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 - Tripwyrz (19)

Pages: [1] 2
1
Game Suggestions and Feedback / Re: Cards specifying "creatures"
« on: June 13, 2010, 03:57:07 am »
That would be one solution, yes. All I'm suggesting is that things be made consistent, if that means changing the shields to "physical attacks," that works for me.

2
Game Suggestions and Feedback / Re: Cards specifying "creatures"
« on: June 12, 2010, 07:08:34 am »
Is just the wording, weapons are not creatures.
That's exactly what I mean; the description should be clear and consistent across all cards. Fog shield specifies creatures, and yet weapons are still affected by it.

3
Game Suggestions and Feedback / Cards specifying "creatures"
« on: June 10, 2010, 09:33:29 pm »
Question: Are weapons in the weapon slot (not flying) considered creatures or not?

The reason I ask is because the implementation is not very consistent. While I have not done any significant testing at this point, I understand the behavior of two cards, both of which specify creatures in their effect:
  • Sundial
  • Fog Shield

Implementation:
Sundial
Stasis: creatures do not attack for one turn.
  • Slotted creatures are affected
  • Non-flying weapons are not affected
Fog Sheild
Shield: the attacking creatures have a 40% chance to miss you.
  • Slotted creatures are affected
  • Non-flying weapons are affected

Answer: Inconsistent. Non-flying weapons are not definitively distinguished from creatures.

4
In no way is this supposed to 'stop players getting on our level'.  I started when the game started, if I remember correctly there weren't farms at the beginning. Yes, fg's were easier, there was less stuff, but because we started playing earlier and had it a bit easier in the beginning shouldn't mean we have to use the advantage we got for playing as long as we have to make it even easier for those who started later. It's not like we had it all that much easier in the beginning, we've just been playing longer. Yes, I've benefited from the farms as I can't avoid them (I'm not going to vs a farm and get a loss just because I don't like farms). The way the game was designed was meant for the RARES to be....well...RARE. Some players would get the cards from the AI, use them in decks, and others will beat them and win them occasionally, not what it's like now. Now the rares are easy as pie to get, any newbie can farm t50 from day 1 and get RARES. We had to work for them.
While I think that rares should certainly be rarer than they are, I also think Theo is taking this way too far. When I read other's posts, I read well rounded (generally) arguments for and against biting farms. When I read Theo's posts, I see a noob hating rage filled player who thinks that nobody new deserves to play the game he's been playing for around half a year.

If you are as against farm decks as you make yourself seem, then you will quit farm decks as soon as you see them. That is what it means to stand up for what you believe. Standing up for your beliefs means sacrifice, not the hypocrisy you're preaching.

5
Forum Archive / Re: requesting lobo/druid staff farm, no bite.
« on: June 10, 2010, 08:52:04 am »
While I agree that farm decks should bite, the issue is that added cards make it significantly less likely that you will get a rare from it.
You're talking like it's your privilege to have a high chance of winning a rare. What I always say is the t50 can be nice and give players a much higher chance of winning a rare (a biting farm, or a deck focusing on a couple rares) but not a free high chance at getting a rare. Ya know what I'm saying?
I know exactly what you're saying, and I agree with you. However, I think the best decks are the ones which are difficult, but have fewer cards. For example, I can't remember who it was but I recently fought a farm deck with just: Jade Staff, Animate, and Adrenaline. These are the difficult but rewarding decks I strive for (difficult for my speed poison deck, anyway).

I'm not looking for a free ride.

6
Forum Archive / Re: hrmmm, i offically hate you.
« on: June 09, 2010, 11:46:09 pm »
Last I checked towers and pillars aren't differentiated in the spins?

7
Forum Archive / Re: requesting lobo/druid staff farm, no bite.
« on: June 09, 2010, 10:29:11 pm »
While I agree that farm decks should bite, the issue is that added cards make it significantly less likely that you will get a rare from it.

8
SoR and Lobo would be very much appreciated here. Thank you very much for your farms MrBlonde, it's nice to see your name pop up once in a while.

EDIT: Arsenic would also be excellent, but you've had that up for a while if I understand correctly.

9
In-game Troubleshooting / Re: Top 50...
« on: June 09, 2010, 09:02:11 pm »
Unfortunately refreshing doesn't solve the problem for me. This problem has come and gone for weeks now, sometimes visiting connections works, sometimes it doesn't. Sometimes refreshing works, sometimes it doesn't. This time neither is working.

10
Trio & Quartet / Re: Yaladilae's Sparkling Light (v1.23)
« on: June 05, 2010, 04:27:20 am »
So far I've been playing this deck with an extra antimatter instead of Purple Nymph (because I obviously don't have one) and it's been going fairly well. It's not as successful as PuppyChow's 34 card deck, but its many times more enjoyable.

I would be interested to see your playstyle though, as it feels that this deck can be played a little bit differently on each God. Would there be any possibility of you creating a video or two similar to what you did with your Butterfly Angel?

11
Deck Help / Re: Improving rainbow FG farm deck
« on: June 02, 2010, 09:24:55 pm »
Updated the deck in the original post. Currently I'm having a much easier time now that I've introduced SoGs into my deck. Would replacing all the remaining unupped pillars with Supernovas be effective for speeding up the deck? As it stands I'm having to delay a lot, and as I get more upgrades it starts to feel like I could afford to slim it down. With my current tower/pillar configuration, I find that my quanta generation is slow starting out, but becomes enormously excessive as the match draws out.

12
Deck Help / Re: Improving rainbow FG farm deck
« on: June 02, 2010, 05:59:07 am »
Really? It feels like getting a miracle would just slow down my deck. Currently with sundials, I'm usually fairly tight on light quantum for the first 6-7 rounds at least, and if I'm not dead by that point I'm usually getting close to invisible, if I'm not already.

Pages: [1] 2
blarg: