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Messages - WhiteTigerShiro (38)

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25
Patch Notes and Development News / Re: Card Usage Statistics
« on: July 15, 2010, 03:35:12 am »
Anyway, this is all very nice and all, but aside from some minor tweaking on the least used cards (that I'm sure will happen) what does this mean for the game?
It means they need to find a way to nerf the False God stalling farm deck.  >.>

At least, that's what I see when I read that data.

26
Game Suggestions and Feedback / Re: Rares for all Elements
« on: July 15, 2010, 12:42:44 am »
They do.
Nymphs.
Look up.  You see that up there?  The thing that just flew over-head?  That's the point.  I'm not talking about generic card types that are already shared across all the colors (for example, why I said weapons don't count).  Besides, you can't win Nymphs during post-game slots.

27
Fire / Re: Farenheit madness UNUPPED
« on: July 12, 2010, 12:11:50 pm »
As long as you're focusing on a high Quanta gain, you might as well make some room for Fire Bolts.

28
Game Suggestions and Feedback / Rares for all Elements
« on: July 12, 2010, 11:49:36 am »
So at current there are a handful of non-weapon rare cards.  They include (but aren't limited to) Miracle, Pharaoh, and Arctic Squid/Octopus.  I was thinking the other day how I wanted to get these cards simply due to them being rare, but at the same time having no need for them since I don't regularly play any of their colors.  Then it occurred to me:  Why don't all colors have at least one rare card (not including weapons)?  In the ideal world, I think it'd be cool for at least one rare Creature and Spell for each color.

Obviously these would have to be new cards though, since it wouldn't do any good to make something common now into a rare as it would only effect new players.  Still, there's plenty of good cards sitting in the Forge just waiting to be implemented...

29
Game Suggestions and Feedback / Re: Another slot proposal
« on: July 12, 2010, 10:30:13 am »
It's an interesting idea, but if they were to implement something like that it shouldn't be tied to EMs.  Rather, it should be tied to some other mechanic.  EMs give favor to healing-based decks, and rush decks don't need a boost because they're about killing fast to get more spins within a given time.  Maybe the game could be set to track mitigated damage.  Things like % to miss shields, Phase Shields, Wings, etc.  If an opponent's creature should have hurt you but didn't, that damage would go towards a number the game tracks.  If the number is big enough, then you get +1 spin.

30
Half Bloods / Re: Anyone else find level 5 AI to be way too easy?
« on: July 12, 2010, 10:23:56 am »
If anything Half-Bloods aren't easy enough.  As-is, fighting them is more trade-off than gain.  You compare them to AI3 in ease of defeat?  Yeah, let's go down that comparison:

100 Health vs 200 Health
~20 Electrum vs ~40 Electrum
40 Electrum for EM vs 80 Electrum for EM
1 Quanta from Mark vs 3 Quanta from Mark
Draws 1 Card per turn vs 2 Cards per turn

So in other words... so what if it's the same difficulty as the AI3?  It's the same reward, too.  In fact, it's a little less reward when you consider that the HB's reward will drop faster than the AI3's reward.  If you end the match with 50 Health, it's 15 Electrum vs 27 Electrum.  So in other words, unless you can EM the AI5 with 100% accuracy, you're reducing your Electrum per match.  In fact, your best-case-scenario against an HB is breaking even with what you would earn against a lower-level opponent.  To add insult to injury, the HB's usually have bigger and more varied decks, which means your odds of winning a spin are much lower.

Right now Half Bloods have one thing going for them:  A minute, minuscule, slim, long-shot of a chance to win an Upped card that you can either use, or sell for ~1000 Electrum to put towards upgrading a card you want upped.  Some say that this narrow chance alone is justification for farming Half Bloods, and maybe it is, but I really don't think that fighting a harder opponent should be such a trade-off.

