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The only real tip i have for new players is don't use overly complicated decks. If you can manage a deck with 6 of one creature, 6 of another and 2 of another and 12 pillars then go for it. Don't try and smash like 1 or 2 copies of a ton of cards in a deck. Wait till you know the game a bit better before you do that.
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For a Person with really bad luck I'm really frustrated with getting the medium achievement for Best of 2009. Any advice is appreciated...
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@jooe15 3 cards in a duo, with immortal vampires. Think about how hard quint reflect is to stop. Now imagine if that healed while dealing damage. Its insane. The closest thing that comes to that is vampire/adrenaline/momentum/quint, which is hard to stop as is. But that takes a quartet at least, if not a rainbow, and 4 cards. Duo is much easier to do, and 3 is just that much easier then 4. Ghostmare is essentially a 3 card combo, as is discoholes. And look how frustratingly good they are. There are plenty of things I think need fixed, but this isn't the time nor place for what I think needs to be done.
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You seem to have very strong opinions. What do you think needs to be fixed in the game? Or what areas of the game need to be improved or changed?
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It would require a vampire/quint/SOW. — That is three cards, the same amount of cards as vampire/blessing/momentum. In both cases the vampire gains +4 attack — the difference is you are using 2 quantum more to exchange 4 health with an immortality. — So yes, it is in certain situations better, but not by a huge margin.
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@jooe15: Also, not to mention, vampires with spell damage would be borderline broken. Healing you can do nothing about, in a duo. Vampires are quite good at preventing you from dying with just chaos power for buffs, but with a guaranteed +4/0? That would add insane consistency as well as dime shield support. The game doesn't need that.
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I never said it was pressing. Just stating that it could use a change, as it would be a very viable counter for a lot of decks.
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2015 and still going strong. this doesnt surprise me one bit. in fact, i keep losing track of time while playing this game still.
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Exactly, but the description does not say that. Hence the need for a minor change. Vampire also does not say only physical damage. -- which is why a player would assume that a creature with spell damage could use vampire, but that is just not true.
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In short, damage cannot be twice directed in a single turn. And Gravity pulls description is wrong, it does not absorb all the damage directed at its owner, it only absorbs enemy damage. -- either that or negative damage does spell damage. In which case jade shield does not do its job. Either way the description of at-least one card is wrong.
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This means if you have at-least 1 voodoo doll with gravity pull alive, you can make as many singularities as you want and you will not die, the singularities will just sit idle.
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You apparently didn't read my comment. I said a negative/vamped does no damage to any creature or hero -- but only when the same person with that negative/vamped also has a creature with voodoo with gravity pull out. -- For example If i have a voodoo doll out with gravity pull and a singularity, the singularity will not deal any damage to any player, or creature, but it will still heal the opponent. -- Basically the singularity does not want to attack your health, because if it tries to its damage you, its damage will be redirected to voodoo, which damages the opponent, so instead it does nothing -- and yet it still heals the oponent.
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jooe15 the negative/vamped creature does do damage. Your looking at the wrong health bar. Try looking at your own. It works like that as a negative attack monster will heal what ever play its targeted at. A vamped creature steals health, and so a negative attack monster that heals the opponent while being vamped would damage yourself. Singularity decks are hard to use sometimes because of that alone.
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For the most part this game is great, there are a few anomalies that bug me but thats about it. If a friendly creature has negative attack with vampire, and a friendly voodoo creature has gravity pull. The negative/vamp creature will not deal damage. He does not damage either hero, nor the voodoo/grav pull creature. -- which I find odd. I also find it odd that a creature with vampire does not heal your hero if that creature is also dealing spell damage. Though that is more understandable.
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Please give constructive criticism instead of just criticizing the game. You say the game is stupidly imbalanced, I agree it's far from perfect but it's not very imbalanced. Please point out what you mean instead of just saying stuff that won't help with anything.
