Recent posts by infernal84 on Kongregate

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Topic: Siege / (03/12/16) What do we do about this meta?

There should be a way to see all possible future upgrades of the card. This way people would not waste cash to promote a card which turns out to be not as strong as expected after upgrade.

 
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Topic: Siege / Bugs

Originally posted by Clarai:

Frida’s Fury Tunnel does redirect to itself… even though it states right on the card that it will not.

Yea, I just experienced this too.

 
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Topic: Siege / Deck building discussion - Army decks

So sad lvl28 keep upgrades make mono green unplayable :/ Maybe that’s the way developers force us to combine colors in deck. Or it’s a way to greatly slow down player progress after lvl28 before new updates are released. Gotta try this setup with cataclysm, I got one, still missing a lot of good tier2 cards.

 
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Topic: Siege / Daily Quest - Sparring Match

This one turned out even easier for me than previous versions :). I scored 37 with exactly the same deck as in my previous post.

 
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Topic: Siege / Daily Quest - Sparring Match

Yesss I finally managed to beat destruction production. 29 kills, I wiped clean everything I could:). Took me several tries though. My cards still have no tier 2 upgrades. Forgot to make printscreen :(

1x revival convergence
2x willing worker
2x stone age fist
2x rest root
1x carambola champion
2x emboldened banana
2x supportive brother
1x sabertooth schnauzer
2x anise of animosity
2x overgrown boulder
1x gentle sweet pea

It looked like this if I remember correctly.
turn 1: willing worker – shield removal for one tower with no wall
turn 2: carambola – one tower killed.
turn 3: boulder
In the meantime stalling shrine triggered by revival convergence. With this order in first 3 turns no creature is killed, carambola gets 2 hits on turn 2 and survives with 1 health. With 1 tower constantly on cooldown boulder can survive 2 turns without anise of animosity. I think I sacrificed one stone age fist, second one was used to remove wall protecting the armored tower on the right. Then summoned banana could take care of armored tower. It’s important to go for the armored tower as second one to kill since you need 2 creatures to take down shielded tower, while armored one can be killed by single 4 atk creature. In the meantime I summoned supportive brother, sweet pea and cast anise to keep boulder alive (not necessarily in this order). Second anise also was cast later on the same boulder. Second banana with sweet pea took care of enfeebling fence on the left. So finally I had on the board: 1 boulder with 2x anise on it, willing worker, carambola, 2x banana, supportive brother and sweet pea. Also used rest root.

Getting the right cards in right order for first 4 turns is crucial for this setup, so I guess it will have low success rate against stage 5. I had like 14-18 kills a few times before I managed to beat it.

 
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Topic: Siege / Game mechanics

But can invulnerable tower be frozen so it can’t attack?

btw:
- What does infuriate do?
- What does confuse a tower do? And can invulnerable tower be confused?

 
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Topic: Siege / Daily Quest - Sparring Match

I got this sparring match too. My record is 60 dmg so far. I started using anise of animosity for these quests. It’s nice for slower play, tremendously increasing survivability of any creature. Also effect of double anise stacks, so if you manage to cast 2x anise on boulder, it can survive until the charger deals like 7+ dmg. I’m also trying to blend in 2x supportive brothers to survive longer. I also have 1 revival convergence, rest root, sweet pea for healing, and bananas, fists, sunburst, schnauzers for damage. Still not enough for stage 5 in sparring match and stage 5 in destruction production with volatile ramparts and sonic subjogator (record 14 towers). I guess it will be a lot easier with soon to be lvl28 and new upgrades :).

edit: ahh I just did 72 dmg to Antonio, 2 more turns and it would be done.

 
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Topic: Siege / Deck building discussion - Army decks

Because of new quests I was forced to experiment with dual color decks. Now testing red/green. The idea is to combine green creatures with red support cards like resource allocation, motivational speech, kytorak crystal, hans’ heavy plate. Looks promising :)

 
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Topic: Siege / Daily Quest - Sparring Match

Ouch, this one where you can’t have more than 3 mana channels of the same color is much more challenging for me. I haven’t found a setup that works yet.

 
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Topic: Siege / Daily Quest - Sparring Match

I had another quest ‘destruction production’. Objective: destroy as many towers as you can. 5 stages, 3 – 5 – 7 – 10 – 20 towers to destroy. There is one invulnerable tower that hits for 1 dmg and increasing its dmg every turn. No headhunter but portion of dmg dealt is always dealt to baron. 2 towers 2/5 and 1 tower 2/3 shielded(1) that respawn after destroyed with cooldown 1. One protected by enfeebling fence. Also healing shrine on field that heals for 1 every turn. So you need to meet requirements before you get inevitably destroyed. Pretty easy with mono green with 2x boulder 1x willful weed. Quite easy to get emboldened banana with 5 dmg and sabertooth with weed or boulder on field and kill 3 towers per turn.

 
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Topic: Siege / Deck building discussion - Army decks

Hey, nice one. Before lvl20 I was thinking about green/orange deck but gave up. I guess I liked my mono green too much :P. How’s it going with this deck against common keep above lvl 20: 2x stalling, 2x sneer/assault, cheap towers? In my mono green I think I have slightly more wins than losses. Today I had my first siege against lvl29 with 2* tier 2 keep cards and… I stand no chance at all :P

 
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Topic: Siege / What to expect from the next update (from DEVS)

Well, It’s been a week since the announcement. I guess you guys are working hard. Oh, but remember you can’t satisfy everyone with a single update. In ccg there will always be voices that something is unbalanced and I think it can be reworked step by step, not everything at once. I especially hope for a new interesting part of adventure. The one that is available now was interesting and fun to play but a bit short.

 
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Topic: Siege / Deck building discussion - Army decks

Now mine looks like this and works well enough:
2x willing
2x fist
2x hunter
1x owl
1x carambola
2x schnauzer
1x sunburst
2x boulder
2x boar
1x sweet pea
1x bustling bamboo

Now when I look at this I think emboldened banana would fit well here but I can’t decide what to replace with it. Bamboo is like another brother boar now but with 1 less hp gain per turn. I could put 2x sunburst but I think green should be based on creatures and 1 more sunburst would weaken my deck. I can’t wait to try leeching strike, bloodthirsty worker and willful weed whn I get them ;)

 
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Topic: Siege / Feedback and Suggestions

On the other hand I think the game is quite balanced for such early version. Everyone agree that it shouldn’t be too easy to win as atacker and at the same time it shouldn’t be too easy to lose as defender. For my current lvl (21) when attacking up to 5 lvls higher or 5 lvls lower than me I can’t assume I’ll win or lose. I can always have a bad draw against theoretically quite weak defence and get screwed. But with good enough draw I’m able to beat higher lvl players. Sometimes I got a few losses in a row, sometimes I win most of my sieges. That’s how it should work I guess. That’s my personal feeling at the moment, maybe later I’ll see some unbalances. Now after lvl20 people have some tier 2 cards, not all they would want, and need to blend an effective deck from what’s available. I believe that future updates with new cards will provide more variety, I can’t say there’s not enough variety for me right now though.

 
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Topic: Siege / Deck building discussion - Army decks

Ohhhh RIGHT! My bad. Yeah, the turn you summon boar it attacks. Next turn, before he gets attacked, he gets his extra hp. So 2* boar has 6hp the turn it’s summoned, when he’s attacked he has 7hp. With 3* he has 5hp but he’s attacked next turn and before that he gets his extra 2hp and he’s also 7hp!! Omg such a mistake by me. I’m upgrading him right now :P. And I just realized it makes perfect sense to run 2 boar and no coconut knight.

 
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Topic: Siege / Feedback and Suggestions

On lvl18 gathering 1200 gold for 3 upgrades wasn’t a big problem for me but seeing previous posts I realize it can become a problem later. So maybe the solution would be an option to invest 25% of income per 24 hours in citadel upgrade. This way during every 6 of 24 hours of gold generation would be transferred to upgrade investment.

 
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Topic: Siege / Deck building discussion - Army decks

I agree with you Anima. Coconut was good until lvl16 when more upgrades are available. It was fun to watch after taking down sneers 4 towers with 1 damage attack coconut :P. What also convinced me to use coconut is he doesn’t take damage from thorns. Now I run 1 coconut for late game or sacrifice or one time 3 dmg :P. Here are my thoughts on green deck after reaching lvl16:

- 4 creatures with low cost (2 willing, 2 hunter) help a lot as early dmg or buff for emboldened banana later. Still bad draw against fast defence is auto lose.

- aging yarrow was good for lvl 8-16 as provoke tank with 1 less health than boulder and 2 dmg + extra hp for adjacent creatures when it dies. But after lvl16 and another upgrade the overgrown boulder becomes 8 hp and armor 1 which makes it a great tank. So 2x boulder and no yarrow is good idea.

- It’s good idea to have 2x Emboldened banana. For cast 2nd turn with 1 creature already on board he’s 3/5. I also run 2x carambola for 3/5 creature possible in 2nd turn. And this is nice in mid game: you have 4 mana – cast boulder – it survives – next turn willing worker + banana and it becomes 4/7 creature.

- Brother boar 3* is comparing to 2* one less health and regen2. It’s really a downgrade for me because often more important is to have 1 more initial health to survive or tank 1 more hit than to have 1 more regen. So I run 1x boar upgraded only once.

- skysinger upgraded twice becomes more useful with 3 attack, still usually sac card. I have 1 in my deck.

- 2x gentle sweet pea help a lot after upgrade on lvl16, I often sac one early but one more is useful for later with + 4 hp for creatures and player.

- stone age fists still extremely useful ;)

Before lvl16 I was experimenting with almost all available utility cards and they were rarely useful in other way than sacrifice. All of them except healing ones are cast on creature and none is able to turn the tide of battle, especially first 3 turns. Most useful is I guess rest root, allowing to survive 1 more turn in some cases. Maybe dried dash date could be good in combo with green + red deck, swiftness on cheap high dmg red creature.

So after many thoughts my deck became almost the same as flameup’s posted earlier. One difference is one more emboldened banana and one less brother boar. It costs one less but relies on more creatures on the board in late game. On this level before tier2 cards are available I think worth experimenting is 1 or 2 carambola, 1 or 2 emboldened, 1 or 2 brother boar, 0 or 1 coconut knight, 0 or 2 skysinger.

Leveling up goes pretty fast for me so far, lvl18 now and soon new cards and new options available :D

 
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Topic: Siege / Deck building discussion - Army decks

I’m lvl13 and I use mono green almost since the start, relying stone age fists and high cost high dmg creatures + tanks with provoke. Recently I was usually screwed by fast defences with provoke + sneer but after reading this topic and swapping 3 high cost cards with low cost ones it works pretty well:

Willing worker x2 (for early dmg and soaking up early dmg and not wasting mana early)
Stone age fist x2 (crucial card, 9 dmg spell, helps a lot)
Skysinger brother x1 (in case enemy has 1 health tower behind a wall, otherwise sac card, other option for this slot is spirit whip)
Carambola champion x2
Emboldened banana x1
Aging yarrow x1
Brother boar x2
Coconut knight x2
Overgrown boulder x1
Gentle sweet pea x2

Need to sac 3 cards for 2 mana on turn 1 or max turn 2, so turn 2 you have 3 mana. I realized that since most people rely mainly on towers without headhunter there’s not that much need for provoke. Coconut knights and Brother boars are awesome tanks. On my lvl in adventure I used 2x boulder and 2x yarrow and earlier grumpy carrot which is great for early lvls. Stone age fists destroy almost everything one shot on turn 1 or 2 on my lvl. After turn 3 when I manage to take down sneer it goes pretty easily. Often, as flameup1 stated, it’s even easier to ignore sneer and take down towers. Well if I add 2 hunter brother it will be almost copy of flameup1’s deck, but I guess that’s what works best with tier 1 green cards mono deck, no other options.

