Recent posts by Sausaletus on Kongregate

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Topic: War of Omens / Thought on Jesmai & suggested change

Fixing Jesmai. Huh, intriguing challenge. Okay, what about…

“Feed an Anima Magic. It gains a +1 temporary Charge.”

Make it last until the end of the turn or the start of the next, make it disappear when that card is defeated or the next time magic is gained, whatever you want temporary to mean the point is that it’s a power boost rather than a buff that lacks counterplay. Make it a +2 charge. Whatever, let the people who actually get paid to better this game figure the exact details out. Done correctly, though, this would ensure that Jesmai could still capitalize on building up her resources without being able to snowball quite as effectively. Jesmai gets to have strong turns and wicked swings but doesn’t get to build up super minions. And opponents have a chance, if they can weather the storms that flare up now and again, because we’ve eliminated the potential for exponential growth and replaced it with the capacity for a sudden surge.

Jesmai is interesting because she flips Endazu around. Normally, you want to hold as much as you can. But Jesmai doesn’t need to clog up her hand with Anima in order to power them up, they can be quickly played and supported with permanents and effects to support them. It’s a nice twist that compares with what heroes like Mog do for their factions. With Jesmai, it’s not that you don’t need to hold at all, it’s that the way you do changes in ways that ripple through how you construct your deck. More of that, please, but most of the suggestions here would destroy that unique flavor in the name of tamping down an abusive synergy that could be fixed more eloquently. Instead of gutting Jesmai or making her bland, let’s work on making the way she wrinkles the game better.

Fixing Barge. And, really, fixing Stone and Golem, too. These Anima need to be standardized to have an active effect and an on discard effect that would bring them into line. Golem needs to be toned down, the others need to be amped way up and a more focused design. I’d do something like this…

Golem. Stats fine where they are, maybe push starting cost up to 8. Charges are permanent. At the start of your turn, Golem heals for the number of charges it has. When it is defeated, it returns to your hand. Now it’s a formidable roadblock that’s going to regenerate if it can’t be spiked down but killing it off can be part of a meaningful strategy.

Barge. 3 health, 5 max charge, starting cost… I’d really like it to be a beefy 10 drop but I can’t see going higher than 8. Attack x2. When this unit is damaged, all your units retaliate. When it is defeated, it summons a number of skels equal to its charges. Make that retaliate proc after the summons hit the deck and charging it up becomes really scary while letting it sit in the middle of a large group of enemies becomes suicidal. You want to be really nasty, let’s change it from Gilded Warriors to Gem Encrusted Ghouls, 2 attack, 1 health, they attack when they’re summoned and heal the hero for 1 if they do any damage, destroyed when killed. Now it’s an intimidating floating Paper Vipers that either slowly pounds away at the enemy or brings in the cavalry if they do anything about it.

Stone. 5 health, 3 max charge, 5 starting cost. Charges are not permanent. Intercepts. Generates 1 Magic per charge at the start of your turn. When this unit is attacked, summon a flower. When it is defeated, all living flowers spawn a Magic. This way, even if your opponent nukes everything then you at least get some consolation in the form of resources to work with. Put out a stone, stack up flowers, and hope your opponent pops something like a malediction, have a party.

Really, Golem is stupidly powerful while Barge and Stone are weak. Golem needs interesting counterplay rather than to be a brick wall put down mindlessly. While Barge and Stone need a rework. Their problem is that they don’t do anything that Golem and Happy Fun Ball can’t do better, so it’s pointless to put them into your deck. But it’s decidedly underwhelming. Barge wants to be the Endazu Battleship, the great, expensive intimidator, the big Timmy card that if it sees play is going to swing the game your way. So make it a poison pill that the opponent has to deal with but is going to hurt them, whatever they decide to do about it. That, at least, might lead to interesting gameplay. While Stone pales in comparison to Golem because its defense isn’t as reliable and anyone that can bash through it is also going to be able to nuke from orbit and sweep up the flowers it sprinkles behind in the ensuing conflagration. And anyone who can’t isn’t going to touch it, so its flower power doesn’t do anything. At best, it’s a deterrent to just floating a weak attacking unit, punishing attempts at chipping away at your health but is that really work a deck slot? In a faction with multiple ways to gain health and mighty potential to turtle its way into victory? My suggestion turns it into a card for resource generation that hurts your opponent for attacking. They still want to get it off the board, but doing so works in your benefit so there’s a point to putting it out there – it’s an Endazu card you really want to cycle in and out of your deck as often as possible. You put out Golem if you want certain defense, you turn to Stone if you want more risk versus reward.

