery isn't easy enough to track and too easy to do.

Quote
Overkill Master-Win the game with your opponent at -40 or less Health (Would probably have to fix the bug that causes the turn to end early, but it would reward those decks that focus on damage, like fire)

Quantum Mastery-Win the game with a total of 100 Quantum or more (For Rainbow decks, mainly)

Round Table Mastery-Win the game with a Weapon, Shield, Pillar, and Other Permanent in Play (not sure which deck type this would help, but it is an interesting idea I think. Also, when I say Other Permenent, I mean something like Graveyard)

Buffed Mastery-Win the game with a creature in play that has at least 10 more Health than it came into play with (gives something for earth/blessing focused decks)
--Overkill Master is a good idea.
--Quantum Mastery should not exist like this, there's no real strategy being rewarded other than getting tons of quanta you don't need (which is actually more of a sign of an ineffecient deck). I think it would be great if it was for winning with exactly 0 quanta left of every type though.
--Round Table Mastery isn't rewarding good play, just good draws and the luck of not facing deflagration/steal/pulverizer
--Buffed Mastery is too focused; really easy to pull off with Scarabs and possibly Otyughs, really hard to pull off otherwise

Here are the ones I think should be added:
--Win without one of your creatures dying or using anything that comes into play as immortal
--Win with no creatures on the field for your opponent
--Win with zero cards left in your draw pile
--Win before ten (maybe less) turns elapse

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