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to anyone still interested in playing this game: http://elementscommunity.org/forum/index.php this is the official forum, with tournaments and an active community
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@Aquaflamma, It has 55 average online players on game chat and out of that number a good few active on chat, How about you stop being so anti social and you will get pvp duels if asked. :3
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you know you're new when 150 electrum from 1 win is high reward - keeping in mind pvp games take 10 minutes to play 1 game due to server lags
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This is my favorite game on Kongregate! It's fun, creative, and I play this game almost every day for hours on end. I'm not entirely sure that's a good thing or not but nevertheless this game is fantastic!
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Soonmoro check this out http://www.kongregate.com/forums/22-elements/topics/427000-eds-quick-tutorial-for-beginners?page=1#posts-8368807
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@soonmoro: It starts out a little slow. But you can make a decent deck from playing ai3, and be able to make a cheaper deck within an hour. Gods ramp it up more to the point where you can get a fully upped deck in a couple days worth of playing for only a few hours.
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I feel that the coin gain is too slow. I have won about 20 games and could buy only couple cards. I would have to spend days to get the deck I want. :/
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it just means you've got to ajust to what people play mostly, what means the players unbalance the game by playing much nomo eather in bronze/silver for example
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@abcd2734 Actually, that means this game is extremely balanced. No matter what your deck is, there's a counter to it. That makes this game balanced, and lets you either choose something to destroy a certain kind of deck, or craft something that's good at nothing in particular but isn't bad at anything either
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@Everyone defending the Dime Shield. Yes, the dime shield does have counters. But when MULTIPLE whole genres of otherwise viable decks like shrieker rushes, mono time e.t.c. become suddenly useless because of ONE card it really isn't a positive addition to the game, as it reduces variety. Thing is, it's only really obnoxious and abusive when you chain them right after another, so (imo) the fix to them should be simply not being able to play them while you already have an active shield out: This way, there will be a 1-turn gap in any shield chains which makes them significantly less of an abuse case and maybe it will make people consider using the card in another way than chaining six of them back to back for 18 turns of immunity.
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@abcd2734: There are other cards that counter shields then just the 5 pc cards. There are spells, poison, momentum, out right denial as well. Dime shield massively limits what people can make though. Mono life becomes bad because it can't do anything about it, mono time and light as well have little to no chance. Mono entropy has almost non, unless it is built to destroy it, mono fire still has less favor in the match up, even with deflags and fire bolts. Its a card that simply restricts deck building a lot because if you don't account for it at all, you lose to it every time. But if you do account for it, you make your deck worse against everything else that you don't need pc or the other counters for(except poison, universal damage and all).
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now what if you have a deck just to counter Dime Shields. What do you do against other decks like Bonewall decks. The problem with this game is you only have a single deck and all the games are Bo1. Literally worst card game in the world.
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@zman14888: Just because it can be countered doesn't mean its not overpowered. Yes, people should adapt to it since it is unlikely to be nerfed any time soon(sadly), I will agree with that. However, it would also be nice to have more then 10 or 15 decks be viable just because dime shield stopped 90 others. Most rushes can't hope to win against it, deflag and steal also are far from win cons against it, though they do help. Bringing counters doesn't mean you win.
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To those complaining that dime shield needs a nerf. It can be countered. If you cannot counter it, build a better deck that can. If you don't want to, continue to lose. Adapt or die. Welcome to the real world people.
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To add on to what Omega says. Dim shield is op even though it can be countered. Dim shield is one of the cards which affects the meta the most and forces people to bring counters against that particular cards that they wouldn't have played with otherwise. So yes Dim shield needs a nerf.
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how do I stop having the message that say the servers reached max connections try again. I have been having it for the last few weeks and really want to play
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@grolox: If you carry none of the above, you can easily wait 18 turns, not so much 9. And without major stall power, which mostly only stall decks have, you aren't surviving 18 turns against them. And no, you won't be able to rush them well, most rushes aren't killing in 3 turns unupped, which is as long as it might take to get the quanta, 2 upped.
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@abcd: Counter dim shield the same way you counter most other shields. Use momentum, steal, deflag, SoF, or spell damage. If none of these are viable for your deck, wait out the 3 turns. This can be quite annoying as Aether decks do tend to run many dim shields, which can spiral into 9 turns were you do no damage. But if you're playing a deck that is unable to use any of previously named strats, rush a kill before the shields become a problem, or wait out the shields and win when they're gone, then that means dim shield heavy decks are simply a counter to you. Every deck has some counters, so if this is the case you could either switch your deck up, or simply accept that when you see your opponent is running lots of dim shields you're going to lose. And there's nothing wrong with that, as there isn't a deck you can make that has literally 0 counters.
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Counter immortal creatures with shields. All shield effects still hit them, so pretty much every element has an option.
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@abcd2734: Every game ever has match ups, that doesn't make something unbalanced. Most decks are closer to 50/50 depending on draws, aside from like 5 or 6 deck types, which aren't even super common for the most part, and are beaten by like 5 or 6 other ones anyways. Again, everything has match ups, that isn't unique to this.
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@abcd the way balance in this game works is its like a rock, paper scissors thing, with winrates. Suppose Rock beats scissors 100% of the time, Scissors Beats paper 80% of the time and Paper only beats Rock 60% of the time. It would still be balanced since you would just use paper less often, but it would still have that niche use if your opponent is using rock every single time.
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This is probably one of the least balanced card games out. Everyone that thinks its balanced is dumb since most of the deck matchups are 7-3 at best.
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I have collected 468 cards! I sometimes imagine if I had them in real-life. I've played a lot of magic the gathering when I was smaller as well, so there's that.
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I most certainly did cash in my electrum last time, it must be the rank #1 effect taking place. At 44 wins and 2 losses now, the deck has generated 1179 electrum! I'm swimming in money now.
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dragoncrusader, if your deck reaches top 10, it generates way more electrum (it gives you more electrum if it wins, and generates more electrum for the opponent if it loses) this is further enhanced when it reaches rank 3, 2, and 1. Also, you might've forgotten to click 'Cash the electrum!' last time.
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My gold league deck has 37 wins 2 losses, yet has generated 783 electrum? How on earth does that work? Even if EVERYBODY gave me a thumbs up and I got 18 electrum per win I would only have 666 electrum.. so confused rn