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> *Originally posted by **[EarlM97](/forums/727066/topics/827461?page=1#11394667)**:*
> So, from what I gather, the new BGE for art is 20% of the base health of the card, right.
> 20% of 100 is 20. 20% of 20 is 4. and a card with a base of 14 would have like 3... so how does an attack of 14... or flying fist of 10 or 15 leave a card unaffected, time, after time, after....?
I don't understand what you're talking about. There's way too much ambiguity in your text. Which part of the BGE are you talking about? Shield or gas? What do you mean by unaffected? Not damaged or not gassed?
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Hijack needs to be investigated. Have a Cartel Claus PC and he hijacks up to 27 while the card says it can only hijack 9. Have screenshots if needed.
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> *Originally posted by **[Nunali](/forums/727066/topics/827461?page=2#11398762)**:*
> Hijack needs to be investigated. Have a Cartel Claus PC and he hijacks up to 27 while the card says it can only hijack 9. Have screenshots if needed.
it's 9 from each source hijacked, and there are a potentially unlimited number of sources. Hijack can trigger any number of times per turn.
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> *Originally posted by **[theinternetisbig](/forums/727066/topics/827461?page=1#11391599)**:*
> Cheer should activateat the beginning of the round, before any other abilities or cards activate. This way it could affect cards on the left...
>
>
+1 . Read all the arguments against, and don't agree with them. I think Cheer should be changed.
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How can you strategize a random card pull? What if I don't have any options for a cheer in my first 5 cards, but I get them later and play it, say, as a third card? Most of the battles don't last that long to actually expect cheer in 3rd slot to be useful. But it sure would come in handy when trying to defeat an opponent quickly and knock all his cards out before he can cause damage (like in rumble and one of the challenges). If cripple can be carried into the next round, I don't see why cheer shouldn't.
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That is the luck of the draw. Even if they change something you can still hit times where those cards never come up. I run a balanced deck of 25 or 26 depending if I use a pc or not and at times I have had 8 characters come up in a row. ( random my ass) I'm not being trying to be a troll I'm just saying they'll find a different way to Jack your strategy up
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For instance today in the artsy butts challenge I drew 10 out of 12 character cards and I only have 13 of each and this happened to me again with about 8 straight character cards in a row
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> *Originally posted by **[El_Vanja](/forums/727066/topics/827461?page=2#11402412)**:*
> How can you strategize a random card pull? What if I don't have any options for a cheer in my first 5 cards, but I get them later and play it, say, as a third card? Most of the battles don't last that long to actually expect cheer in 3rd slot to be useful. But it sure would come in handy when trying to defeat an opponent quickly and knock all his cards out before he can cause damage (like in rumble and one of the challenges). If cripple can be carried into the next round, I don't see why cheer shouldn't.
This. Exactly why cheer should be changed. Some people seem to appreciate the 'strategy' of cheer being gimped, that's great... I'm SO GLAD that they enjoy that! However **I appreciate skills which are useful.** Right now, **cheer is only useful incedentally** it simply cannot be relied upon. I consider that situation a shame.
*Personally, cheer is only relevant (at least ATM) for Artsy Tina... She does tons of damage (so she is good in 1st slot) and her large cheer (bob's burgers cards) leads me to play something that meets the criteria (Gas class, fart school, bob combo) right away. But, thanks to cheer-gimping she grows less useful if she isn't available on turn 1 or 2 Washboard Bender is the only other cheer combo I do, his high cheer can make a difference but I rarely play him as I only have the 1 Bender and he isn't great. *
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> *Originally posted by **[LegionOfBelial](/forums/727066/topics/827461?page=1#11391732)**:*
> > _Originally posted by **[Altar1417](/forums/726779/topics/827461?page=1#11388168):**_
> > > *Originally posted by **[APJ312](/forums/727066/topics/827461?page=1#11385980)**:*
> > > > *Originally posted by **[NeeL](/forums/727066/topics/827461?page=1#11385210)**:*
> > > > While you're at it, make Punch go before Cripple. It's a bit lame to cripple the card that is being punched to dead by the same card.
> > >
> > > +1
> >
> > +1
>
> +1
+1
Punch 1st!
