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Messages - cipher_nemo (174)

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1
A max of 6 turns of protection and drawing instead of 12 is a huge nerf. I agree that Sundial was too much of a must-have card, but this was the wrong way to deal with it.
Agreed, QFT.

Now end-game feels like a boring grind timesuck rather than a relaxing experience. I don't know why people think battling the same false gods over and over again is challenge. Oh, excuse me, with some additions there of other, new false gods that are equally unchallenging because of the limited card dynamics. False-god farming was a relaxing experience, but now it's just 'work'. I play for entertainment, and part of that is a sense of completition by getting 6 of all upgraded cards and a top score, not as a timesuck that feels like work.

But oh well, this is just a flash game after all. :)

2
In terms of this sundial nerf, I think it would have been better if it was done when the new cards were added. Right now, the cards we have are just not dynamic enough to false-god farm anymore. To do any false-god farming with one deck requires a lot of resigning against specific decks and restarting in hopes of getting a reasonable false-god. IOW, false-god farming is out of the picture now and it's not nearly as efficient as it was before.

And it doesn't matter what false god decks were "meant to be", it matters more what they were and what they've now become.

I think I'll spend my idle time elsewhere with other games for now since Elements just isn't "fun" for me anymore with this nerf. I didn't care for PvP since that was so broken with clients not syncing correctly. So I'll wait for the next update with new cards. And the positive side is this gives me more incentive for creating my own flash CCG. It takes quite a bit of work to make it as polished as Zan did, but flashy bells and whistles matter little compared to gameplay value.

3
I'm taking all of mine out of my god farming deck and using other shields with hourglasses. Nerfed Sundials just take up space now.

Completely ruined false god farming and gave everyone who already has a top score a secure position.

Whenever we do a nerf in Elements that breaks/diminishes ability to increase our scores easily, we should wipe the top scores or just don't bother with the nerf. But on top of that, it makes it difficult for others to farm cards and money faster. Fine for us with plenty of that, but bad for newer players since they won't have the same advantages we did.

That's just my opinion.

4
Card Ideas and Art / We could use some new pillars...
« on: December 15, 2009, 10:10:34 pm »

I do not approve.
*clears throat* No one needs your "approval" for anything since those are all ideas people are discussing. Saying you don't agree would suffice. ;)

As for Quantum Towers/Pillars, they're very random in small numbers. But get say 10 to 15 out there and all of a sudden you have a nice distribution of all colors. 10 to 15 of the two different proposed pillars would get you just 4 colors out of the possible 12 colors. Also, you're forgetting that with the Towers, you get an additional 3 just when you place it.

So that means Quantum ones are much more powerful towards the end of a match. They're less powerful in the beginning if you're hunting for 2 to 4 colors only.

5
Deck Help / Any tips for me?
« on: December 15, 2009, 10:10:34 pm »

Let's try to clean up that deck by removing unnecessary cards.

Get rid of: Spark, Golden Dragon, Procrastination, and the Darkness cards. You really don't need Darkness cards in that deck as they don't combo with your Scarab/Time focus.

If you really want a three color deck, try adding Air or Death cards to it. For Air, use Firefly Queen and Thunderstorm, or for Death, use Boneyard and Bone Wall. Those will help your Scarabs much more than random non-combo cards.
Firefly Queen in a Scarab deck makes it at least four element types, as both queen and scarabs are dual-element creatures.
He does have Quantum Pillars and Novas in there to make use of the Queen. But it does not make it a four color deck. Just as creature abilities don't make a mono deck of just air a "duo-deck", adding that to his two other colors doesn't make it a quad-deck. But it does make it rainbow abilities with scarabs, which is why he has novas and quantums in there.

I find it strange you took time to criticize someone giving him advice, but offered him no advice yourself. ;)

6
Deck Help / Any tips for me?
« on: December 15, 2009, 10:10:34 pm »

Let's try to clean up that deck by removing unnecessary cards.

Get rid of: Spark, Golden Dragon, Procrastination, and the Darkness cards. You really don't need Darkness cards in that deck as they don't combo with your Scarab/Time focus.

If you really want a three color deck, try adding Air or Death cards to it. For Air, use Firefly Queen and Thunderstorm, or for Death, use Boneyard and Bone Wall. Those will help your Scarabs much more than random non-combo cards.

7
Forum Bugs, Suggestions and Feedback / Multiple Accounts
« on: December 15, 2009, 10:10:34 pm »

I have one too

Mine's bigger :)
...and EH's actually does something when he swings it. ;)

8
Card Ideas and Art / We could use some new pillars...
« on: December 15, 2009, 10:10:33 pm »

An idea for introducing these cards: combine two towers (upgraded pillars) to get a dual pillar.  Then you can upgrade the dual pillar to a dual tower in the normal way.
A month old-bump, but with good thoughts. It would be a fun dynamic to have upgrades that require two cards.

9
General Discussion / POLL: Theme For Our New Forum - Everyone Take a Vote!
« on: December 15, 2009, 10:10:33 pm »

Theme doesn't matter much to me, any will do.

You didn't e-mail Zanzarino yet? What if all of this work is for naught?

10
Game Suggestions and Feedback / Lower Fate Egg's Cost
« on: December 15, 2009, 10:10:32 pm »

Yup, too many things eat up Time quanta already any ways. It is hatch instead of mutate, so as Wingflier mentioned, I understand why it was made as a Time mark card.

But certainly 1 or 2 casting cost would be better.

11
Deck Help / [advice] beginner deck
« on: December 15, 2009, 10:10:32 pm »

is this advice to noobs or are you asking for advice.

because i don't want to critique if you have actaully tried this deck on FG's and it works.
Good question, I can't tell either. But the deck has serious flaws.

It has some key cards, but it adds poison which is worthless on FGs, especially when there's no way to prevent decking yourself. Poison is futile on Miracle, ineffective on Fire Queen, easily broken on Rainbow, and not fast enough for Scoprio or Morte. So what does that leave us? Hermes, Graviton, Incarnate, Gemini, and Chaos Lord. And with a better deck, your odds of survival would be much higher against these false gods. And I bet Hermes and Graviton would run through this deck faster than poison could ever hope to make a difference.

12
Deck Help / [advice] beginner deck
« on: December 15, 2009, 10:10:32 pm »

You might want to put an eternity card in there (reward from completing the beginning quests). You'll probably end up decking yourself against false gods with your card strategy.

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