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@Dadulica: You call it stupidly imbalanced but don't name one imbalanced thing about it? Thats funny. Sounds like someone is sick of losing, which is understandable. And of course it relies on luck, its a god forsaken card game for crying out loud. Also, getting score isn't hard in the least, and doesn't even take much time really.
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This game is only alive because of the badge.. and it's just not worth getting -.- it's a stupidly imbalanced game, depending on luck too heavily, I'd hoped that getting 150 points for the badge would be the most annoying part in getting it, but nope, GET 500 POINTS NOOOOW
Yea.. no thanks
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is it just me or does any one else finfd that daily playing leads to less spin wins and crap oracle cards where playing once every few days i get rare oracle cards and winning almost every spin? could just be a recurring coincidence but i dk
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@jooe15: As dusk mantle can demonstrate, 50% is already a stupidly good amount. Pretty much nothing is getting past 95%. Also, while you are hoping for those "two good hits" You are taking 20 hits and dying. You end up doing 20 damage, congrats! That doesn't win you the game at all though.
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Often times people have just huge creatures outside those phase shields, all it takes is one or 2 hits and they could die. It would also give spam SOP decks a huge chance of dealing a fair amount of damage. — or adrenaline decks. And it allows for a chance at poisonous creatures to get their poison in. I guess you could leave the quantum the same and just make it 95% but -1 quantum cost wouldn't help it nearly as much as 95% instead of 100% block would hurt it.
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@jooe15: That doesn't help the issue at all, in fact, that would make it significantly worse. Making it cheaper with 19/20 attacks missing for 3 turns is stupidly overpowered. Worse then the current card.
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Only thing I dislike is that when you could use a card, any card that does damage for instance, all you get are the tower cards. But if I take some of my tower cards, I might need more!!! There is no even break. I can't complain since I'm sure it's mostly a luck of the draw thing.
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Making dim shield cheaper, but lower the turns its active would be a good solution in my opinion. Like: 4 quanta, 2 rounds active
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Dimensional shield is so powerful the meta is in such a way that nearly every good deck bypasses or destroys shields or ignores trying to kill the opponent entirely and deck them out with stalls. It's pretty useless later on, but yes, it's slightly ridiculous until then. Pack in deflagrations, steals, or momentums. Or poison.
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@frozenfenrir: Limiting a single card is bad design. There are several ways you could make your deck able to cope with them. Work around it instead of trying to make the game more complicated. Pretty much every element has some kind of work around.
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could we please limit the amount of "dimensional shield" per deck? i'm friggin annoyed losing a game because my enemy plays 4 of them in a row, making him practically invincible for 24 FRIGGIN ROUNDS while i watch his puny monsters taking my hp one point at a time...
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@Harasuki- you were right, the starter deck IS crappy. Try modifying the deck or looking online for a better starter deck with your element for better chances!
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Yea after 5 tries I finally beat the AI 2 with my crappy starter deck! It only cost me 25 coins to do it! I bet I get a ton now.... No wait I got 24... Cool..
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PvP1 is broken. PvP2 is slow, but it works. Duels are slow, but they work. Rate this up so that people will stop asking if pvp is broken.
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@jooe15: Quests are exactly the same. Only difference is that several things were changed including the ai. But realistically, with any knowledge of the game, it still doesn't take more then an hour to complete. If you are taking more then an hour, you are doing something wrong or taking it very slowly.
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For example if you look at the badges on fancy pants adventure (2006) the badges are just real hard... finishing the game in 3 minutes.. fancy pants adventure 2 (2008) is quite a bit easier, and by the time you get to the 3rd one (2012) the badges are really not that challenging..
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@zeta66: Ask for help if it takes you more then an hour. The quests are all easily done in under that time. --- @jooe15: No, they were never harder. They have always been the same.
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Came here to complete the first badge for the Best of 2009 quest, and I have to say this is the longest medium badge I've ever came across. This reminds me of grinding levels in Pokemon games as a kid, except this time I"m grinding Score Points.