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Messages - prion (13)

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1
Rainbow Decks / Re: Nova Doll (40%+ against False Gods)
« on: February 24, 2011, 08:03:20 pm »
If you draw a pendulum you have a chance to play 3 TUs (it happens regularly). but i think that the main problem with the 3 TUs is that you want to draw at least 2 of them. And i dont think that you can draw the 2 of 3 consistently. but i'm just guessing, it may worth a try. edit: one more thing: i cant see what card we could add to the deck. if there were a card i would like to add, i could add it instead of the time pendulum too.

i have no idea if the games are longer or not. but i think that the player is the key element here. it isnt that automatic to play the turns.

2
Rainbow Decks / Nova Doll (40%+ against False Gods)
« on: February 24, 2011, 09:26:36 am »
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Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 74d 74d 74d 77l 77l 77l 77l 77l 77l 78q 7q9 7q9 7q9 7qb 7qb 7qb 7ri 7tg 7tg 7tg 80b 80b 80b 80b 8pu


The un-upped version of the deck was built by Agroagro:
http://elementscommunity.org/forum/index.php/topic,14435.msg290273#msg290273

I get the inspiration from that deck. The biggest problem of the old Voodoo Doll decks was the instability. You had to draw too much combo elements to win the game, therefore you had a too big chance not to draw one of them in good time. This deck needs one less element: the purple quanta, since you can play the Nova free. By this means, you gain some free space in the deck too. You can play more cantrips to make the deck even more stable (you have 6 of them now: 3 sundials, 3 precognitions).

After 100 games the deck has a 47% win rate. The deck needs more statistics, but I think that it won't be much worse because I didn't play the deck that well at the beginning and there were quite a lot of the unbeatable match-ups (5 in the last 20 games for example). These gods that almost impossible to beat are: octane, dark matter, chaos lord and decay. It is a surprise to me, but paradox seems to be very hard too. Maybe I play that match-up badly.

warning: this deck is quite hard to play. You have to make decisions early that can cost you the game later (for example what card to discard). You can use your combo elements to defend yourself, but if you do this you may make it impossible to win the game later. Sometimes you can even win in alternative ways. And the late game can be tricky too. You have to know how the gods treat the dolls (the AI make mistakes against this deck. Strictly speaking: if the opponent did not play any creature, you would deck yourself :P. So an AI modification could make this deck much less profitable. I hope they won't improve the AI against this deck, because this deck is very interesting and fun to play. This is one of reason I won't give you an exact strategy guide. Learning the tricks of the deck is really fun. Do it yourself (the other reason is that it would be quite long  :D).

I think that there is one unsure card in the deck: the time pendulum. In the first half of the games I played an Aether tower there, but maybe a Dark pendulum was even better, because it would help to play a doll faster and it could stop the weapon of the opponent, whereby you could gain some extra time. A 7th nova would be a good solution ;D. But I can image even that there should be a non-tower card at that spot, you don't heavily need that extra quanta, though it helps a bit here and there (and at least you can play it for free, so one less card to discard  :D). The main problem is that it could be problematic to play a 4th cantrip of one color, you don't have that much colored quanta easily. If there was a cantrip in an other color it could be useful.

If the un-upped version of the deck could get some more testing it could be added to this first post too.

3
Patch Notes and Development News / Re: Elements 1.22
« on: April 28, 2010, 06:21:29 pm »
Removing card drawing animation would help performance but it might also make the game look less epic.
i think, at low quality you exactly don't want too much "epic" things, just pure minimalism ;)

oh and i dont want to get rid of the card drawing effect, because of performance issues, but because it makes the turns slower (it is more serious with hourglass). and the card image pop up is just distracting for me.

4
Patch Notes and Development News / Re: Elements 1.22
« on: April 28, 2010, 02:49:27 pm »
i cant see the less animation. at least the card drawing animation and the pop up picture of the cards should be turned off.

5
Game Suggestions and Feedback / Re: About changing passwords
« on: March 24, 2010, 10:56:46 am »
I'd like to change my pass too. And i'd like to add an email address to my account. This security things will be more and more important as people put more and more time into their accounts.

6
Patch Notes and Development News / Re: Card Usage Statistics
« on: March 21, 2010, 04:10:14 pm »
That's the point, prion. If you could speed farm the false gods, you could use the same deck you used against level 3 to farm them. That just doesn't make sense.
and does it make sense, only one deck can beat the gods and everybody have to play that deck again and again? the difference between playing level 3 and the gods would be the winning chance. I think that, if the life number would be chosen carefully, fast decks could get a smaller win percentage against the gods than rainbow has, this could compensate the faster speed. this way you could get about the same upped-cards/hours level with different kind of decks.

i think this has much more sense than nerfing rainbow, and then no deck will be able to beat the gods...

7
Patch Notes and Development News / Re: Elements 1.21
« on: March 20, 2010, 09:29:41 pm »
I think that it is a mistake to raise the cost of Feral Bond and Firefly Queen. This wont hurt rainbow, but will hurt the dual FFQ decks. And I don't think that those FFQ deck are dominant in the game and they need to be weaker.

I think that the main problem is that no one really knows what cards are too strong right now, because there isn't serious PVP play. These changes are kinda random without real evidence. Why to nerf the hourglass until there inst any good time deck that would be dominant? And who knows how dominant rainbow is, until there isn't serious PVP play? Maybe we will find that fast PVP decks can beat rainbow. maybe not. But we don't know it right now. So I think that, only very weak cards should be changed right now.

8
Patch Notes and Development News / Re: Card Usage Statistics
« on: March 20, 2010, 09:20:16 pm »
Only rainbow decks can potentially beat all the FGs. To make mono and dual decks more popular, there should be more Oracle-like things where it predicts the next FG you meet. That way it encourages people to design decks that specifically counters some FGs, instead of forcing them to use rainbows to counter all FGs.
I think that falls gods should have less life. it has to be tested what is the right number, but 200 is too much. rainbow doesn't really care how much is the starting life of the gods(so this change wont make rainbow stronger), but this is the main reason all the faster decks has no chance. I think this would make god farming less boring.

9
Patch Notes and Development News / Re: Card Usage Statistics
« on: March 19, 2010, 07:22:43 am »
i think that all these statistics wont be useful until pvp wont be fixed. right now it say only that people play against the gods and only rainbow can beat the gods. first fix pvp (desync bug, ranking, more rewards) and just than nerf cards, if they are too strong in pvp. i mean it is just senseless to nerf hourglass and firefly queen because they are used in rainbow while the normal FFQ deck and Time decks are not too dominant at all.

10
Patch Notes and Development News / Re: Elements 1.21
« on: March 19, 2010, 06:46:55 am »
I think that, only quanta producing 0 cost cards should count for the mulligan. playing a sundial or a Holy Flash first turn is still a discard!

11
Issue Archive / Freeze and Quintessence
« on: March 10, 2010, 04:49:11 pm »
I can't see why a frozen creature is not able to use its ability in the turn I cast a Quintessence and remove the ice. It isn't the first turn it arrived into play, so I think that you should be able to use the ability after you removed the ice. So this seems like a bug to me.

12
very good points.

i think there are very few rewards for playing PvP if we compare it to godfarming. if PvP is more fun(and less repetitive) than playing the gods why not make it more rewarding? i think you should win more from pvp than from the gods. now the game makes you to play the gods again and again if you want to make your card collection bigger. and it is VERY BORING. and it wont help if you add more gods. make PvP playable! this is the only way to avoid the boredom.

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