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Hide the progress bar forever?
Yes
No
axlkoegoskyeg
5490 posts
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Originally posted by rocktheworld315:
Ah well. Here’s my card, in the Amazons category… Feedback appreciated. Yes, she’s really powerful. Yes, she’s a rare card. Yes, she has nice stats. Yes, she’s a real person…
Alicia, the Charmer
Innate ability: Whenever Alicia is damaged by a direct attack, deal the current opponent 5 damage.
85 HP
7/7/2
Block
Physical, Speed 8, – damage, 25 energy
If Block hits first, interrupt your opponent’s attack.
Crushing Blow
Physical, Speed 2, 40 damage, 50 energy
Ignores physical defense.
Charm
Light Magic, Speed 10, – damage, 30 energy
Damage you take this turn is instead directed on your opponent.
Angel Blade
Light Magic, Speed 7, 20 damage, 20 energy
Deal +2 damage for each point of dark resistance your foe has.
You are well, there is no such thing as a rare card in Kongai, right?
… Anyway, I really hope I dont have to even begin to say what is wrong with this card…
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rocktheworld315
808 posts
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Start talking. I would like to know. For a rare, she is quite balanced. Go stare at your favorite card, then back at this. What’s wrong with this card? I have a feeling you aren’t about to say “too weak”.
PS. I just added rare cards. Duh.
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axlkoegoskyeg
5490 posts
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Originally posted by rocktheworld315:
Start talking. I would like to know. For a rare, she is quite balanced. Go stare at your favorite card, then back at this. What’s wrong with this card? I have a feeling you aren’t about to say “too weak”.
PS. I just added rare cards. Duh.
Putting rare cards in Kongai would pretty much ripoff part of its beauty, that it is how(* Theorically ) it is only the skill of the player that matters, not for how long he has been plaiyng the game…
To begin with, how in the hell is anyone suppose to beat a card with a speed 10 reflector that affects any attack and doesnt have a cooldown? That, and huge resistances.
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rocktheworld315
808 posts
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Wait a minute… Whoops.
Lemme fix that.
Edit: Changed Charm. Now it has a higher energy cost, so you’re blanked on energy. Lowered her stats to 6/5/0. Removed “rare” status. How’s the new version?
Here’s my card, in the Amazons category. Feedback appreciated. Yes, she’s a real person…
Alicia, the Charmer
Innate ability: Whenever Alicia is damaged by a direct attack, deal the opponent 5 damage.
85 HP
6/5/0
Block
Close/Far, Physical, Speed 8, – damage, 25 energy
If Block hits first, interrupt your opponent’s attack.
Crushing Blow
Close, Physical, Speed 2, 40 damage, 50 energy
Ignores physical defense.
Charm
Close/Far, Light Magic, Speed 10, – damage, 55 energy
Damage you take this turn is instead directed to your opponent..
Angel Blade
Close, Light Magic, Speed 7, 20 damage, 20 energy
Deal +2 damage for each point of dark resistance your foe has.
Wing Charm
10% higher chance to dodge.
^Fun. Tell me if it needs to be lowered to 8. Amazon item…
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CandehMucha
2 posts
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Well, Here’s my card, it’s in the Vampire category. Feedback accepted and appreciated!
Christopher, The Raged Vampire Slave
Innate ability: Whenever Christopher gets stunned, he rages and deals 10 damage.
85 HP
4/0/7
Meditation
Physical, Speed 10, – damage, 10 energy
10% Chance to avoid all attacks, unlocks Blood Sabre
Rip Apart
Dark Magic, Speed 5, 25 damage 30 energy
Christopher rips apart his enemies soul. 50% chance to interrupt incoming attacks.
Blood Sabre
Dark Magic, Speed 7, 60 damage 55 energy
Christopher murders his victim viciously. If direct hit, Lingering Soul has 50% more hit rate.
Lingering Soul
Dark Magic, Speed 9, 7×5 damage, 30 energy
Christopher’s soul starts to glow. Giving him 7/7/7 resistance. 10% chance to cast.
That’s it!! Please reply. This might be too overpowered but, still i was trying :)
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axlkoegoskyeg
5490 posts
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Originally posted by rocktheworld315:
Wait a minute… Whoops.
Lemme fix that.
Edit: Changed Charm. Now it has a higher energy cost, so you’re blanked on energy. Lowered her stats to 6/5/0. Removed “rare” status. How’s the new version?
Here’s my card, in the Amazons category. Feedback appreciated. Yes, she’s a real person…
Alicia, the Charmer
Innate ability: Whenever Alicia is damaged by a direct attack, deal the opponent 5 damage.
85 HP
6/5/0
Block
Close/Far, Physical, Speed 8, – damage, 25 energy
If Block hits first, interrupt your opponent’s attack.
Crushing Blow
Close, Physical, Speed 2, 40 damage, 50 energy
Ignores physical defense.
Charm
Close/Far, Light Magic, Speed 10, – damage, 55 energy
Damage you take this turn is instead directed to your opponent..
Angel Blade
Close, Light Magic, Speed 7, 20 damage, 20 energy
Deal +2 damage for each point of dark resistance your foe has.
Wing Charm
10% higher chance to dodge.
^Fun. Tell me if it needs to be lowered to 8. Amazon item…
Mmmmmm… I would put a 1 turn cooldown in Block, so that it isnt too annoiyng… And maybe increase the energy cost in Angel Blade. That excluded, quite frankly, it seems fine. Charm seems OP at a first glance, but it is more then made up by how you cant get close and use it in the same turn… And in this card, it is important.
Overral, it seems to me like a slightly better Helene…
Originally posted by CandehMucha:
Well, Here’s my card, it’s in the Vampire category. Feedback accepted and appreciated!
Christopher, The Raged Vampire Slave
Innate ability: Whenever Christopher gets stunned, he rages and deals 10 damage.
85 HP
4/0/7
Meditation
Physical, Speed 10, – damage, 10 energy
10% Chance to avoid all attacks, unlocks Blood Sabre
Rip Apart
Dark Magic, Speed 5, 25 damage 30 energy
Christopher rips apart his enemies soul. 50% chance to interrupt incoming attacks.
Blood Sabre
Dark Magic, Speed 7, 60 damage 55 energy
Christopher murders his victim viciously. If direct hit, Lingering Soul has 50% more hit rate.
Lingering Soul
Dark Magic, Speed 9, 7×5 damage, 30 energy
Christopher’s soul starts to glow. Giving him 7/7/7 resistance. 10% chance to cast.
That’s it!! Please reply. This might be too overpowered but, still i was trying :)
Errr, what are the ranges?
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CandehMucha
2 posts
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Originally posted by axlkoegoskyeg:
Originally posted by rocktheworld315:
Wait a minute… Whoops.
Lemme fix that.
Edit: Changed Charm. Now it has a higher energy cost, so you’re blanked on energy. Lowered her stats to 6/5/0. Removed “rare” status. How’s the new version?
Here’s my card, in the Amazons category. Feedback appreciated. Yes, she’s a real person…
Alicia, the Charmer
Innate ability: Whenever Alicia is damaged by a direct attack, deal the opponent 5 damage.
85 HP
6/5/0
Block
Close/Far, Physical, Speed 8, – damage, 25 energy
If Block hits first, interrupt your opponent’s attack.
Crushing Blow
Close, Physical, Speed 2, 40 damage, 50 energy
Ignores physical defense.
Charm
Close/Far, Light Magic, Speed 10, – damage, 55 energy
Damage you take this turn is instead directed to your opponent..
Angel Blade
Close, Light Magic, Speed 7, 20 damage, 20 energy
Deal +2 damage for each point of dark resistance your foe has.
Wing Charm
10% higher chance to dodge.
^Fun. Tell me if it needs to be lowered to 8. Amazon item…
Mmmmmm… I would put a 1 turn cooldown in Block, so that it isnt too annoiyng… And maybe increase the energy cost in Angel Blade. That excluded, quite frankly, it seems fine. Charm seems OP at a first glance, but it is more then made up by how you cant get close and use it in the same turn… And in this card, it is important.
