Recent posts by pet152 on Kongregate

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Topic: Card Monsters / New Card Ideas

slikfinga, the only problem is if you add a card like that then it takes away the chance to get a rare or epic card meaning that although some other cards are junk they still have the ability to be used whereas a card meant only to be sold is completely useless. So your suggestion adds a card that is completely useless which can only be gotten by spending 25k. If the card was implemented it would mean you have less chance to get a rare or epic and the chance that you might get a bad card is worth taking the risk. Not to mention that by adding another bad card you actually increase your odds of getting junk. A better suggestion would be an option to sale your card on the spot for double(maybe more) the gems(rare and uncommon only).

 
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Topic: Card Monsters / New Card Ideas

slikfinga, your suggesting making a card which you buy for 25k when its only purpose is to be sold for 2k-3k crystals? why not just suggest rare cards be sold for more instead of making something completely pointless?

 
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Topic: Card Monsters / [Petition] Login Roulette Grace period to be lengthened to at least 48 hours

I think an icon should appear when you have the ability to do the roulette so you know when to refresh and I don’t know about increasing the time for it because its meant to be a daily thing and its already more than 24 hours. I do think they should lower the amount of log ins you need for the higher prizes though as its very difficult to log in 30 times in a row but this is mostly my personal opinion.
Maybe they could increase the grace period only during weekends?

 
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Topic: Card Monsters / New Card Ideas

Thanks for the feedback. I’m not sure about the frog witch I just think its much too powerful to be a rare (possible as an epic) and I didn’t understand its ability well. As for the whip idea it sounds great but edgebee will never do it because they stated there will absolutely be no manual selection since it is not compatible with the computer controlled decks :(
As for the cards:

fear reversal- if I were to describe your idea I wouldn’t compare it to a fear reversal but instead a field organizer. I don’t know the extent to what edgebee considers manual selection however the ability to reorganize your field is a little extreme since the game revolves around building up your field gradually. Fear can be a pain to deal with I was just trying to think up a solution to stop it before it happens as usually right after fear you lose a monster or 2 before you would even have the chance to change it back.

alter- I was trying to think of a basic card that could clear up space and play cards quickly. While it will also destroy many of your cards it allows for a faster second style of play.(this may be overpowered in the long run though)

alchemy- this card is just something I threw together thinking it would be nice to get double for 1 good sacrifice however your right it would be mostly useless unless you had dragons dear or another good card to pair it with in which case it could be majorly over powered.

mime- I was just throwing around ideas and it seemed like a fun concept its mostly used for defense but if played right could make a fight much easier. It may seem like an epic at lvl 3 but at lvl 1-2 its not very strong except for the its ability ability.

My main objective is to think up new abilities that will increase the overall playability of the game without messing up the balance. Some of them may seem awkward I’m just throwing ideas out there trying to help inspire other people to add onto it.

 
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Topic: Card Monsters / New Card Ideas

Some of my ideas for cards:

Blacksmith/forge- uncommon, useable, 3 cost, 20 repair(repairs an armor by the indicated amount)

alchemist stone- rare, useable, 3 cost, 20 repair*(repairs all armors by the indicated amount)

reinforce- rare, useable, 4 cost, 30 repair~(repairs an armor by the indicated amount and has the ability to go over max)

Note- these only work on armors that are not destroyed

druid- rare, monster
lvl 1- 3 cost, 10 wall, 10 heal, 30 hp
lvl 2- 4 cost, 10 magic, 10 wall, 20 heal, 30 hp
lvl 3- 5 cost 20 magic, 10 wall, 20 heal, 30 hp

alchemy(unique)- rare(maybe epic), useable, sacrifice only(no bonus), crystallize(you get 2 times the crystals for the next card you sacrifice)

alter- rare, useable, sacrifice only(no bonus), ritual(allows you to sacrifice 2 cards per turn starting next turn)

revive- rare/epic, useable, 5 cost, revive(heals a monster with red hp back to full hp and gives them 30 magic for 1 turn)

Anubis- rare, monster
lvl 1- 4 cost, 40 hp, 10 attack, berserk(raises melee attack by amount of hp lost ex. 20 hp lost would mean 20+10=30 attack)
lvl 2- 4 cost 50 hp 10 attack, berserk
lvl 3- 5 cost 50 hp 20 attack, berserk
Note- heal will reduce the effects of berserk

mime-rare, monster,
lvl 1- 5 cost wall 10, shield 10, hp 40, mimic(gains the bonuses(helpful and harmful-armor, courage, entangle, demoralize, ect.) of the monster directly across from them)
lvl 2- 5 cost, wall 10, shield 20, hp 40, mimic
lvl 3- 6 cost, wall 20 shield 20, hp 40, mimic

Some of these ideas were from other players I just put my own spin on them to try and make them a little less over powered or give a better description of their abilities. I’ll be posting more when I come up with more ideas and I welcome criticism or feedback on them.

 
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Topic: Card Monsters / New Card Ideas

my thoughts on the cards suggested:

gnome- it is way to strong to be a uncommon and making a monster with repair is much to powerful as it allows for you to keep something with strong armor alive almost indefinitely. ex. fire snail with demonic armor would be almost impossible to kill with even 10 repair unless the enemy had no second back row and you could use huge amounts of magic. A 1 time use card would be much better for repair.

fear reversal-bravery would be good a good name for countering fear which stops any of your monsters from being effected; However, adding a new ability that raises the cost of the monster to play is kinda useless and its mostly better to let fear do the work and then recover. If you use a good strategy fear shouldn’t be much of a problem usually costing only 1 monster which is optimal compared to getting a card with bravery which is probably useless besides its ability.

Chance blocking- Chance is already weak since it has the option to do no damage no matter how much you use and doesn’t need armor or shield to stop it. A name for the ability could be luck where with 10 luck you take 10 less damage from chance (assuming you took damage from it)

frog witch-Not bad but if the teleport works whenever its put into play it could completely screw up your setup and does the teleport work on the witch as well or only if there are 2 other cards? In the time it takes to play the monster your back row would have most likely already died from melee. Also for a rare this monster is much to powerful. At lvl 2 having 50 hp and 20 magic is too strong but you also add demoralize 30? If this card was out not only could it would be very hard to kill and unless your enemy had a muscular(or other very powerful melee monster) it wouldn’t be able to do any damage. I’m not even gonna mention lvl 3. Anyway this card should at least be an epic and even then it would be very over powered.

Fairy-Much too weak for the cost. Although flying and reflect might be a good combo, the hp and usefulness besides being able to survive an attack due to random chance, is very little.

These are just my opinions however I think that people who are submitting ideas are trying to think up the next over powered epic card instead of some useable cards that could be useful if played right.

 
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Topic: Card Monsters / New Card Ideas

I like the armor repair idea (I’d love a item that repairs an armor to full even if its costs a bit) but the rest of them seem either very complicated, an over used theme, or way over powered. How about a reinforce card that repairs 20 armor or temporarily boosts the armor above max by the amount it can’t repair? Also a leech skill that drains hp from a monster and heals the user on a successful melee attack would be cool.

 
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Topic: Card Monsters / Nerfed Staff of Power?

I agree, the main reason people used staff of power was because it could take out a 30 hp back row monster in 1 hit. Now I find that whoever plays a back row monster first usually wins as its almost impossible to kill it before it is equipped and destroys anything you can set up. Also the wall ability at first seems like it would be useful, but the few things staff of power is good on have so low hp it doesn’t help much. Although the cost was lowered I’d rather see the cost and stats changed back because even with an epic and several rares I find that I cannot retake the back row against 1 acolyte.

 
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Topic: Card Monsters / Strategys

Sorry if I came off as a jerk, I was trying to give example and modifications to your strategy that would help people with less rares that would still be able to beat vg8.
1. Sorry, I got confused because during kurtey swarms it uses a green staff of power. (Although I checked and it doesn’t exist outside of it)
2. Pile o’ goo can be lvled for more hp and amber dragon, cyclops outcast, and poison dagger can all 1 hit collector.
3. With a dragon tear and several good rares its easy to maintain momentum but a cheap healer and a mage is an alternative if you sacrifice a card to judgement.
4. Not every is willing to buy a lapia that was for the cheap people who want to get it done without spending 5k.
5. My plan only takes 3 turns to get out and it kills the first monster and gives enough damage to kill 2 monsters a turn.
6. I agree, but the golden rule is to never let it have the upper hand to begin with.
7. Yes, but your strategy seems to revolve around the better rare cards, whereas if you used a few different your strategy would not necessarily go as smoothly.
8. Sacrifice one of the monsters to play the one that best fits the strategy then proceed to continue until you can reach the cards you need. Since the deck I mentioned has backups it allows for 1 monster card to be sacrificed and still work.
9. I’ve been using the same deck since mysterious grotto my few good cards being red dragon, cold mistress, and blue staff of power. Although having an epic makes things easier I still beat it with 3 good cards which can be swapped for similar cards; where your strategy seems to suggest you need multiple powerful rare cards to even have a hope of winning.
10. The deck I used 2 tanks (triclops and red dragon) 2 mages (frosty(lvl 2) and cold mistress) a healer (watercat) and a collector with 3 random cheap armors (fight gloves®, varied bracers(grey), and plain clothes®) 1 staff of power(b) 1 ebony staff(b) and 1 filler (healing veil). Dealing 40-50 mag damage a turn while letting my melee take hits while my healer did his job only replacing what judgement destroyed. Putting armor on my melee made it easy to avoid dieing from anything except judgement. My win rate was 2 loses with 16 wins with only 2 rares and 1 epic.
11. i’ll chalk that up as 10.5 then.
I was mainly trying to suggest some weaker but still useful cards that would get the job done but be much easier to obtain. Also listing your deck (even as an example) is misleading and doesn’t help much as most of the cards you have are hard to obtain. My point is that there is a second method that takes less strong cards that works by allowing judgement to kill 1 monster and leave the enemy mostly defenseless due to high crystal cost, instead of trying to overpowering the monsters with lots of rares to avoid judgement. If you can suggest other cards as examples that can be used and are easier to obtain it would make it a lot much easier for someone to create a deck as I myself find that it would take me 3-4 good cards from master boosters before I could follow your current strategy; and some have even worse luck then me.

 
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Topic: Card Monsters / Strategys

First of all let me say that the cards you mentioned are great cards however almost no one will have all those great cards on hand so this strategy is mostly a fail. Also your deck/strategy has alot of holes in it. First off why do you have a green staff of power with no green monsters? Having a battle tiara and a crossbow in the same color is useless and you only need 1 collector since you have a dragon’s tear. This deck could easily be made more efficient with a few changes:
-swap out crossbow with any cheap thing with armor. (best would be something generic like samurai armor or varied bracers)
-swap out a collector for anything with 50+ hp and no more than 4 cost(pile o’goo is a good choice)
-swap out sniperoo for lapia (lvl 2 is possible) (if you don’t have lapia use a backup mage(blog is good) and swap out staff of power for a cheap armor like plain clothes)
get out your turtle or tank with 50+ hp as fast as you can(if you gte both on the first turn sacrifice the tank and play the turtle), afterwards place down lapia or demon dwarf trying to put demon dwarf in your second slot. After that use your horn of ages if you have it or put staff of power on lapia. If the opponent has 2 cards down place battle tiara on your demon dwarf. sacrifice your dragon’s tear and collector as soon as possible to accomplish this. keep everything else as backup for once the enemy plays the judgement card and immediately fill in the space with alcolyte (back row) or turtle/tank (melee) depending on which you already have out. if you have to sacrifice your tank just let your demon dwarf be in the melee position the fight won’t last much longer anyway. Never use collector as tank (unless the fight is almost over and you need to stall for a turn) and try to preserve your demon dwarf in the second position as a backup to prevent you last from dieing.
However this is still a bad strategy as this includes 8+ rares to get the odds of someone making this deck after 10-20 masters is still slim.
If you are going to suggest a deck to help people then at least consider that the odds of someone getting all 8 of these exact rares is so low you are probably the only one who can do it and if they bought enough masters or cards with money to be able to make this deck they could easily make a much better version with alternate cards. If this is supposed to be an example deck don’t use all the strongest cards you can think of.
I could just as easily suggest 3 musculards lvl 3, 3 excaliber (p) 3 demon dwarf lvl 3, a dragon tear, and 2 scorpion bow(p) however no one will find the suggestion useful (except maybe kaut)

 
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Topic: Card Monsters / Member Benifits

allenhill2002, allowing members to choose their equipment color or make it cost less crystals isn’t a very good idea because it would greatly increase the gap between free and paying players. Although members do deserve some benefits they should not be so outrageous that free players cannot compete with them or you run into people rage quitting because not everyone can get membership.

Lamatiel, I understand its still a beta and there has been a discount event in the past but I’m suggesting they add some permanent benefits for members. (even with 25% discount crystals were too expensive to buy anyway and the event mostly failed) Also I tried to list things that seem easy to implement, although I don’t actually know the amount of work it would take as I’m not a programmer. Since they have already done a sale for members I though that a overall reduced prices for members would be easy to implement. Although 10% doesn’t save much it eventually adds up keeping players interested in the game and encouraging people to buy membership.

grizzlybill, I don’t suggest they add benefits so great it takes away from the game, however there is little reason to buy member. I think if it gave more benefits people would be willing to spend 100 kreds for members even if they have no plans to any time soon.

 
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Topic: Card Monsters / Member Benifits

I’ve noticed that although it says members will be given benifits none have been put into place. The only reason to get membership atm is for the extra 25 light limit and the free card unless you plan to spend a large amount of cash on the card shop. A few benifits I think would be greatly apreciated by members are:
-10% reduced cost for all shop items (both tokens and crystals-10% isn’t much but its something)
-increased crystals earned during duals and maps (this would be extremely helpful in combination with the first as 10%-20% extra crystals would shave 5 hours off the game time needed to earn a masters pack)
-bonus rewards in daily reulette (just add some better rewards at higher streaks if your a member such as 10k crystals, a shining evo, a great T-crystal, or even just 10 light crystals)
-if the above suggetion isn’t very adaptable it would still be a benifit to give members 2 or 3 spins instead of the usual 1 a day
As of right now membership is basicaly free to those who spend 10 dollars on the game but not everyone feels its worth spending 10 dollars on the game to get it. Since it mentions that there will be bonuses for members I would like to see some implimented as not only would it make the game more enjoyable for those able to spend money, but it would also encorage others to spend money for membership. When I bought membership I did it on a whim because I had already bought the token for master boosters, but overall it has been completely useless to me as I don’t have tons of cash to spend on cards in the shop, the armor is mostly junk, and the extra 25 light is not very helpful as I usually log back on before my light has gone over 100. Even if the benifits are not very great at least work in a few basic ones to make it useful for people to buy it.

 
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Topic: Card Monsters / Changes to Duels - Opponent Selection

If you want to balance out duals make it so that its impossible (or very hard) to fight Kuat or valkerie. I mean its not like its possible to win against them anyway and it makes people rely on luck to not get them. I know this may be out there, as how can you just not fight 2 people? But you have to consider that kuat has 3 lvl 3 epics 3 epic equipment and 3 lvl 3 rares no one is going to have a deck that can match them. (unless you spend hundreds or maybe even thousands of dollars) At most you may get 1 win out of 10 based of chance skills like fly or entangle meaning that even choosing hard I shouldn’t run into kaut or valkerie every 5 fights with only 1 epic and a few rares in my deck. (example odds may be higher or lower) Also could you roughly explain how a decks strength is determined? Is it by card rank/level (such as card token price), usefulness of each card (how many are currently being used by players), or how well you use the deck against others (a deck that has a higher win/lose ratio is stronger)?

 
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Topic: Card Monsters / Playing against specific players in Live Play

lol I agree. Since there are no ranked matches at the moment its you should be able to choose who you fight. When the ranked matches are released they may have to put a limit of it to stop people from farming rank points, but atm the only reason for doing live fight is either to:
1. just to kill random people because you can
2. play with friends or rivals in preparation for ranked match
Since its difficult to do the second atm I think it would be beneficial to make an option to select who you fight for an unranked match.
btw send me a picture of the kitty through kongregate mail!

 
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Topic: Card Monsters / Healing Suggestion

RosieT, the only time I would suggest the healer heal itself would be if it was a watercat or the melee unit with a healing item, otherwise it would probably be better to heal the units actually fighting instead of healing itself and being left the only unit alive being unable to fight unless given an item. This could leave the healer in a desperate situation, but if one of the other units are hurt more percentage then the healer (In case of a lapia this is very low unless you have lapia at 10 hp and a triclops at 10 hp) then they will most likely die next turn anyway leaving you defenseless if you don’t have a backup unit. The main reason for making the healing more predictable is to be certain which unit will be healed allowing you to use a strategy to save one of your 2 dieing units with armor if you know which will be healed instead of crossing your fingers and hoping for the 50% chance you put the armor on the correct monster.

 
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Topic: Card Monsters / Healing Suggestion

Nice layout psychow. Mine was just a suggestion to try and get things going and I know it had a few holes. I think the thing we can all agree on is that a card game should have more strategy. Sure there will be some elements left to chance but with almost every ability in this game being left to chance I find that almost all battles are big wild cards where you just put the monsters down and hope they win. I love the don’t waste healing points idea and the the point suggestion the only reason I picked % was because going by points means that the melee monster is healed the most because of its high hp whereas i would also like my back row with a low max hp to be healed a fair amount of the time.

 
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Topic: Card Monsters / Healing Suggestion

Frost: healing has been said to be completely random and my monsters have healed a card that was killed in the next attack even where there were other cards that could have been healed.
The description states:
recovers the hp of an injured ally
but doesn’t state or even suggest what you mentioned and it was prob due to random chance and it could have healed the monster.

 
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Topic: Card Monsters / Healing Suggestion

The healing ability is so random sometimes its not a help at all. Many times you’ll have your healer down to 10 hp and another monster takes 10 damage and your healer lets itself die to heal a monster that didn’t need it. Sometimes the exact opposite happens where it heals itself and lets a monster that you just summoned or needed to win die. My solution for this is to make it where a healer heals the monster with the lowest percentage of hp:

Example a 50 hp monster with 10 hp is 20% and a 30 hp monster with 10 hp is 33%

This would mean no heal goes to waste and you can predict which monster will be healed to actually make a strategy instead of crossing your fingers and hoping that your watercat or lapia or other healer is feeling smart for a change.
This would mean that in a situation where you needed the healer to heal itself but a monster had a lower percentage of hp you would run into problems; However, it would not happen nearly as much as it does now and since you know which monster your healer would choose you could at least prepare for it and salvage a victory with a single piece of armor. In the case of a tie the healer could either heal one of the 2 monsters tied or if the tie is between the healer and a monster, as people have suggested to me, make the healer heal the other monster and in case of a three-way tie have the healer randomly heal one of the other 2 monsters.

This thread is open to discussion and if you have a comment or suggestion feel free to post it.

 
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Topic: Card Monsters / bug - hang when reflect kill the only monster in battle field

i had the same problem occur during a dual i killed a minotaur with reflect and the thing just froze up i can’t kill the last monster which is sitting in the first back row slot and the spot where the minotaur is glowing green like a space to place a monster. the battle animations are still going as my card is floating up and down and not completely frozen but i can’t attack, equip, or sacrifice however i was able to surrender and have a screenshot that i can post if it will help resolve the issue.

 
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Topic: Card Monsters / New Crystals

i think the daily wheel is a good idea however i think it should mostly be limited to crystals because its would take forever to save up enough tokens from it to actually buy anything. as for the crystal idea unless edgebee sees a way to scam people out of money with little effort they wont do it.

 
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Topic: Card Monsters / New Crystals

the only work on lvl 3 creatures in nice but its also incredibly hard to get most good cards to lvl 3 as for the 5 pieces in a master booster thing its more left to luck and it makes it even easier for someone who pays large amounts of real money to get one whereas someone who spends weeks to open a master and then gets 1 crystal piece instead of an epic/rare/uncommon would be kinda pissed as its useless without all 5 plus adding a crafting system for such a crystal would take a lot of time and resources which i think we all know edgebee doesn’t have.

 
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Topic: Card Monsters / New Crystals

jmizzle are you suggesting you buy enough crystals to gives gerbip 20 extra melee and 20 extra hp and 1 redecuced cost? thats 5 crystals when he said the limit is 2 and even at the lowest price he listed that would still cost 1.7 mil so if you want to spend 1.7 mil on it it better be at least that good.

 
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Topic: Card Monsters / New Crystals

My suggestion is that the crystals only cost 100k as 300k-750k is worth 17-30 master packs and the cards you get are worth more that raising the attack stats or hp or even reducing crystal cost. Of course if this was done there would have to be a limit of 1 per monster card to prevent people with money making one card majorly overpowered. Even at 100k crystals it would take 2 weeks or even a month+ for someone to earn enough crystals to buy something like which may eventually be worth it for a 10 att 10 hp or 1 reduced crystal cost. With the amount of crystals possible to earn normally and if the price was raised to 300k-1 mil crystals then it would effectively take 3-10 months to get a single crystal so unless each crystal buffs like 30 damage 50 hp or lowers monster cost by 2-3 crystals it is not worth wasting 10 months of your life on and would be batter spent on making an all epic deck with master packs. alternatively there could be different strengths of crystals such as 10-30 att boost 10-50 hp boosts and 1-3 crystal boosts that range from 100k to 1 mil but with boosts this strong you come upon the problems of someone with lots of money buying tokens and making lots of over powered cards.

 
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Topic: Card Monsters / Ranged vs Magic

Range-is cheaper(1+ crystals being an even range of numbers usually being 1-2) and has more hp so they can actually take a hit or 2 sometimes even go an entire fight without dieing although they have a hard time getting through armor and shield.

Magic-is much more costly(2+ crystals usually being 3 or higher) and has so low hp they usually die in 1 hit. It can get around armor and shield but vs reflect it is the only attack type that can hurt your own monsters and due to power of magic and low hp they usually kill themselves on the first hit.

Both have their advantages but magic has high power, low hp and range has low power, mid hp taking into costs its also possible to play multiple range cards(up to 3 at a time) or a range and equipment (wolf spider and crossbow for 40 range)for the same price as 1 magic card(frosty). overall most people use magic cards later in the game as it is good for killing melee monsters however range is better for killing magic or other ranged monsters (1 wolf spider (30 hp 10 range 1 crystal) and a short bow (+10 range 2 crystal) you can kill usually kill 2 magic users before it dies only costing the same amount as 1 imp)

 
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Topic: Card Monsters / Leveling up is bad

Dawn, you also have to consider that the cheapest reflect item costs 4 gems to play and gets destroyed after 20 damage since lvl 3 bloglodyte only costs 3 more than imp for the added reflect it is actually priced lower than imp plus relflect. Also the reflect can’t be destroyed and you can even add equipment to it whereas with a reflect armor on it would destroy the armor. So it is actually better for imp to be lvled to 3 in the long run but by the time you lvl it to lvl 3 most people have already replaced it with better cards.