 
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Topic: Siege / Feedback and Suggestions

Good points. All I need for now is patience. This is kind of game I’d like to stay with for longer. Among several CCGs I played there was one so far I played for longer, it was card monsters. But I quit because of boredom and lack of necessary improvements. I think most important for such game is making the player feel he’s making progress every day, not too fast and not too slow. I really hope this game will be further developed in a good way. I think it needs some new options, like replayable boss fights in adventure mode, ability to watch replay of fight after you’re attacked (I realize this one can be impossible) or at least ability to watch live when you’re besieged and you’re currently online. Generally as stated in previous posts, the game needs other ways to spend fuel and get rewards. Nothing specific comes to my mind for now but I see a lot of potential in this game. Maybe something that could make people come back to play the game would be good old daily reward system, every 24 hours some kind of wheel spin with rewards to win like gold, gem, shards, experience, extra fuel or card pack.

 
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Topic: Siege / Feedback and Suggestions

Thx for answer. I see foreman after upgrade will have 1 more attack. If lvl3 foreman gives 2/2 it could be quite nice. But with such low survivability this card is a big disappointment as highest rarity lvl card. Lower rarity brother boar and coconut knight seem to be way better and they won a lot of battles for me so far.

 
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Topic: Siege / Feedback and Suggestions

A couple of questions to more experienced players. I am currently lvl12 and next part of adventure is available for me on lvl15.

1. When are tier2 and tier3 card packs available? That’s very irritating that there’s no ingame information about it.
2. What are npc fights some ppl talk about? All these that appear after I click siege are generated by game?Are that not real players? I can’t repeat any battle in adventure now, I can only do battles with (as I assume) other players. So where are these NPC battles? On later lvls?
3. And this tab I just discovered it exists, where I can switch between incoming/outgoing. I don’t get it. Is it kind of archive whom I attacked and who attacked me and what was the outcome? Am I right?
4. I just got Foreman Feelfree 4 cost, 2/5 creature that gives 1/1 to every worker in play. So as I see there are 3 kinds of cards that can get this bonus, weary worker, willing worker and whistle worker. Only these? If so, this foreman is pretty weak for such a rare card, Quite disappointing.

 
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Topic: War of Omens / Cards that need nerfs with other cards as precedent

Originally posted by schlimm:

Imho Doge is the weakest but damned if he can’t destroy any other hero if you draft the right low-cost Metris burn and steal cards. *EDIT: I forgot about Lucca. Lucca needs an ability change. Unplayable.

I must disagree, Doge is actually one of my favorite draft heroes and IMO he works great with many combinations of low cost cards. But that’s just a matter of opinion if someone likes to play him or not. And Lucca unplayabe??? His ability actually does two things: makes opponent lose 1 resource and gives this resource to Lucca. The only way for opponent to prevent it is to spend all his resources every turn and it gives usually advantage to lucca in long term. I love to play lucca with miracle and other high cost game winners. I got a decent win rate with Lucca so I don’t think he needs ability change.

On the other hand I agree that miracle is an ok card with its cost and randomness.

 
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Topic: War of Omens / Cards that need nerfs with other cards as precedent

I think veil warden should at least have reduced max charges to 10. I used this card in some draft games, faced it in many of them and it’s ridiculous. Great addition to probably all endazu decks currently. I won some games with only veil warden+aurochs elixir combo :P. With all the healing possibilities around I think reasonable nerf would be max charges=10 and pay 2 life to heal 1.

 
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Topic: Card Monsters / what is your favorite card

Mine is eagle (president predator) because without him my deck would be crap :P

 
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Topic: Card Monsters / Brainstorming Ideas

IMO musculard should be made unique. Maybe it’s because I don’t have it but hey, this card is a beast without equip, good as tank and backrow… It’s an ultra epic, for such card there should be another tier, like legendary or something. Yeah, I guess if I had 3 of them I’d level them all and wouldn’t say a word.