Overral, it seems to me like a slightly better Helene…
Originally posted by CandehMucha:
Well, Here’s my card, it’s in the Vampire category. Feedback accepted and appreciated!
Christopher, The Raged Vampire Slave
Innate ability: Whenever Christopher gets stunned, he rages and deals 10 damage.
85 HP
4/0/7
Meditation
Physical, Speed 10, – damage, 10 energy
10% Chance to avoid all attacks, unlocks Blood Sabre
Rip Apart
Dark Magic, Speed 5, 25 damage 30 energy
Christopher rips apart his enemies soul. 50% chance to interrupt incoming attacks.
Blood Sabre
Dark Magic, Speed 7, 60 damage 55 energy
Christopher murders his victim viciously. If direct hit, Lingering Soul has 50% more hit rate.
Lingering Soul
Dark Magic, Speed 9, 7×5 damage, 30 energy
Christopher’s soul starts to glow. Giving him 7/7/7 resistance. 10% chance to cast.
That’s it!! Please reply. This might be too overpowered but, still i was trying :)
Errr, what are the ranges?
Sorry, I forgot about that.
Meditation Both Ranges
Rip Apart Close Range
Blood Sabre Close Range
Lingering Soul Both Ranges
Mkay.. there
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yugiohbdawg
20 posts
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Originally posted by 4over:
Nikki, the femme fetale,
innate: when an opponent uses an attack the same speed as Nikki, there is a 30% chance she will dodge the attack.
70 HP
4/1/2
Attacks:
Headshot: Physical/ speed 7/ 20 damage/ 30 energy
65% hit rate, high chance to crit for triple damage
far range
Unload Clip: physical/ speed 6/ 10*6/ 60 energy
can only be done after resting
Hand-to-hand: physical/ 5 speed/ 10*3/ 25 energy
nice very godd innate but she would suck agianst anyone with high physical defence
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Whirlpool4910
13 posts
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Miley, The Combat Medic
Innate: Every turn 25% chance to heal Miley for 10 hp.
70 HP
1/5/5
First Aid Kit: Heals you for 5 HP, and heals you for 5 HP for 5 turns. (Both Ranges) (25 energy)
Injection: 25% chance to cause burn, poison, bleed, doom damage, cold, or elemental damage. Each one doing 3 damage for 3 turns. (Close Range Only) (50 energy)
Bandage: Heals all debuffs and turns immune to all effects for 3 turns. (Both Ranges) (30 energy)
Sharpened Throwing Knife: 70% chance to bleed for 5 dmg for 5 turns. (30 damage) (Long Range Only) (45 energy)
Feedback appreciated! Amazon category.
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zivert
38 posts
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Nyan, The Rainbow Cat
Innate: Every turn 25% chance to Stun opp
60HP (Makes up for it with the OP Attacks)
10/5/8
Boosters: Heals you 20Hp for 3 turns (Both Ranges) (70 energy)
Super Rainbow: Physical/ speed 10/ 10*8/ 50 energy
Natural Meow’s: Burns enemy 40 damage for 2 turns (Close range only) (60 energy)
Pounce Attack: Physical/ speed 9/ 10 damage/20 energy (Both Ranges)
75% chance to cause burn damage 40*2 and stun Opp for 1 turn
This will be a RARE Card to get and will be a colorful one the low HP
Makes up for it with its amazing attacks but could be easily killed
with one critical blow. its attacks are devastating.
FEEDBACK APPRECIATED! AMAZON CATEGORY.
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zivert
38 posts
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I Notice Super Rainbow Would Be To Overpowered So i would say
Super Rainbow: Physical/ speed 3/ 10*8/ 50 energy
Speed 3/ 50/50 Chance. slow but deadly.
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zivert
38 posts
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Vampire Category. Feedback Not Appreciated! Lulz
Dave, The Destroyer
Innate ability: every turn 5% Chance to heal Dave 20Hp
100HP
1/1/1
Crushed: Physical / speed 5/ 30*2 damage (Close range only) 60 energy
Massacre: Dark Magic / speed 8/ 5*13 (Close range only) 75 energy) (75 Att in total)
Defensive Stance: (Both Ranges) 95% Chance to interrupt your opponents attack.
and Burns opponent 5 Damage for 2 turns.
