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Justsoneguy

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg44088#msg44088
« Reply #96 on: March 26, 2010, 10:54:56 pm »
Mono-time is due for an upgrade now  :)

rayne4jesus

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg44899#msg44899
« Reply #97 on: March 28, 2010, 09:56:09 pm »
Ahh steal how crazy awesome you are

Karilyn

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg46326#msg46326
« Reply #98 on: March 31, 2010, 10:58:40 pm »
The harder question is if every element should have access to healing. Right now there are SoGs, but still some elements are good at EM and some are not. For me it's hard to tell if it is just and balanced - in fact :life and :light suit very well with healing, while I can't imagine a good reason to give :death healing ;) ... though if someone has a good idea how to give each element a way to heal itself while making it still different for each one, I guess it should be so. Earth has stone skin for example - a perfect example of how healing can be different.
Necrotic Energy Converter (Permanent)

Functions similar to Boneyard, but heals you every time a monster dies.  If you wanted to make it even more uniquely fitted for  :death, you could have it heal based on the dead monster's max unmodified health.

So yeah, I guess you can make something that fits every element's theme after all   :P

Seravy

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg46353#msg46353
« Reply #99 on: March 31, 2010, 11:58:38 pm »
Quote
Quite surprised no one else thought of this. I completely agree. Balancing should be based on player against player aspects, instead of player against computer, since it really doesn't matter how we play against the computer, anyways.
There is just one problem with that. To get an upgraded deck (you NEED one if you don't want to lose games due to weaker cards), you have to play the computer, and you have to play A LOT. Like for a week or two or even more, depending on how much you play and how good you are. If gameplay against computer is not balanced and getting that pvp deck is too hard....that is a great problem as that is the part the players will see first.
I've played a lot, and already have a score of 40998, but I'm yet to play my first PVP game because I'm still upgrading cards for the PVP deck. All my electrum so far went to the anti false-god deck. If people need to spend 2-3 weeks grinding against the computer before they stand a fair chance for PVP...then balance against the computer matters.
Of course this could be fixed by matching players from a similar score range against each other, and making PVP earn you a good income of cards (including upgraded cards if the opponent plays those), but it doesn't work that way now.
Quote
Though I guess they need to draw 2 cards each turn, or they could be too easily locked with eternity-creature-denial (though fixing AI might solve this problem)
Drawing two cards is their greatest problem. If you have to beat an opponent with such an advantage you either need very overpowered cards (they don't exist, so this method doesn't work, and it would completely ruin the game balance anyway), or a similar advantage of your own (hourglass is about the only one at the moment and it just got nerfed, so you need to have a time mark even more than before.). No need to worry about Eternity, just that isn't enough to win. You also need to clear his board of creatures and have enough time quanta to use it every turn, and if necessary the AI can be improved to avoid playing a creature when that would lock him that way. In addition, gods with permanent control can just destroy it anyway, others destroy your pillars(Seism) or drain your quanta(dark matter),or rush you with creatures quickly(most gods), or have creatures immune to eternity(divine glory, elidnis). An eternity lock deck wouldn't give you better win percentages than a rainbow deck does now, especially if the AI gets fixed. Considering the strength of their shields and miracles, even if you manage to lock them, you might deck out before winning. It would still require skill and experience to win, it wouldn't become an eternity lock deck=auto win thing.
And I do think a deck that can win at least 80-90% of time against ALL gods is necessary to keep the game fun. You get a card every 3-4 games only, so a low win percentage means they are even worse income than lots of quick, 1 minute games against top50 or AI3.
At the moment, the only way I can get that kind of win percentage (or at least close to that) is by auto-quitting the 4-5 gods that are a problem for the time-rainbow deck I'm playing. I'd love to play other decks too, but there simply isn't anything that can produce a comparable result. The nerfs didn't help either, it just slightly lowered the win rate of the time rainbow, while making other decks a even worse, so it basically reduced the number of choices instead of increasing them by making those cards hard to play in any other deck (It's not a big difference for the time rainbow to spend 1 more for a hourglass and eternity, but it is a big one for a mono-time or an entropy rainbow. Same for Pulverizer's higher cost, I'm sure it hurts entropy rainbow a lot more.)

Offline Xinef

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg46558#msg46558
« Reply #100 on: April 01, 2010, 11:41:43 am »
Well... by eternity-lock I mean a time-rainbow using eternity (protected or not)...

I'm playing a time-rainbow with two eternities at the moment, (I've also got 2 pulverizers, but decided not to include them), and from my experience, if I could play an early eternity (with 2 I don't fear playing one if I can not protect it, because even if it gets destroyed I can play the second one, and locking halves the chance of FG drawing a deflag), and most of the time I was able to slow the FG down enough to guarantee a victory (especially good against growing creatures, buffed creatures, creatures played with mark-generated quantum only etc.)...
If rewinding a single creature each turn (even if it slows down card-drawing with hourglasses) is so powerful against FG right now, I guess it would be deadly if they could draw only one card each turn.

