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Messages - silux (373)

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1
Earth / Re: Shard Golem
« on: March 11, 2012, 11:59:00 PM »
There are some combo that are actually useful and other not.
Just keep shards combo above common cards combo.
I'm not so much excited about shards farming but three or four shards combo are likely to work and be playable.

However i'm quite puzzled by using 4 cards to pull out 'free' an equivalent 2 card combo, in a game where the biggest issue is to have the cards in hand.
Some Shards may also combine in spells with good effects like a free fractal or a miracle without quanta drain...

2
Fire / Re: Seraph | Seraph
« on: March 06, 2012, 12:12:37 AM »
Cool art and effect!
Pretty punishing and righteous as should be!
I'd like also a light mono creature getting this ability.

However i'm beginning to believe fire is going to be so loved because dresses red and with good art!

3
General Discussion / Re: Elements Cards Cost
« on: February 09, 2012, 01:47:51 PM »
It would be nice to calculate the time cost for any rare card in bronze arena.
I believe that having 6shards of a kind costs way more than the cost of just upgrade 6cards in terms of electrum/time.
Time to do crazy math about!!1!

4
Patch Notes and Development News / Re: Elements 1.30
« on: February 09, 2012, 01:32:26 PM »
More shards=more frustrating farming...

Conscience brings on the game a (1/2)^n curve which it's balanced pretty well with max 6 copies per deck.
A deck with 30 cards can lock opponent at 10 or 8 quanta around turn 15 having 6 shards in deck, forcing all non-sanctuary decks not to use more than 10 or 8 quanta per turn.
That itself is useless against rush decks, pillarless decks, any deck with more than 2 PC cards, rainbow decks and even stall decks.
It's a win against any slow fractal charging deck and helps with stoneskin.
Used by a fake god would be the RoL-Hope ultimate enemy.Unless Sanctuary...
It would be also requiring at least 1 week of farming to get 6 of these and make with them a good deck.
Suggestions
-spell form
-instead they raise your quanta cap
-opponent pays +2^n to play cards.n is the number of shards.

Focus would be the Conscience nemesis; one of them destroys 5 of them  and can be played also if there are 6 in play.
They would make Eternity a sort of mass permanent destroyer, until 4 permanent destroyed every turn and no end-deck loss.
As it is it should cost 18 or 20 :rainbow, given the ability and the hp.
Suggestions
-change destroy to when a permanent or creature is destroyed
- or lose 10 life as a cost for the ability
- no active ability, but a passive ability that makes he gain 10hp per turn, and black hole at 40.cost raised to 5 or 6.

5
General Discussion / Re: Elements Cards Cost
« on: January 20, 2012, 02:47:18 PM »
By gaining 2250 electrum at hour for 3hours everyday, you should get enough money to buy and upgrade all cards in 324 days!
However at the rate i gain( 110 :electrum per day) i will get all cards in 55years!
Since my life expectations is 90 i'm happy that i will eventually get all the cards!

6
Patch Notes and Development News / Re: Elements 1.30
« on: January 15, 2012, 11:31:16 PM »
That will make the game ever more long for collectionists!
The only thing that could bring me back playing is more common cards and upgrades costing less time.
10 hours to get resources for another deck feels frustrating, even more if you are a gold league player!

7
Duo-Decks / Re: Lock you opponent for your Double Freedom
« on: December 24, 2011, 04:24:24 PM »
Try
Twin universe,
Fractal+damselfly
Wings+phase recluse

8
Game Suggestions and Feedback / Re: Improving Deck Builder/Bazaar
« on: December 17, 2011, 05:41:29 PM »
I'd consider also making the decks outside the game, and then import the code.
In the deckbuilding GUI you have to wait 1sec everytime you add a card.

9
Game Suggestions and Feedback / Re: Keyboard Shortcuts for Elements
« on: December 17, 2011, 11:40:44 AM »
1-8 for card deployment sounds cool. It also make bots easier to do!

10
Game Suggestions and Feedback / Re: More space for cards
« on: December 17, 2011, 11:17:23 AM »
Sorting for upgraded and unupgraded makes sense now.
In arena, pvp and advanced deckbuilding it's usefull to have this kind of sorting.

11
Tutorials / Re: What the cards don't tell you...
« on: December 17, 2011, 10:58:30 AM »
About chaos power you can't say that gives more attack than defense from a few experiments.
All the combinations are 5*5, and after that you must prove that attack is greater than defense in the 56% of the cases.
If you don't have a computer do it for you, you can still ask the exact formula to Zanzarino.
Each result has the same scientifical evidence.

Edit

12
Game Suggestions and Feedback / Re: Option to auto spin
« on: December 09, 2011, 06:51:05 PM »
'Ok' means actually 'go to the main menu'.
That should be explained in the tutorial.
The spin screen maybe it's not the best, but buttons are placed right.
First thing to be noticed is the spin button, then the spin all button and then the'ok' button.

+1 to it must be explained in the tutorial

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