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Messages - Ekki (246)

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61
Duo-Decks / Re: Hammer time! Ai3
« on: November 23, 2011, 05:18:52 pm »
I've tried with full amount of Titans (1 more) plus some other cards that equals 40 cards (16 pilars then) and this works better, cause you can actually play you Titan latest 3rd turn, and then you have it usually overdriven :). Nicest thing I think is killing opponent with the 34dmg from catapult :)
Well, you could try it with 6 Titans while still having it at 30 cards. It's obvious that 40 cards would reduce this deck's effectivity, specially when it has only 6 hitters (and they are all weapons). Maybe switching 2 pillars for 2 Armagios and keeping it at 5 Titans could work. Otherwise bad draws would be your doom.

62
Archived Decks / Re: Poisovoid
« on: November 23, 2011, 05:12:51 pm »
Well I've been playing this in pvp2 alot. It really doesnt have any weakness.  The only weakness (which is remotely a threat to begin with) is Shard of Divinity.

As long as you play out your Voids early enough you shouldnt encounter any deck out situation.

It's a solid build.

Thinking about +1 PA and -1 Sundial
Pulverizer is weakness enough.
Some rushes too, and any purify... But the fact is, SoSa is so OP, it's true that this decks has few weaknesses (an early PA and pulvy is useless)

63
Archived Decks / Re: Poisovoid
« on: November 23, 2011, 04:13:07 am »
Tried it a couple of times in trainer... It works decently against AI3, not lost a single match out of 3. I guess I could keep on testing it but I have to sleep :P
Anyways, I like how it works, and it works 8)

I have a feeling that you'll die by deckout before your opponent dies.
Well, one of my matches I drew over-aggresively, and won before hitting 5 cards. I mean, with 3 SoV out, you can take the AI to 1 hp in 11 turns. So I guess you can make some calculations in your draws to never deckout. But have it for sure that this deck can make that hp meter go to 0 before you run out of cards.

64
Water / Re: Flooding | Inundation
« on: November 23, 2011, 02:06:41 am »
Hope this is not necroing, but I fell that I have to say, Flooding is OK as it is. I made a deck (http://elementscommunity.org/forum/index.php/topic,33584.0.html) based off Flooding's creature reduction, and Krathos made a similar deck before me (http://elementscommunity.org/forum/index.php/topic,23118.0.html), where you can see its power once paired with the right cards*.
*Notice that it could have an Ice Dragon or two in the case you hate deckout decks

The reasoning is quite simple: Flooding does well against creature spam decks, but fails at creatureless decks or decks with few of them. Then you say it's UP because it doesn't counter everything else? There's when synergy comes in. Go look for a card that synergizes by killing few-creature decks (like antimatter) and there you have your buff to Flooding.
Krathos' deck was made even before this buff, and it worked (I guess not THAT well because of being a 40-card deckout deck), so I don't see why to directly buff this card, when it is already awesome...

65
Game Suggestions and Feedback / Re: Black info box
« on: November 23, 2011, 01:27:24 am »
I second this.

I often find myself wanting to look for some of that info, but well, you can even forget that it's there.
I'd personally like the "infobox: Instant/Delayed" idea.

66
Half Bloods / Re: Does anyone care...?
« on: November 23, 2011, 01:21:36 am »
First of all, I'd like to add that HBs' decks aren't random. They're 144 different rigged decks. They're a lot, and it looks like random cards, but it ain't.

Half bloods are just "worse than" in every single aspect (now even more with the upcoming of Arena).
- They're worse than FG's in the rewards, for they have, half -or less- upped decks. So in the spins you have to match the 3 spins between a DOUBLE amount of cards. This also makes even the unupped cards harder to get from them. The solution to this would be either making the spins be 2/3 of unupped and 1/3 of upped; or making any kind of card be either fully upped or unnupped (like 6xWerewolf -upped- 4xAntimatter -unupped-, etc, not 3xWerefolf, 3xLycan, 2xUpped AM, 2xUnupped AM), this would lead to simpler spins, but would also mean a total rework of all 144 Half Bloods. They also suck at being predictable, so you can't make so easily a reliable HB deck, being easier to farm FG's. Of course they're worse than FGs reward-wise!!! They're not as tough as FGs! If you want upped cards, use the Arena, FGs, or upgrade them yourself.
- Even though being 144 decks, they're now worse than Arena in that they're less random. So, if you want unpredictable fun, just go to Arena. Also, the rewards there are better. I don't mind HB's losing some unpredictability by making every deck somehow oriented to a decktype or whatever. So they're less random because the Arena has hundreds more options? Great. That doesn't make them any lesser. In fact, each HB is worth MORE, because there are less. Also, they already are oriented to a decktype: Duos
- They're worse than AI3 in that they're harder, so the matches last longer, and it's quite too easy to farm AI3's, so you're sure to win >90% with LOTS of differents unupped decks, and waaaay faster than farming HB's, so the difference in rewards ends up being worse too. Also, the spins again. So they're worse because they're harder? THINK! By that logic, FGs are too hard because they're harder than HB. And since HBs are harder than AI3, we should go to the next easiest one: AI2. his continues until you reach AI0. Why don't you just play that the whole time? In a game like Elements, Time is required. If you're not willing to put forth the time, then don't complain and just don't bother with it.

Huh, I don't see how to fix all this, or what niche could HB's occupy, but I guess the upped/unupped cards thing should be solved, for it's the easier solution. I personally prefer the most complicated one, of making every set of cards either upped or unupped, but the other option could work too.
What I'm saying is about the niche HB's need. They can't be the harder ones (FG's are), and they rewards suck, even in comparison to AI3. Never said harder=worse, ever. I was talking about the electrum/time consumed; cards/time consumed; score/time consumed and fun*/time consumed. In each of this topics it's overshadowed by other AI or the Arena. I proposed solutions, so I wasn't saying that those would solve the whole problem.
I don't see how every HB is "worth more" than Arena because there are less of them. I actually don't know what you mean by that.
*I measured fun by the amount of different decks you could face given a reasonable time, between a week and a month

So they're worse because they're harder? THINK! By that logic, FGs are too hard because they're harder than HB. And since HBs are harder than AI3, we should go to the next easiest one: AI2. his continues until you reach AI0. Why don't you just play that the whole time? In a game like Elements, Time is required. If you're not willing to put forth the time, then don't complain and just don't bother with it.
You're forgetting the fact that what you say is obvious. They're worse because you can have greater rewards over time, against an easier AI. Being harder is just one variable, so before saying me "think", please "read".
And I put time in this, but that time is not worth farming HB's for the reasons I stated before. I won't farm something when there are 3 better options for any aspect that I could want.

67
If we can fine tune how different cards effect things like the damage potential curve, etc. we could for example, develop curves for all the false gods. and then, instead of designing a false god deck and then fighting the false god individually to see how effective the deck is against each one. We could just spend a few games getting an idea for that individual deck's curves and then predict which false gods (if any) it would be effective against and have an idea of how effective. without ever playing a single false god with that deck.
I have this "apocaliptic" picture when, in the future, EtG players don't play the actual game, but instead they look to a set of curves to see what deck is their best choice, thus not playing at all because their opponents would know that they're gonna lose... But I guess you can go on with this project without feeling guilty for that :P
Let me banish that fear. EtG will always be a very complex multidimensional web of RPS except R can still lose to S. These curves will not identify a best deck. Rather they will identify the ratio of decks to expect in a competition and help you decide what deck to pick. However if everyone when through the same throught process then they would all have the same deck right? That obviously changes what deck you (and thus they) would pick ...
Welcome to tier 1 of the metagame. :) You will discover that a metagame is a fairly resilient beast.
Ya, I know, I was just deliring because the tool sounded like awesomesauce :P
But it's true that this would certainly speed up the proccess (given that it works as expected), so it's even better...