Right now I'm experimenting with a deck with some time pillars, some quantum pillars, a few eternities and pharaoh and so far the best deck had approximately 50% winning percentage, but I'm constantly tweaking it, I rarely play more than 10 fights with the same deck, so it's hard to keep statistics and I guess with some more tweaking it could have 60% winning percentage against all FG... though it's very slow to play, and without Fallen Druid it's kinda boring. Also that 50% winning percentage was achieved in trainer, because in real game I have only around 20 upgraded cards and only one SoG... I'll need to grind some top50 I guess, because I have little time to play lately, so I try not to spend too much time in trainer...

Just in case anyone is interested, my deck has beaten Dark Matter in first try though :D
(http://www.screenshotdumpster.com/view/m7Gbd56423/CloseToDeath) (http://www.screenshotdumpster.com/view/m7Gbd56422/ButVictorious)
May the force of the D4HK side be with U ^_^
:time samurai

Wisemage

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg46658#msg46658
« Reply #101 on: April 01, 2010, 03:39:20 pm »
And HOW many pharaohs does it have?

Offline Xinef

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg46689#msg46689
« Reply #102 on: April 01, 2010, 04:32:32 pm »
That version had 2, but the latest 'unstable release still in development' has 1, though a mummy could be used without much problem. The problem with the deck is that it needs to run through the whole deck to work, most of the time, so I guess 5 late-game cards (pharaoh + momentum + quint + butterfly + some creature for bumping*) and all the other cards defensive and pillars seems to be the best solution.


*in most decks you only have a problem if eternity is the last card... here with two eternities it is not a problem, but if pharaoh is the last card, or quint, or momentum (and opponent has a nasty shield)... and deck should be small... so the chance of an important card being last is so big I very often had to bump something a few times before the first scarab came out...

though a photon is not very useful in case you don't need to bump...
so I decided a graviton fireeater is the best at 0/6 for 1 :gravity he is great for bumping a few times, while you can use him for butterfly afterwards (scarabs are higher priority target for AI) and thus I don't need unupgraded pharaohs so that scarabs can be butterflied ;)
May the force of the D4HK side be with U ^_^
:time samurai

mogv

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg47548#msg47548
« Reply #103 on: April 03, 2010, 02:03:48 am »
I don't recommend the nerf in quantum towers, however if it is made I suggest 1 tower = 2.5 rounded to the HIGHEST integer.

1 tower = 3 quantum
2 towers = 5 quantum
3 towers = 8 quantum

That way only the minimum damage is made.

Kurohami

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg47581#msg47581
« Reply #104 on: April 03, 2010, 03:17:54 am »
I would say nerfing quantum tower is a REALLY bad idea, since there is really no decent non-rainbow FG killer deck around, reducing the power of rainbow will only bring more frustration to the game. And, is it just me or is the chance of getting a card from the false gods decreased magnificently? Before 1.21, 2 hours of FG farming usually gets me around 2 cards, now a solid 3 hour grinding everyday for the past week only got me 2 cards in total. The declining of my winning rate because of the card nerfs might have contributed for part of it, but the rate of getting card also seems to have declined massively.

Robsta43

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg52125#msg52125
« Reply #105 on: April 12, 2010, 06:39:58 am »
I've had the opposite experiance... although the butterfly deck I now have upgraded+in action doesn't win as often as my old time-rainbow, I'm haveing uncannily high card win rates with it ever since 1.21. 
Since the update I've won more cards in less total games then in 1.20, even though my win rate dropped by about 20%.  I started wondering if 1.21 increased card win chances or if a 33 card deck as opposed to 60 increased it. 


unionruler

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg52168#msg52168
« Reply #106 on: April 12, 2010, 11:52:52 am »
I would say nerfing quantum tower is a REALLY bad idea, since there is really no decent non-rainbow FG killer deck around, reducing the power of rainbow will only bring more frustration to the game.
I beg to differ RoL-Hope decks often yield win%s comparable to the current field of anti fg rainbows. The cards added with 1.21 have not been explored to their fullest potential yet--if they were we might see a few new anti fg strategies. But I do agree that nerfing quantum tower is a little ridiculous since many components of the standard rainbow recently got nerfed.

Offline Xinef

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg52171#msg52171
« Reply #107 on: April 12, 2010, 12:00:26 pm »
And I would say nerfing quantum tower is ridiculous because rainbows are powerful in PvE, while in PvP they can be good, but a lot of mono and duo decks can beat them easily.
May the force of the D4HK side be with U ^_^
:time samurai

 

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