Recent posts by ping101 on Kongregate

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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

Wow did this topic really die? I’m a bit surprised.

 

Topic: Off-topic / Werewolves vs Vampire witch is better

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Topic: Off-topic / psychological analysis

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Topic: Off-topic / Pony luving: A Valentines Day Event

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Topic: General Gaming / MineCraft Vs. Terraria

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Topic: General Gaming / Minecraft [Official Thread]

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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Mana Flask not working

You sure your not just getting one because if you only get one the mana paid for the card and gained from it cancel eachother out.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Insane Mode Campaign Guide

Elemental Campaign
I have not completed this one yet.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Insane Mode Campaign Guide

Undead Campaign

1. Enlightened Elder.
Not much to this guy actually. I recomend using the Dwarven Dragoon hero and a deck fairly high in removal. Shouldn’t pose to much of an issue.

2. Grand Paladin.
This guy took me a while to figure out but I believe I’ve found the bestway to do this one.
Unlike most of the other heroes this guy is very passive. He relies mainly on beating you out in an attrition type battle. No matter what you do against this guy it will always end up being an attrition war so the best way to win this is the following: Use the Flaming Treant hero and a mainly elemental based deck filled with removal type spells. you deck should have ATLEAST 25 cards in it because if you have less the game might be declared a draw before you can kill the paladin. Only use a few fairly bulky creatures such as demolition golem inorder to do the damage needed to defeat him. Make sure you have enough creatures to be able to outlive his removal. Avoid using too many undead creatures because he’ll just toast them with his holy bolt. you should be able to kill off his creatures easily because they mostly have fairly low hp and no magic resist. Do not try to enage his creatures with your own because his excel at dueling other creatures. Try to keep a flash fire or another similar spell in hand because if he casts call to arms on an empty field you can use it to sway the game very heavily in your favor. Once he stops casting creatures because he’s run out of cards drop your bombs on him and wait for them to wear down that massive hp pool of his.

3. Angel General
This guy was really frustrating to fight. It is a bad idea to use the same strategy as you did with the Grand Paladin here because her creatures are generally much more bulky. Fo this fight I recomend you use either the Flaming Treant or Dwarrven Dragoon hero depending on whether or not you like to gamdle with the dragoons mass damage skill. The first thing the Angel General will do is either drop an angel warrior courtesy of her ability on you and another creature, or drop 2 angel warriors on you. Because of this it is crucial that you go first because you need the extra mana to survive the first few turns. If she decides to drop two warriors on you I recomend you just concede and try again because it’s going to be far too difficult to survive the first few turns. A very good card, if you have it, to use in this fight is slyph assasin because it almost guarentees you’ll survive the initial assault if you get it early enough. General idea is you need to get rid of her first 2 creatures FAST. It doesn’t matter how you achieve this as long as you do. Once you survive this try to put down her creatures as fast as possible. If she drops a few creatures on the same turn you have to get rid of or block as many as you can because odds are she’ll use her +2 attack to all creatures skill the next turn. The longer this battle wears on the better off you are. Keep in mind however that even after she runs out of cards you need a strong creature force to finish her off because of those angel warriors she summons. I Recomend a deck with a good balance of spells and creatures for this one and atleast 25 cards. Make sure you have enough bulky creatures like demolition golem to fight off her creatures and it shouldn’t be too big of an issue to fight her.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Insane Mode Campaign Guide

Alchemy Campaign
I have not completed this one yet. Also skybreaker giant is a massive pain.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Insane Mode Campaign Guide

Mystical Campaign

1. Flaming Treant
For this fight it’s very important that you shuffle your creatures around alot to block as much incoming damage as possible. Other than that this fight just revolves around a few rules.
Rule 1: Never have more creature sin play then you need because he ha sa card that deals damage to you equal to twice your number of creatures in play.
Rule 2: Never take damage if you have a way of blocking it.
Rule 3: Avoid falling below 6 health, if you do he has a few ways to finish you off in a snap.
Rule 4: Don’t use fragile creatures without magic resist. Forest fire will just kill them.
Rule 5: All of his creatures need to die asap.
For this fight I recomend either the enlightened elder or dragon priestess hero. The mystical hero won’t help much.

2. Arch Elementalist
for this guy use all the rules shown above for the flaming treant and the following additional rules:
Rule 1: Never keep more cards in hand than you need to, he will punish you for it.
Rule 2: Baby Whelps are absolutely necassary for this fight. The damage they deal when they come into play plus their fairly solid body allows them to take out 2+ of his creatures.
Pretty much just a much more aggresive ersion of the treant.