Sacrificial Wounds: Dark Magic (Both Ranges) Damage your self 100Hp (So your dead)
And Randomly attack the opponents deck for 80 Damage and causes 30*2 damage
to the opponent currently in Play
This Card Is EPIC. And is fairly Balanced! Not to overpowered! But a card to be
Wary with in Play. HOPE YOU ENJOYED READING THIS EPIC CARDS STATS.
Bojour.
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Whirlpool4910
13 posts
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ALL those cards are WAY too over powered!!! Their not even epic .
1st. Nyan Cat?? Seriously? Soooo Original .. And… I got a lot to say about the things u made. Boosters, 20HP for 3 turns?? Really? That’s way to much health for 3 turns, u can just spam that forever. Boosters, rest, repeat. Super Rainbow, 80 damage? Seriously thats extremely over powered. Natural Meow’s?? Once again, 80 damage, AGAIN!!! Too over powered. Pounce Attack? Another 80 damage, it only costs 20 energy. If u want to make Nyan Cat better make all the attacks cost 100. Because 80 damage is freaken too much.
2nd. Dave, The Destroyer
Stupid Innate, not reliable. Too much freaken health, stupid resistances.
Crushed, 60 damage? Too much dude.
Massacre, 65 damage? Too much again.
Defensive Stance, I’ve got to say, this ones pretty good. Every things fine, just u need to put how much energy.
Sacrificial Wounds, I’m fine with the killing urself, but 80 damage is too much on the benched chars, and 60 damage to opponent in play? That’s just dumb..
Finally, CHANGE THE DAMAGE!!! Thats the only stupid thing with these cards .
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Pollock149
6 posts
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Enviro: The Plant-Man
Innate Ability*: Every turn, has a 25% chance to prevent enemies from intercepting or switching out.
70 HP
1/5/5
Photosynthesis: heals for 5 HP every turn. (lasts for 3 turns) Cannot be used again until the effects of photosynthesis wears off.
(40 energy) ( Speed 4) ( Range Both)
Poison Ivy Trap:When an enemy switches out, both the enemy that switched out and the enemy that switched in take 2 poison damage per turn for 6 turns. (Trap effective for 5 turns)
(25 energy) ( Speed 3) ( Range Both)
Pine-Needle Barrage: (13*5) Shoots poisonous needles from his hands that can cause poison for 4 damage for 3 turns.
(35 energy) ( Speed 6) ( Range Far)
Circle of Life: Resurects one ally and one enemy to 25% health. Can only be used once per game.
(10 energy) ( Speed 8) ( Range Close)
Please give feedback.
Thx
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Pollock149
6 posts
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Originally posted by Whirlpool4910:
Miley, The Combat Medic
Innate: Every turn 25% chance to heal Miley for 10 hp.
70 HP
1/5/5
First Aid Kit: Heals you for 5 HP, and heals you for 5 HP for 5 turns. (Both Ranges) (25 energy)
Injection: 25% chance to cause burn, poison, bleed, doom damage, cold, or elemental damage. Each one doing 3 damage for 3 turns. (Close Range Only) (50 energy)
Bandage: Heals all debuffs and turns immune to all effects for 3 turns. (Both Ranges) (30 energy)
Sharpened Throwing Knife: 70% chance to bleed for 5 dmg for 5 turns. (30 damage) (Long Range Only) (45 energy)
Feedback appreciated! Amazon category.
Good all around card, but Injection needs to have less possible status effects. Wouldnt be good on Cornelius or anyone with immune to status effects. Otherwise, nice card
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Whirlpool4910
13 posts
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Originally posted by Pollock149:
Enviro: The Plant-Man
Innate Ability*: Every turn, has a 25% chance to prevent enemies from intercepting or switching out.
70 HP
1/5/5
Photosynthesis: heals for 5 HP every turn. (lasts for 3 turns) Cannot be used again until the effects of photosynthesis wears off.