Also, I’d completely rework Poem of Blight. Endazu shouldn’t be able to strip resources, period. And limit charges to 5, at most, on any card. Additive power curves are bad. And, yeah, no that’s a good start.

 
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Topic: Recruitment (Expand Your House) / Boss Quest Links

http://www.kongregate.com/games/DisruptorBeam/game-of-thrones-ascent?kv_origin=/play/join_quest/113120441

 
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Topic: Kongregate Multiplayer Games / [Sin Capital] what happened to all my stuff?

Same error here.

 
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Topic: Kongregate / Kongregate Sidebar Firefox Extension

I’m sure it would be trivially easy to take a little “out of 46” on there. But keep in mind that it’s likely just scraping the data off of your profile page where it counts the raw number of cards you have including any duplicates – my profile, for examples, says I have 23 but that’s including two cards that are repeated so the game itself says that I only have 21 (Both are right, I have 23 cards collected but I only have 21 out of the 46 available cards.). And it might not be so easy to accurately count up all those cards and make sure there are no repeats.

Great extension, by the way. Looking forward to future updates.

 
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Topic: Kongregate / Argue (About Everything!) Alpha Testers Wanted

I’ll sign up.

 
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Topic: Kongregate Multiplayer Games / [Kongai] Kongai Decks

Ha! I knew I could get someone to do the math for me. I’m in your head, Einar!

(Quickening powder only works 8% of the time; this means that you’ll have an n% chance of it happening once in log (1-(n/100))/log .92 rounds. For instance, there’s only a 50% chance that it’ll happen once in eight rounds, and a 90% chance it’ll happen once in twenty eight (rounded) rounds. )

Right, it won’t work very often. But you’ve already signed up for that if you’re drawing Popo. Quickening Powder could probably use a slightly higher proc rate but it’s one of those cards where, if the stars align, you really benefit. I don’t care if it only happens once in a blue moon (Well, I do. But, then, I wouldn’t be using Popo in the first place since I like a lot less variance in my strategy.) I’m still going to be happy when it does since it’s going to ruin my opponent’s day the one time it does work. It’s a highly swingy strategy but that’s the way inferior players can beat those who are objectively better, by relying on random luck and maximizing their chances of the improbable happening.

Besides, the option wasn’t which was the best item to slot on Popo it was “are there items which are better than Deadly Poison”? That’s a very low bar to clear for me.

(You know, if that works with Deadly Poison too, I can see spamming it being really irritating.)

It does. You get a chance for it to proc on every hit just like Tiger’s Claw. I prefer Tiger’s Claw because, while it’s a less certain application it’s more damage and it arrives faster in larger packets, making it much more of a concern for my opponent.

The ideal situation is for Zina to be backed off with a full energy bar and buffed up with Misstress’s Command (Which, yes, gets a shot at everyone off the field, too.). It’s stronger in 5-card than in 3, obviously, but it can get crazy fast.

(He’s practically a 1-hit kill though)

’There’s a big difference between mostly dead and all dead. Mostly dead is slightly alive. With all dead, well, with all dead there’s usually only one thing you can do.’

In most realisitic gameplay scenarios Higashi will kill anyone he intercepts but it’s not a completely sure thing. The Chalice changes that from a high probability to an absolute certainty. I can see that being worth it to some people.