3. Maelstrom Avatar
For this fight the best strategy also happens to be the most flavorful. She’s going to attempt to burst you down with alot of fast hard hitting creatures while burning down your creatures with her removal spells. I recomend using the enlightened elder hero here because his calm is generally more helpful than the dragon priestesses whelp due to the avatars position swap ability. It’s best here to use a deck with as much magic resistance as possible. If it does’t have magic resist make sure it’s bulky and can inflict some damage like vengeful titan. Using alot of magic resistant creatures renders her removal spells and aoe damage ability pretty useless. Your gonna want to end this fight as early as you can because no matter how hard you try to stop it she is constantly going to be throwing damage at your hero. If you let the fight wear on for too long shell just wither you down and win. It’s also very important that you never leave more creatures on the field than you have to because if you do she can use her tidal force spell to change the game much to her advantage. Assuming you are using a magic resist heavy deck her undertow ability is hardly worth mentioning. Got this one on the second try, first try I got caught by her tidal force ability.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Insane Mode Campaign Guide

Holy Campaign

1. Zombie Warlord
This guy is the exact opposite of the Grand Paladin. Rather than force an attrition war he’s gonna try and end the game asap. The very first thing he’s gonna do is drop 2 creatures on you, one of which will most likely be the haste zombie, use his unholy warcry then start spanking you. You have to get rid of both of his creatures the moment they come out other wise I can almost guarentee you will get a turn 2 win on you. However once you gain your footing and get through his initial assault he doesn’t have much left tht he can do. However make sure you watch out for those 3 damage bolt spells he has. I recomend using the Dragon Priestess hero here and a deck using as many holy days and titan stomps as you can to eliminate his first barrage of creatures as soon as it comes out. Shouldn’t be that much of a proble to get past.

2. Undead Lich
Havn’t gotten past this guy yet, he’s harder than the king himself :(

3. Undead King
This guy doesn’t really do anything special. Just use a tempo or rush deck of some sort so he can’t screw you over with his turn dead take control combo. He might resurect a few times but that shouldn’t be an issue. Also be careful about putting large creatures like the sort acients tend to use on an empty field, if he takes control of them your probably screwed. Overall probably one of the easiest insane mode fights. Beat him on my first attempt.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Insane Mode Campaign Guide

Ancient Campaign
I have not started this one yet.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Insane Mode Campaign Guide

After experiencing how difficult the campaigns are on insane mode, i’ve decided to write a guide so I can maybe save other people some time and frustration. I’ll update this guide as I complete campaigns on insane mode. I will assume you have some common and uncommon cards and also that you have the rares given to you in the campaigns. Additionally I assume you own all tier 1 heroes and have completed all campaigns on story mode.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] This game is broken

Finished all the campaigns on both story mode and hard mode and now working on insane mode. I’ve found that the following are true:

1. After you recieve a rare card in a campaign you will not be rewarded any cards for the battles in the campaign after this point.

2. Neither hard mode nor insane mode award cards. They do both however reward the same amount of gold for first wins as story mode.

3. Insane mode is indeed insane…do not try it if you get frustrated easily. All of the enemy decks have no cards below uncommon quality and the few cards that are uncommon are the really annoying and powerful ones like essence mantle.

4. You can infact complete all the campaigns on all difficulties using just the cards given to you during the first run through the campaign. It just takes a bit of patience and you have to be fairly good at this game.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] This game is broken

Have you considered that maybe your just bad at this game? Remember, a decks only as strong as the player using it.

 
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Topic: Berserk: The Cataclysm / equipment

There are a few neutral equipments. They include staff of distoration and the insatiable blade. Oddly enough even though these are neutral theyre among, if not the, most solid equipments in the game.

 
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Topic: Berserk: The Cataclysm / equipment

I think you may be misunderstanding what equipment is. Equipment doesn’t automatically equip to your commander, it instead waits in the reserve until its waiting time is up, then equips to the first creature you have in line(farthest to the left). If your equipment comes of wait and you don’t have any creatures in play it waits for the next creature to enter play under your control and equips to it. Does this clear up your problem?

 
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Topic: Berserk: The Cataclysm / Imperial Cost for Campaigns

The imperial prices for the campaigns are more than fair, infact the first 3 (Hammer of Snor, Ikhves Axe, and Haste Potion) are very profitable. The thing that seems to be tripping people up the most is that inorder to actually profit from the campaigns you need to finish it with very few to no losses. This is because for every step in the campaign a base value of 6000 imperials is set. Every loss you get during a particular step reduces that by 1800 imperials. If you can get a 100% win rate on the first two they will double what you payed for them. Note however, each campaign can only be bought with imperials once.

 
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Topic: Clash of the Dragons / [Bug] Patience of the Tortoise

This is not a bug, quest monsters and brawl bosses have all their attributes as 0. They have stats but no attributes. It’s kind of like the bonus from talisman of fortitude. They gain stats because their 0/0/0 goes up to 1/2/2. Your stats are used for envy instead of theirs because envy can only take the attributes from players and redistribute them. In other words, DO NOT use envy in a non pvp environemt.

 
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Topic: Clash of the Dragons / My suggestion for making druids viable beyond queen lena.

Originally posted by ping101:

One second theyre overpowered, next theyre underpowered. Let’s see if we can reach a central point were the power level is at balance and is also strong enough to make of druids terrible base stats. We could either A) Massively increase the durations, or B) massively increase the stat boost received. I believe likely the best route would be the following:
If you play a transform as a druid, you may play an additional card this turn so that the turn is not lost.
Give all transforms +1 stat as shown below:
1.(bear) +1 Agility
2. (chimp) +20% proc chance, and +1 absorb.
3.(cat) +1 agility
4.(OWlbeast) +1 intellect
5.(Treant) +2 absorb(Treants do have bark you know)(Wasn’t sure how to word this one but I assumed you guys got yhe idea.)

Maybe it would also help if instead of the effect wearing off in three turns, the above boost wears off in three turns. The rest of the effect wears off the fifth turn after the card has been played. Though this may be overpowered now, let’s just get some more feedback.

As you can see I already stated that allowing another threat to be played on teh turn of a transform would be appropriate to mak eup for the turn loss.

 
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Topic: Clash of the Dragons / My suggestion for making druids viable beyond queen lena.

One second theyre overpowered, next theyre underpowered. Let’s see if we can reach a central point were the power level is at balance and is also strong enough to make of druids terrible base stats. We could either A) Massively increase the durations, or B) massively increase the stat boost received. I believe likely the best route would be the following:
If you play a trandformm as a druid, you may play an additional card this turn so that the turn is not lost.
Give all transforms +1 stat as shown below:
1.(bear) +1 Agility
2. (chimp) +20% proc chance, and +1 absorb.
3.(cat) +1 agility
4.(OWlbeast) +1 intellect
5.(Treant) +2 absorb(Treants do have bark you know)(Wasn’t sure how to word this one but I assumed you guys got yhe idea.)

Maybe it would also help if instead of the effect wearing off in three turns, the above boost wears off in three turns. The rest of the effect wears off the fifth turn after the card has been played. Though this may be overpowered now, let’s just get some more feedback.

 
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Topic: Clash of the Dragons / My suggestion for making druids viable beyond queen lena.

@Tygrak: Well I needed some sort of damage caster and I didn’t get any ideas so I thought"Eh, why not". But all the others are really just generic animals besides the treant which there really is no other option for.

@sn0tling: And talisman of agility isn’t op? Take a second to think about that.

@Rosco: The transform only stops when a spell is played for the cat and bear forms. The treant and owlbeast forms are cancelled when you play a weapon attack or another transform. The chimp form is only cancelled when you play another transform.

@mtagge: That probably wouldn’t fix anything because there are already way better talismans available to every class than those.

@pcbb97: I was originally thinking of putting a turn limit on the transforms but I decided to get some feedback before jumping to conclusions on time restrictions. Three turns in my opinion would be the optimal duration assuming the turn the spell was cast is not counted. As is druids are just sad sentinals who want to be pyrelords but failed epicly. More druid only effects probably wouldn’t fix much unless they’re strong enough to make druids worth it, but then everyone would just play druids and that wouldn’t be good. I came to this idea after realizing that almost every other druid in every other fntasy setting is able to shapeshift, but the druids in clash aren’t. The fact that druids are so underpowered right now, I believe, has opened up a window to give them transforms and really make them druids instead of the jack of no trades.

 
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Topic: Clash of the Dragons / My suggestion for making druids viable beyond queen lena.

It would make druids viable and add some deep flavor and druidy feell to druids, if you would give them shapeshifting cards. Several examples listed below.

1. Transform: Bear
0/0 Light magic
Gain +2 strength. This effect is canceled upon casting a magic threat.(This includes other forms.)

2. Transform: Chimp
0/0 Light magic
You gain a 30% chance to play an additional card each turn. This effect is canceled upon playing another transform.

3. Transform: Cat
0/0 Light magic
You gain +1 agility, +1 strength, and a 10% chance to play an additional attack each turn. This effect lasts until you play another magic threat. (This includes other transforms.)

4. Transform: Owlbeast
0/0 Light magic
You gain +1 intellect and +1 wisdom. This effect is cancelled upon play a weapon attack or another transform.

5. Transform: Treant
0/0 Light magic
If you would heal 1, heal 2 instead. This effect lasts until you play another transform.

All transform effects would only apply to druids. The rarities would all preferbly be uncommon or rare, maybe even common to make them easily obtained. Please give feed back on this, and possible revisions and suggestions.

 
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Topic: Clash of the Dragons / Daily Rewards

There is no day 8, you go back to day 0.