(40 energy) (Speed 4) (Range Both)
Poison Ivy Trap:When an enemy switches out, both the enemy that switched out and the enemy that switched in take 2 poison damage per turn for 6 turns. (Trap effective for 5 turns)
(25 energy) (Speed 3) (Range Both)
Pine-Needle Barrage: (13*5) Shoots poisonous needles from his hands that can cause poison for 4 damage for 3 turns.
(35 energy) (Speed 6) (Range Far)
Circle of Life: Resurects one ally and one enemy to 25% health. Can only be used once per game.
(10 energy) (Speed 8) (Range Close)
Please give feedback.
Thx
That is amazing!! Nothing bad about it. I really love the creativity! Great job Pollock! _
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Whirlpool4910
13 posts
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I gots another one!!!
Matthew, The Charmed Hippie.
Innate: Whenever Matthew successfully intercepts, he charms the opponent for 2 turns.
70 HP
2/5/1
Protect: Gives 3/3/4 resistances for 4 turns. 15 Energy, Speed 1, Both Ranges.
Levitation: Does 25 damage, and ignores dark magic defense. 30 Energy, Speed 4, Both Ranges.
Peace Trance: Confuses enemy for 2 turns, (Does a random move, intercepts, or rests. It can NOT switch out.) unlocking Peace Breaker. 40 Energy, 5 Speed, Both Ranges.
Peace Breaker: Can only be done after Peace Trance. Does 35 damage and causes elemental damage that does 2 damage for 2 turns. 40 Energy, 7 Speed, Both Ranges.
Well that’s all I got, Feedback appreciated! Ty!
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killed_by_dante
501 posts
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Originally posted by Whirlpool4910:
Originally posted by Pollock149:
Enviro: The Plant-Man
Innate Ability*: Every turn, has a 25% chance to prevent enemies from intercepting or switching out.
70 HP
1/5/5
Photosynthesis: heals for 5 HP every turn. (lasts for 3 turns) Cannot be used again until the effects of photosynthesis wears off.
(40 energy) (Speed 4) (Range Both)
Poison Ivy Trap:When an enemy switches out, both the enemy that switched out and the enemy that switched in take 2 poison damage per turn for 6 turns. (Trap effective for 5 turns)
(25 energy) (Speed 3) (Range Both)
Pine-Needle Barrage: (13*5) Shoots poisonous needles from his hands that can cause poison for 4 damage for 3 turns.
(35 energy) (Speed 6) (Range Far)
Circle of Life: Resurects one ally and one enemy to 25% health. Can only be used once per game.
(10 energy) (Speed 8) (Range Close)
Please give feedback.
Thx
That is amazing!! Nothing bad about it. I really love the creativity! Great job Pollock! _
Disagree.
Circle of life: What if only one ally dies and not enemy? Then it would be too overpowered.
Pine-needle: what type of damage if this? And 13*5 plus poison for 35 energy and both ranges is too strong. Rush of bats is 9*5 at one range.
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KeroroGunsou333
766 posts
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Originally posted by Whirlpool4910:
Peace Trance: Confuses enemy for 2 turns, (Does a random move, intercepts, or rests. It can NOT switch out.) unlocking Peace Breaker. 40 Energy, 5 Speed, Both Ranges.
dafuq
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Pollock149
6 posts
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Originally posted by killed_by_dante:
Originally posted by Whirlpool4910:
Originally posted by Pollock149:
Enviro: The Plant-Man
Innate Ability*: Every turn, has a 25% chance to prevent enemies from intercepting or switching out.
70 HP
1/5/5
Photosynthesis: heals for 5 HP every turn. (lasts for 3 turns) Cannot be used again until the effects of photosynthesis wears off.
(40 energy) (Speed 4) (Range Both)
Poison Ivy Trap:When an enemy switches out, both the enemy that switched out and the enemy that switched in take 2 poison damage per turn for 6 turns. (Trap effective for 5 turns)
(25 energy) (Speed 3) (Range Both)
Pine-Needle Barrage: (13*5) Shoots poisonous needles from his hands that can cause poison for 4 damage for 3 turns.