Anyway, I'm getting a little off-note here.  Over-all, I don't find the HBs to be THAT easy compared to AI3.  In fact, I can take-down AI3 nearly every time where I sometimes lose to the occasional Half Blood.  If Half-Bloods were any harder to fight, they might as well be FGs.

31
If you can build a deck that can consistantly EM them,then I personally think its worth it.
I havent done extensive testing, but 80 Electrum per game, along with the (low) chance of an unupped card, is and was enough to make me play them.
If you can consistently EM an AI5, then you can probably consistently EM an AI3 or Top50.  So it's basically a matter of getting higher Electrum or a very slim chance at a free upgraded card.  Should fighting a harder opponent really be a trade-off for the reward? o.O

Edit:  So I was looking at the numbers, and it occurred to me:  Your reward drops faster against a Half-Blood than it does against an AI3.  Basically, the way they work is this:  An AI3 gives ~20 Electrum for its reward.  The way it figures this is that there's a base of 10 Electrum, with the other 10 based on your final health.  If you win the game with 40 Health, it gives you 10 + (10x.4), or 14 Electrum.  Also, the game rounds down, I've noticed.  The problem with Half-Bloods though is that the base reward is only 15.  So let's take some varying healths:

AI3 vs HB
EM:  40 vs 80
90 Health:  19 vs 37
80 Health:  18 vs 35
50 Health:  15 vs 27
20 Health:  12 vs 20

So basically, you HAVE to get an EM against a Half-Blood, or else you gain less Electrum as time goes.  Now, maybe it evens-out when you consider that you have more omph going into the second half of the HB's health, so you can kill one HB slightly faster than you could two AI3s, but then we're back to it being something of a trade-off.  I'm fighting a harder opponent with more cards in his deck so slots win less often... but I might get an Upped card?  Maybe?  If I'm uber-lucky?

Yeah... HBs definitely need their rewards boosted.

32
Forge Archive / Re: Black Cat | Felicia
« on: July 10, 2010, 10:45:29 am »
devourer rush plus 6 of this in = total quantum deprivation and lowered creature damage plus fractal =  :o


 :darkness+ :aether=Epic Pwnage
:darkness+ :aether nothing.  You can use this card in all sorts of nasty combos:

+ :air - Combine with Fog Shield to further reduce chance to be hit (also doable in mono-color).
+ :death - Combine with Aflitoxin to fill enemy field with 0/1 creatures.
+ :earth, :light, :death and :life - Combine with shields that further reduce damage taken.
+ :entropy - Combine with shield to further its longevity.
+ :fire - Hm... doesn't look like it really combos with anything in Fire.
+ :gravity - Combined with Armagio so he can absorb more hits, splash-in a little white to have Angels healing him.  Also, weaken the few creatures that get past Grav Shield.
+ :life and :light - Reduced damage from cat + Healing.
+ :aether and :time - Both elements able to make cat Immaterial on opponent's side so he can't try to kill it somehow.

Some are better combos than others, but really, this card can combo with nearly any color for a nasty effect.

33
100% agree.  Last night I decided to try "upgrading" to farming Half-Bloods, and quickly found that it was a wasted effort compared to my AI3 farming.  In the time it takes me to kill one AI5 and get a reward of maybe 30 coins, I could have defeated the AI3 twice for about 18 coins (each) AND better odds at winning rolls for even more reward.  It's like, I stepped-up in level to take-on a harder opponent, and my only "reward" seemed to be a lower profit in coins and reduced odds at winning a card since they have more variety in the AI5 decks.

34
Archived Decks / Re: Best Budget Deck! LOW LOW PRICE! Yee Haw..
« on: June 30, 2010, 01:02:41 pm »
The mono-aether i use is
Code: [Select]
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61r 61r 61r 61t 61t 61t 61t 61t 61t 61u 61v 61v 61v 61v 61vWorks about 22% on FG's, but only on a few. Pretty decent for PvP and AI3's as well.
I've played around with a variant close to that, but I find that Immortals are far more effective than PUs (at least for this style of deck, certainly PU has its place in other decks)).  Firstly, a lot of decks have ways to counter you stealing their own creatures if you can't Quint the PU'd creature right away:  Fire/Aether will burn it, Ice will Freeze it, Gravity will Grav Shield it... and so-on.  On the note of Gravity Shields, Immortals are going to be your only answer against a Gravity-based deck once one of those shields touches down.