More importantly, it acts as a huge tip-off to your opponent that you will be gunning for an intercept at every single chance. That can change their behavior and alter the game without you ever having to land an intercept the entire game.

(it’s not often that someone pulls out an undamaged character.)

3 to 5 times a game, by my count. Maybe more depending on how much they like to switch. But it’s also the only move you can count on them making at the start of the game.

 
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Topic: Kongregate / Dinowaurs Alpha Testers Wanted

Can’t promise I’ll give it my undivided attention given other commitments. But I’m in.

 
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Topic: Kongregate Multiplayer Games / [Kongai] Kongai Decks

Some random thoughts because I’m feeling lazy.

Stoneheel is nice on Tafari or even a character like Ashi or Andromeda where your opponents will be trying to shift range to avoid you. It’s a slow bleed but one that can really throw off their energy count and lead them into unfavorable situations.

As for the Feather – which is nice – it might be 55% dodge, it might not. It depends whether the game treats evasion chances as additive or combinative. In other words, whether it just lumps them together into one number to check against – 30%+25%=55%. Or if it checks one and then the other – 30% chance, then a 25% chance to miss (Depending on which is counted first). It’s a difference of a few percentage points and it’s great either way but it is a difference.

Deadly Poison, though, isn’t very good. It’s way too little damage spread out over too long. It procs often enough and, thanks to stacking, you’ll end up doing decent damage with it but I’d rather have Feather or Quickening Powder on Popo (Double Slingshots make me happy.).

And, yeah, Tiger’s Claw can get nuts on Zina. But it takes a bit of set-up work.

Sacred Candle is deceptively powerful – a 50% chance to get debuffed can swing a lot of games. So can Sharpening Stone. Valkyrie’s Charm is good, too.

I love Gem of Souls but it can be a little difficult to take advantage of.

Higashi is NOT always a 1-hit kill with an intercept. He deals 70 damage which doesn’t kill Onimaru, Juju, Tafari, Ubuntu, Ashi, Helene, Constantine, or his mirror. That’s 40% of unweighted match-ups, in case you don’t like math. None of those characters have more than 85 max health and, so, it means he can kill anyone he catches trying to switch out. More importantly, he gets full energy for doing so which can be important if you want to use, say, Chi Blast a lot. It might not be optimal but it’s not exactly a poor choice, either.

In general, there are three ways you can go with selecting an item:
-To increase your character’s inherent advantages (General’s on Ashi, Feather on Popo.).
-To decrease their natural disadvantages (Scroll on Higashi, Stoneheel on Andromeda).
-To take advantage of something that’s hideously abusive (Like I’m going to tell everybody else what those are…).

Which way you go depends on the character and your own personal preferences.

 
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Topic: Kongregate Multiplayer Games / [Kongai] Kongai Forum

A Kongai forum would be much appreciated.

As for Einar’s movement suggestion, I like it. I was initially skeptical of movement costs when I started and had been thinking along similar lines to get around those situations, as have been pointed out, where you can’t do anything but change ranks and it turns into a losing situation for you. (I thought about progressively decreasing the cost over time, too. My other idea was creating a kind of Prisoner’s dilemma situation where if you and your opponent agreed on the range it would cut the price or even give you a bonus, and if you and your opponent disagreed it would cost more. Say if you and your opponent both press the same range, it costs 25 energy or something, if you change and your opponent doesn’t or vice versa it costs 50, and if you and your opponent disagree it cost 75. Pushing movement costs under 50 might do some awful things with balance, though, since a lot of skills are designed around having to move. A skill like Vanessa’s Ray of Light or Ambrosia’s Trushot gets very powerful if you can step back and fire it off in a single round instead of having to find a spacer move.). But after playing a bit more, I’ve come to like the system as is. There are some places – mostly involving hated Tafari – where it gets lame. But, for the most part, it’s adding some strategic depth by creating another way of forcing bad match-ups. That characters can move and find they have to switch out or can’t move to avoid a disadvantage is great since it allows players to force those situations through clever play, I’d be careful about changing it.