(35 energy) (Speed 6) (Range Far)
Circle of Life: Resurects one ally and one enemy to 25% health. Can only be used once per game.
(10 energy) (Speed 8) (Range Close)
Please give feedback.
Thx
That is amazing!! Nothing bad about it. I really love the creativity! Great job Pollock! _
Disagree.
Circle of life: What if only one ally dies and not enemy? Then it would be too overpowered.
Pine-needle: what type of damage if this? And 13*5 plus poison for 35 energy and both ranges is too strong. Rush of bats is 9*5 at one range.
Circle of Life:Only usable when 1 enemy and 1 ally are dead.
Pine-Needle U probly got it wrong, its only usable at far range not both. Plus its his only head-on attack, everything else is basically passive.
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Pollock149
6 posts
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Originally posted by KeroroGunsou333:
Originally posted by Whirlpool4910:
Peace Trance: Confuses enemy for 2 turns, (Does a random move, intercepts, or rests. It can NOT switch out.) unlocking Peace Breaker. 40 Energy, 5 Speed, Both Ranges.
dafuq
I don’t think that this comment qualifies as feedback…
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zivert
38 posts
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Beast, The Destroyer Of All Mankind And Galaxies
Innate: Every turn 80% chance to 8*10 Dam on all Opponents
300HP (Makes up for it with the OP Attacks)
10/5/8
Boosters: Heals you 9000Hp for 50 turns (Both Ranges) (70 energy)
Hells Penis: Physical/ speed 10/ 10*50/ 5 energy
Crush Everyone Inside Me: Burns enemy 700 damage for 99 turns (Close range only) (60 energy)
Sarcasm Attack: Physical/ speed 9/ 10 damage/20 energy (Both Ranges)
100% chance to cause burn damage 40*2 and stun Opp for 1 turn
This will be a RARE Card to get and will be a colorful one the low HP
Makes up for it with its amazing attacks but could be easily killed
with one critical blow. its attacks are devastating.
FEEDBACK APPRECIATED! AMAZON CATEGORY.
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zivert
38 posts
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Vampire Category. Feedback Not Appreciated! Lulz
Willy, The Giant One
Innate ability: every turn 100% Chance to heal Willy 100Hp
20HP
1/1/1
Dildo Attack!: Physical / speed 5/ 30*800000000000 damage (Close range only) 60 energy
Fuck Kongai Up The Arse: Dark Magic / speed 8/ 5*1113 (Close range only) 75 energy) (75 Att in total)
Defensive Stance: (Both Ranges) 95% Chance to interrupt your opponents attack.
and Burns opponent 5 Damage for 2 turns.
Sacrificial Wounds: Dark Magic (Both Ranges) Damage your self 100Hp (So your dead)
And Randomly attack the opponents deck for 80 Damage and causes 30*2 damage
to the opponent currently in Play
This Card Is EPIC. And is fairly Balanced! Not to overpowered! But a card to be
Wary with in Play. HOPE YOU ENJOYED READING THIS EPIC CARDS STATS.
Bojour.
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Whirlpool4910
13 posts
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Zivert stop making those stupid cards. They will never get published. Those are stupid dumb useless, and un-epic.
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Pollock149
6 posts
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Drakness – The Omni-potent Devil
4/0/9
70 hp
Innate: 15% chance to make the enemy switch out due to fear every other turn.
Raging Inferno: Barrage the enemy with the inferno of hell. 50% chance to burn for 4 damage for 3 turns.
Speed: 7 Damage: 4 * 7 Dark Magic (Range: Close)
Earth Cracker: Splits the ground beneath the enemy. 20% chance to stun the enemy.
Speed: 4 Damage: 6 * 3 Physical (Range: Far)
Soul Shatter: Drain energy from the soul of the enemy. Heals for half the damage done.
Speed: 6 Damage: 2 * 10 Dark Magic (Range: Close)
Infinite Slasher: Summon a sword from the farthest reaches of hell to slice n’ dice the enemy.
Speed: 9 Damage: 5 * 9 Dark Magic (Range: Both)
Feedback is greatly appreciated.
Thx
~Pollock
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