Another thing of note is that Immortals ARE capable of more damage than Phase Dragons when played in a certain way.  Keep in mind that an Immortal is 50% of a dragon (both in cost and damage), so if you can place an Immortal this turn and the next, then you're going to get more damage than if you wait for the Dragon.  Basically, on Turn 1 the Immortal does 4 damage (we'll assume un-upped), then on Turn 2 and onward the two Immortals do 8 damage a turn.  So by placing two Immortals over the course of two turns in a row, you received 4 extra damage than if you had waited to place the Dragon.

The only real saving grace for PU is against the occasional creature-stomp deck, but against anyone who isn't about big creatures (or is able to Quint their creatures), your PU is just a dead card.  Meanwhile the only real counter against Immortals is a Titanium Shield (http://elementsthegame.wikia.com/wiki/Titanium_Shield), but Earth kinda already destroys Aether when played right (Oh I'm sorry, were those YOUR Pillars I just destroyed?).  I'll post the deck I've been using the past couple days, I find I rather like it:

Code: [Select]
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61s 61s 61s 61t 61t 61t 61t 61t 61u 61v 61v 61v 61v
It's a standard "Hide behind your shield while your goons do the work" style of deck, except that I swapped a couple of the goons out for some Lightning to take care of the occasional problem creature.  Things like Devourers, or spawners.  It's also a nice way to keep Empathic Bond down a little.  So far it doesn't have any problems outside of the usual Aether-killers like decks that destroy my shields a lot, or ones that are able to choke my Quanta-production, and even those I sometimes managed to struggle out of by the skin of my teeth.

35
Aether / Re: b00mc1ap's NON-UPGRADED God-killer Deck
« on: June 30, 2010, 10:12:17 am »
I just tested this against Incarnate and it works perfectly well. He didn't play a single steal even though he gets a ton of  :darkness quanta. (does he even have steal?)
no he doesnt, and shouldnt this be in the anti fg section of the forums?
It's a mono-color Aether deck.  This is the mono-color Aether board.

Man, this game seems to have a whiny bunch.  Seems that every single deck topic I read has someone crying about how it shouldn't be posted there for one semantic reason or another.

36
Archived Decks / Re: Best Budget Deck! LOW LOW PRICE! Yee Haw..
« on: June 29, 2010, 01:12:31 pm »
But the dragns are the main problem and you do want to play them A.S.A.P
But you don't NEED to. You just need to do 100 damage before you deck out, ideally. And that really only needs one dragon :) .
You also need to do 100 damage before your opponent does 100 damage.  The longer it takes for you to KO your opponent, the more likely he's going to draw that Steal or Deflag that will wreck your day.  I love dragons as much as the next guy (in fact, Phase Dragon is my favorite card in this game), but don't under-estimate the effectiveness of getting a couple Immortals out there for when your Pillar/Tower pulls aren't ideal.  Drop the Immortals now to do a little damage while you pull-up some extra Pillars, then drop the big damage on the field when it's more affordable.

Edit:  Oh yeah, also?  Gravity Shield (http://elementsthegame.wikia.com/wiki/Gravity_Shield).  gg when your opponent drops one of these and you're just running Phase Dragons.

Edit2:  Bleh, just re-read the topic, and I thought that quote-chain was in regards to the suggestion about putting Immortals in, so you can disregard all that.   Although, my point about wanting to get the 100 damage done ASAP still kinda stands.  Couldn't tell you how many matches I've lost to my opponent drawing a Steal/Deflag during the round I would have killed otherwise killed him.  So I still disagree about it not mattering if the Dragons get out fast enough.

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