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Today my Sex Ed Peter Punched before crippling… Isn’t this fixed?
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> *Originally posted by **[mlebkowski](/forums/727066/topics/827461?page=2#11406090)**:*
> Today my Sex Ed Peter Punched before crippling… Isn’t this fixed?
This has me wondering about skill activation order within a cards turn...
Are skills activated in the same order every time based on the skill type?
Are skills activated in the order they appear on the card? (Sex ed Peter's punch is listed above the cripple I believe)
I'm not certain of the answer to this question, and that surprises me. Too much skipping I suppose.
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Oh I totally forgot! Make the icon for skills that only affect similar shows visually different from those for skills that only affect similar traits!
Make the yellow star for one of the two green/blue/red or turn it 45 degrees so you've got a + star and an x star, or whatever. I don't really care how, as long as I can see when I am going to make a combo for which cards the skill will work and for which not.
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> *Originally posted by **[NeeL](/forums/727066/topics/827461?page=2#11409435)**:*
> Oh I totally forgot! Make the icon for skills that only affect similar shows visually different from those for skills that only affect similar traits!
>
> ...I don't really care how, as long as I can see when I am going to make a combo for which cards the skill will work and for which not.
This. So much this.
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> *Originally posted by **[theinternetisbig](/forums/727066/topics/827461?page=2#11406381)**:*
> > *Originally posted by **[mlebkowski](/forums/727066/topics/827461?page=2#11406090)**:*
> > Today my Sex Ed Peter Punched before crippling… Isn’t this fixed?
>
> This has me wondering about skill activation order within a cards turn...
>
> Are skills activated in the same order every time based on the skill type?
> Are skills activated in the order they appear on the card? (Sex ed Peter's punch is listed above the cripple I believe)
>
> I'm not certain of the answer to this question, and that surprises me. Too much skipping I suppose.
You know, this might explain why for certain heroes, the order of the skills swaps back and forth as that hero's level increases. Could be intended that on a particular level the skill values don't increase, but they do swap into the more effective order, then at the next level they swap back to the less effective order but one of them increases in value.
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> *Originally posted by **[Dansiman](/forums/727066/topics/827461?page=2#11412080)**:*
> > *Originally posted by **[NeeL](/forums/727066/topics/827461?page=2#11409435)**:*
> > Oh I totally forgot! Make the icon for skills that only affect similar shows visually different from those for skills that only affect similar traits!
> >
> > ...I don't really care how, as long as I can see when I am going to make a combo for which cards the skill will work and for which not.
>
> This. So much this.
I remember +1'ing this in the suggestion thread. It's so frustrating that we can't see this immediately on the card. The situation is compounded by the no opponent card details bug (where you can't tap an opposing card and see the detailed card view).
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Please make it more clear if boosts are show or trait related. A simple color change on the little star symbol should fix this very easily. Thanks
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> *Originally posted by **[Pirkes](/forums/727066/topics/827461?page=2#11429730)**:*
> Please make it more clear if boosts are show or trait related. A simple color change on the little star symbol should fix this very easily. Thanks
That would actually be a great little addition. Sometimes I have to click on the card to see if it will affect something with the same trait, or a show specific card to see what card is best to put down
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When I turn Peggy into Probot Artist Peggy with my Vitruvian Man it says she's supposed to get Motivate but the attack of the cards beside her don't improve and if it was a Vitruvian Man to Probot Artist Peggy combo the stats actually get worse because it seems to lose Motivate even though it says it has a better Motivate than Vitruvian Man.
Is this a bug or something I don't understand? Either way it seems confusing.
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> *Originally posted by **[TheTKForce](/forums/727066/topics/827461?page=2#11429895)**:*
> When I turn Peggy into Probot Artist Peggy with my Vitruvian Man it says she's supposed to get Motivate but the attack of the cards beside her don't improve and if it was a Vitruvian Man to Probot Artist Peggy combo the stats actually get worse because it seems to lose Motivate even though it says it has a better Motivate than Vitruvian Man.
>
> Is this a bug or something I don't understand? Either way it seems confusing.
Probot Artist Peggy only motivates Artist Cards. So that is probably why you are seeing that happen
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