68
Half Bloods / Re: Does anyone care...?
« on: November 22, 2011, 11:42:48 pm »
First of all, I'd like to add that HBs' decks aren't random. They're 144 different rigged decks. They're a lot, and it looks like random cards, but it ain't.

Half bloods are just "worse than" in every single aspect (now even more with the upcoming of Arena).
- They're worse than FG's in the rewards, for they have, half -or less- upped decks. So in the spins you have to match the 3 spins between a DOUBLE amount of cards. This also makes even the unupped cards harder to get from them. The solution to this would be either making the spins be 2/3 of unupped and 1/3 of upped; or making any kind of card be either fully upped or unnupped (like 6xWerewolf -upped- 4xAntimatter -unupped-, etc, not 3xWerefolf, 3xLycan, 2xUpped AM, 2xUnupped AM), this would lead to simpler spins, but would also mean a total rework of all 144 Half Bloods. They also suck at being predictable, so you can't make so easily a reliable HB deck, being easier to farm FG's.
- Even though being 144 decks, they're now worse than Arena in that they're less random. So, if you want unpredictable fun, just go to Arena. Also, the rewards there are better. I don't mind HB's losing some unpredictability by making every deck somehow oriented to a decktype or whatever.
- They're worse than AI3 in that they're harder, so the matches last longer, and it's quite too easy to farm AI3's, so you're sure to win >90% with LOTS of differents unupped decks, and waaaay faster than farming HB's, so the difference in rewards ends up being worse too. Also, the spins again.

Huh, I don't see how to fix all this, or what niche could HB's occupy, but I guess the upped/unupped cards thing should be solved, for it's the easier solution. I personally prefer the most complicated one, of making every set of cards either upped or unupped, but the other option could work too.

69
Humor / Re: Jesus likes aether.
« on: November 22, 2011, 11:12:47 pm »
But god made :light, and it was good.
By the seventh day God completed His work which He had done, and He casted Silence and rested on the seventh day from all His work which He had done.

70
If we can fine tune how different cards effect things like the damage potential curve, etc. we could for example, develop curves for all the false gods. and then, instead of designing a false god deck and then fighting the false god individually to see how effective the deck is against each one. We could just spend a few games getting an idea for that individual deck's curves and then predict which false gods (if any) it would be effective against and have an idea of how effective. without ever playing a single false god with that deck.
I have this "apocaliptic" picture when, in the future, EtG players don't play the actual game, but instead they look to a set of curves to see what deck is their best choice, thus not playing at all because their opponents would know that they're gonna lose... But I guess you can go on with this project without feeling guilty for that :P

You could use that strategy to run through possible deck ideas much faster, and much more efficiently than we do currently. So maybe eventually we could figure out a "best deck" but my end goal here is the tool, not necessarily what people use that tool for later on.

I mean, (talking big picture, not expecting this to happen anytime soon) imagine a deck curve generator, that you could feed your deck code into, and it would tell you which false gods (or common deck types) your deck deck wins against as well as some statistical measure of how often or by how much it would win.

That could drastically change how decks are developed and make the evolution of the metagame occur much much faster.
^^This, it enlightens the future, and now I can see peace, equal games, bunnies and :fire being last place in war.
Back to the real world, that'd be a badass tool, I'd like to see it!

71
Duo-Decks / Re: poisoness water(lvl3)(upped)
« on: November 22, 2011, 10:10:33 pm »
Two creatures is way to few, even with fractal. Needs at least 4 more.
Well, if it had 4-6 Fractals, 4 Puffers would have been enough, but this only has 2 of each, and that's too few...

72
Archived Decks / Re: timeless victory
« on: November 22, 2011, 10:03:26 pm »
Can definitely be slimmed down. 6 Turtle shields? You know you can only use 1 right?
Way too many Time pillars. Swap 6 for Hourglasses. Add some offense, seriously. You have 6 Deja-Vus and an Eternity for damage. That really isn't enough.
Add a few Dragons.
True, also, Precognitions are redundant in >30-card decks, since they consume 1 :time and give you the card you would have drawed instead of it if it wasn't there.

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anything
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