Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - Waerloga (48)

Pages: 1 2 [3] 4
25
Issue Archive / Liquid Shadow and Momentum
« on: January 26, 2010, 05:41:35 am »
Liquid Shadow does not remove "Momentum" as cast as an effect from the card of the same name.

26
Game Suggestions and Feedback / Upgrade cards in deck
« on: January 25, 2010, 06:38:37 am »
This isn't in the frequented requested list, but it seems like someone would've proposed this already...

Make it possible to upgrade a card in your deck without removing it and readding it again.  I have a couple of decks of 30 cards and it's frustrating to have to add a quantum pillar or something, remove the card I want to upgrade, readd the ugpraded card and remove the quantum pillar again.

27
Issue Archive / Re: Weapon played as a creature
« on: January 22, 2010, 06:50:33 pm »
There is a card to animate your weapons in the air element.  It is not a bug.

28
Issue Archive / Animated Titan and Gravity Pull
« on: January 22, 2010, 06:14:49 pm »
I was reading that in patch 1.17 there were issues fixed with gravity pull.  I don't know what those issues were, but I've encountered another one.

I've been tinkering around in the trainer and noticed that when a Titan is made a creature with animate weapon, it is 8/70.  So I thought using gravity pull on such a creature would be a good way to suck up 70 damage while simultaneously dealing damages through walls.  The only problem is that when I apply gravity pull on it, the symbol appears, but it does not absorb any damage.  Separately, when the creature is poisoned (with infection or plague or whatever) the gravity pull symbol is removed.

That's it.

29
Issue Archive / Re: fix this blatant bug
« on: January 20, 2010, 05:10:26 pm »
With a bit of luck and the right cards, it's possible to play dragons and such in the first turn, human or computer :)

30
Issue Archive / Re: adrenaline bugs
« on: January 19, 2010, 04:03:12 am »
Quote
Everything you mentioned is how adrenaline works as intended and aren't bugs.
I just started a thread in regards to puffer fish and adrenaline and then saw this one below.  If a puffer fish attacks 4 times and has 4 successful attacks, why is it intended for only 2 poison counters to be added, if puffer fish's abilities says add a poison counter for each successful attack?

31
Game Suggestions and Feedback / Re: A workaround
« on: January 16, 2010, 05:44:44 am »
There are other benefits to being able to target your own creatures, like granting blessings and so forth.  I kind of like the idea of being able to shift in and out of "phases".

32
Game Suggestions and Feedback / Re: Non-Trading Suggestions
« on: January 15, 2010, 05:26:39 am »
Quote
First idea is ok, second would be fine IMHO if the game had just started. People would get an edge over other players if they could buy OP cards through money, not regular card. More rare cards= more decks that can be built, not better decks. And 3rd idea... well, there is the trainer for that. 4th idea: Do you mean your opponent loses a card if you win? Then no.
1. Why do you imply the second idea is bad because the game is no longer new?
2. Saying that people can get an edge by buying rare cards and then saying that having more rare cards means more deck options, not better decks, seems counter-intuitive.  Yes, people can get an edge if they buy rare cards - the same edge that players get from spending loads of time farming them instead of money.  The idea to me is that the deck and strategy should be able to trump the time and money put in sometimes.
3. For the fourth idea I proposed, I suggested either that players could compete with an ante (they would lose a card if they lost the match) or simply the winner would gain a copy of the card they won, the loser would still retain their card.  With the option, only people interested in playing with an ante would play with an ante, so if you didn't want to play that way, you wouldn't.

33
Game Suggestions and Feedback / Re: Chance to win upgraded cards
« on: January 15, 2010, 04:56:28 am »
Quote
        PVP woud be a bit more sensible IMHO but at the same time it's tough since I have a 12k score and I still lose to a total beginner sometimes because of a glitch that allowed him to firebolt my immortal elite otyugh with quintessence or something of the sort. I think it would be a shame if such cases allowed the other player to win an upgraded card after all the work I put into winning mine from fg farming which was quite difficult.



    I don't think this game is so glitchy that new players are going to win shards often because they firebolted your immortal oty, so I don't think that's much of a concern :)  Though I do sympathize with the players who have obviously put in the time to grind to completely upgraded decks, it still doesn't improve the game to maintain it as such that every player must grind in a specific way for weeks before they can look in to building a deck they like.



Unfortunately for me it is. More often than not, quintessence does not register to the other player and my immortal creatures are killed. Other PVP glitches happen as well but this is the worst since I only have 4 creatures in my entire deck so killing one is disastrous for me. The frequency with which these glitches happen for me is probably attributed to the fact that I'm living in Japan and may not have the best connection with other players.
In that case I would think that any changes should be considered despite those glitches :)

34
Card Ideas and Art / Re: Dispel/Status removal
« on: January 14, 2010, 05:27:33 pm »
I'm not sure exactly how this would be implemented, but I'd love to see something like this as well.

35
Game Suggestions and Feedback / Re: Game Log/History
« on: January 14, 2010, 05:26:41 pm »
I second this! :D

36
Game Suggestions and Feedback / Re: Thudstone
« on: January 14, 2010, 05:22:48 pm »
I would like to see the hourglass changed for target player drawing a card, and an effect that would cause target player to draw a card.  That way, we could see some decks designed to grind down your opponent's deck and win by a way other than direct damage.

Pages: 1 2 [3] 4
anything
blarg: