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Messages - Hodari (320)

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241
Random, Normal and Elder / Re: This is considered an AI3 opponent?
« on: December 28, 2010, 09:12:44 pm »
Basically as far as balancing the AI's go, there are 2 issues which should be addressed separately.

  The first is the difficulty of the opponents.  For this, each level should be just difficult enough that by the time you more or less mastered one level, the next one will provide a decent challenge.  As things are set up now with the new AI3's, I think the difficulty is just about right.  The first couple levels are easy enough for a new player to win using the starter deck with at most minor modifications, AI 2 requires at least a somewhat decent deck, AI3 needs a solid unupgraded deck, and 5 and 6 need a very well built deck and at least a few upped cards to do well.  Also, the quest system is there to basically walk people through the needed steps early on.

  Once that is settled, the second issue is balancing the risk vs. reward for each difficulty.  Again, ideally each level's reward should be balanced so that you can get the cards you need in order to move on to the next level within a reasonable period of time while also making it so that one you are able to move on, it will be more profitable for you to do so rather than continuing to farm lower levels.  I think this is where some rebalancing may be needed now with the new AI3's being harder.  If new players will be forced to spend a bit longer on AI2 since AI3 is harder now, the rewards for these 2 levels at least should be increased slightly to compensate.  It is also worth noting however that the new AI3's also seem to be a little bit better as far as allowing you to farm rares from them(both giving an increased reward and helping to prepare for the future changes in top50)

   As for preventing more experienced players from abusing things if AI3 rewards are increased, aside from the suggestions already made, I have two ideas.  First, rather than raising the electrum rewards for lower difficulties, instead simply lower the costs of buying cards from the bazaar.  This will make it easier for new players to get started and get multiple decks to keep things from being too boring while grinding early on, however upgrading cards(which affects experienced players more) would still take the same amount of time, thus making it worthwhile to move on to higher levels once you can do so.

  Secondly, if you want to go with the suggestion someone made earlier of providing increased rewards in the beginning to new payers, rather than making this time or score based, why not simply provide the increased rewards until the player all of the quests(or at least up until a certain point in the quest list).  Again, by the time a player reaches the point of being able to beat at least one fg, they're probably ready to move up to farming at least AI3 or even 5 and maybe top50, so the higher rewards aren't needed as much anymore.

242
Deck Help / Re: Is this Deck good for PvP Battles, and AI Battles
« on: December 28, 2010, 06:43:07 pm »
I know that I should have one simple strategy and a centered deck, but I mean it kinda gets boring. I wanted something random and to see if i could mix up my deck to be useful in diffrent ways. I just get a bit bored of the same strategy. No offence to anyone intended. Sure its nice to have the feeling of winning but with the same cards over and over again?

Thanks I will try to use those tips though.
While there are a few exceptions, most good decks will do one thing and do it very well.  The best way to counter boredom with this is probably going to be working towards having several different decks, each using a different strategy, different elements etc.  Might be a bit difficult to do this when you're first starting out but once you get at least one deck that can beat false gods consistantly, keep in mind that winning a single upgraded card from spins will allow you to buy cards for a full unupgraded deck or almost enough to upgrade one card(unless of course the card you won is itself useful and you decide to just keep that).  It takes a good bit of grinding out AI3 and Top50 to get to that point so might be a bit boring early on but once you do get to that point, that is where the real fun begins. 

  Also take advantage of the oracle.  Aside from the occasional free cards(especially nymphs) and electrum, the best part is the false god predictions.  Many FG's can be beaten even by a completely unupgraded deck IF you know which one is coming, so this makes a great way to get some upped cards early on.  Once you know what you'll be facing, check the Opponents » False Gods » Strategy section for the god predicted for some ideas on decks specifically designed to beat them.  Again, many of these include decks with no upgraded cards and few if any rares.

243
Deck Help / Re: Is this Deck good for PvP Battles, and AI Battles
« on: December 28, 2010, 02:20:51 am »
I'd make the deck more centered and take out the "Other" and Aether cards.

(Ps : "Centered" as in, 30 card and based around certain critters. It just seems too random.)
Agreed, and then you should take out the Anubis and possibly Deja vu as well.  Since you're using Gravity anyway, I'd say replace them with Scarabs and Pharaohs(if you can get a hold of a couple) or maybe dune scorpions and a couple more momentums.  Also you might consider replacing some of the pillars with pendulums.

244
Duo-Decks / Re: Time Priests (Light/Time Duo)
« on: December 25, 2010, 01:59:58 am »
I've been using this variation on it today..works great against half-bloods and even managed some FG wins though it's not especially reliable against them.  Still need to upgrade a few more cards
Code: [Select]
5ll 5rt 5rt 5rt 5rt 6rn 6rn 6rn 7js 7jt 7jt 7jv 7jv 7jv 7jv 7k2 7k2 7k2 7k5 7kc 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7q8 7q8 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri

245
Aether / Re: Silence
« on: December 21, 2010, 02:52:27 pm »
Very nice card for an RoL/Hope deck to play on the last turn and stop FG's from using Miracle

246
Entropy / Re: Schrödinger's Cat
« on: December 20, 2010, 08:09:15 pm »
"kill this creature; death effects are triggered. the creature is still alive."

umm does that mean the cat is unkillable, while still targeteable? If yes, then this is the true awesome power ot the cat, not synergy with  :death cards.

gravity pulled cat, anyone?
I think this is only when you use it's ability you revive it.

Someone correct me if I'm wrong.
Yeah, would be OP otherwise..too bad though only because I would have loved to make a Schrodinger's Catapult deck otherwise :)

247
Gravity / Re: Catapult | Trebuchet
« on: December 20, 2010, 07:57:11 pm »
lol, at malignant cells
well, that's what 2 grav quanta for 2 dmg? yeah... lol
Yeah, not overly effective unless you have a nymph as well to make them bigger before flinging em but if you have nothing else to throw at the time, better than nothing anyway :)

248
Darkness / Re: Cloak
« on: December 20, 2010, 07:52:30 pm »
1. I don't really care that I can't see the opponents cards. If I have a control method it likely also controls Cloak. Ie RoF, pulvy, Deflag etc.
It would be useful though in a situation where your opponent already has a pulvy out and you have one in your hand but can't play it since he would be able to destroy yours first.  Now you can just play cloak first, then yours and either your opponent has to use his to destroy the cloak instead next turn, or he won't be able to see yours to target it.

249
Gravity / Re: Catapult | Trebuchet
« on: December 20, 2010, 06:17:52 pm »
- makes Death nymph and Afla useless too. Flinging first cell is hilarious. "Oh no you wont, go away!". Also makes "board lock" completely impossible.
Don't you mean flinging the SECOND one and keeping the first one to make another one you can fling next turn etc.? ;)

250
Silence!  I kill you!
Quantum Physics
Cloak and Dagger
Deathly Hallows

251
Crucible Archive / Re: Fallen Angel | Fallen Archangel
« on: November 15, 2010, 05:01:20 pm »
Honestly this seems like a pointless card
who wants to attack their own monsters?
Anyone who uses a voodoo doll...

252
Octane / Re: Oracle : Octane
« on: November 10, 2010, 08:32:10 am »
I just got octane from the oracle and threw this deck together quickly:

Code: [Select]
5lg 5lg 5lg 6ts 6ts 6u7 6u7 6u7 6u7 6u7 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 7k0 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7n2 7n2 7n2 7n2 7n2
obviously, it has some rares in it and the animate weapons at least will need to be upped, but it was very effective(only a last turn EE being played prevented mastery and I had 2 antimatter and a miracle left in my hand at the end).  I did forget about him having the Fire Buckler which made me worried about decking out for a moment but by not animating one MG until I had another one in hand, I was still able to do enough damage with several turns to spare.  Unupped Morning Stars would probably be better for this reason due to the much higher HP and only 1 less attack.

Also made up for the lack of mastery by winning 2 cards(ironically, one of them being the Fire Buckler ;) )

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anything
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