Recent posts by Wredniak on Kongregate

Flag Post

Topic: Tyrant Unleashed: General / [Dev] Payback Skill Explanation

Originally posted by TheM4gn1ficen7:
Originally posted by Wredniak:
Originally posted by TheM4gn1ficen7:
Originally posted by Wredniak:
Originally posted by TheM4gn1ficen7:

As it stands this skill does very little to shake up the meta for the better. Oh, great, you stop jam, but the retarded strike spam that endlessly dominates the meta is unaffected. Who cares if you do four damage to Gehenna when it still hits and kills your entire deck? Either payback should take no damage from the reflected skill or ‘all’ skills should keep their ‘all’ attribute when being reflected. It doesn’t seem like much effort was put into payback. It’ll end up a niche, a curiosity, like valor.

If I remember correctly payback was quite useful and worked almost the same as here it was not as game changing as let’s say chaos or summon but still was useful especially combined with high health units and intercept (hopefully we will get it here as well). IMO in your example payback is not a problem but Gehenna is.

Right… but this isn’t WMT. Payback ideally should be a check to strike spam, something that has more or less ruled the meta since the beginning (in another form it was enfeeble-strike, now there’s no need to spam enfeeble when overload guarantees it hits all). Crimson box spam is extremely unhealthy for the meta, and payback doesn’t do much to stop it. The payback unit dies and Gehenna shrugs and continues to do its thing. Just about every strike all card is the same.

Honestly either strike all needs to be reflected and hit all of the enemy units for possibly reduced damage to dissuade mindless spam of that skill, or when hitting the strike all unit the base strike damage should be doubled. As it stands now Payback doesn’t help much.

If you expect one card with payback to stop Crimson that it would be even more broken. IMO payback as it is can stop strike if other skills on the card are decent. 3 cards with payback = 12 damage to Gehenna per turn and they all can be 4 turn waits with 30+ health as payback doesn’t need card to be active to work. If payback stopped all damage/jams you could get crazy situations like one card with payback 4 dealing 16 dmg per turn without activating or if it’s active jamming up to 4 other cards while ignoring evade. If that card had corrosive and/or armor it would became almost indestructible.
Fix for crimson shouldn’t be a “new crimson”.

With payback as devs propose you can either include several payback cards and wreck strike all while being vulnerable to other decks. IMO no deck should be good against all other deck types.

But then you’re suggesting the solution is spamming cards with Payback. OVercentralization around broken setups is what’s doing the most damage and this just perpetuates the cycle.

Honestly I think the truth of it is that this game is too unbalanced at this point to save. The devs either don’t understand CCG balance or don’t care.

I can see your point. On the other hand what you propose would break any strike that is not Gehenna level which imo would be worse. Also the problem as I see it is not a deck with single gehenna but those having 3 or more + at least 2 overload cards to support them. IMO you should not expect to throw one payback card to the mix and be done with it. IMO balance could be achieved in a way that strike all decks die to payback decks and those loose with let’s say counter decks that on the other hand can’t deal with strike decks.

EDIT: To make it clear I don’t say there are no issues in the game just that it imo isn’t payback skill but boxes like crimson.

 
Flag Post

Topic: Tyrant Unleashed: General / [Dev] Payback Skill Explanation

Originally posted by Syrialia:
Originally posted by TheM4gn1ficen7:
Originally posted by Wredniak:
Originally posted by TheM4gn1ficen7:

As it stands this skill does very little to shake up the meta for the better. Oh, great, you stop jam, but the retarded strike spam that endlessly dominates the meta is unaffected. Who cares if you do four damage to Gehenna when it still hits and kills your entire deck? Either payback should take no damage from the reflected skill or ‘all’ skills should keep their ‘all’ attribute when being reflected. It doesn’t seem like much effort was put into payback. It’ll end up a niche, a curiosity, like valor.

If I remember correctly payback was quite useful and worked almost the same as here it was not as game changing as let’s say chaos or summon but still was useful especially combined with high health units and intercept (hopefully we will get it here as well). IMO in your example payback is not a problem but Gehenna is.

Right… but this isn’t WMT. Payback ideally should be a check to strike spam, something that has more or less ruled the meta since the beginning (in another form it was enfeeble-strike, now there’s no need to spam enfeeble when overload guarantees it hits all). Crimson box spam is extremely unhealthy for the meta, and payback doesn’t do much to stop it. The payback unit dies and Gehenna shrugs and continues to do its thing. Just about every strike all card is the same.

Honestly either strike all needs to be reflected and hit all of the enemy units for possibly reduced damage to dissuade mindless spam of that skill, or when hitting the strike all unit the base strike damage should be doubled. As it stands now Payback doesn’t help much.

Right, in WMT lots of units had powerful single strikes and Evade was rare and unreliable.

Here, single strike is a joke already and will just be even more undesirable now.
While strike all doesn’t care. Enfeeble all 3, strike all 2 & strike all 1, 45 damage to my 5 assaults and payback managed to enfeeble one of theirs for 3 and deal 3 damage split amongst the 2 strikers.
Wow, I’m sure strike spam is about to die from laughing too hard.

Notice that to get enfeeble 3 + strike all 2 + strike all 1 you are probably using 3 active cards. Also as you wrote that are 2 skills working together so don’t expect payback alone to stop them both. So for example protect + payback or payback + heal all would probably be good enough but all depends not on skills themselves but on how good cards with those skills are.
Against 3 payback cards that would be 6 damage to one card and 3 damage to other card. The difference would be that those 45 damage would be spread against multiple cards and payback would concentrate damage on one card (here on 2 cards). My guess would be you would not run payback alone it would probably be heal all + payback against enfeeble + strike.

 
Flag Post

Topic: Tyrant Unleashed: General / [Dev] Payback Skill Explanation

Originally posted by TheM4gn1ficen7:
Originally posted by Wredniak:
Originally posted by TheM4gn1ficen7:

As it stands this skill does very little to shake up the meta for the better. Oh, great, you stop jam, but the retarded strike spam that endlessly dominates the meta is unaffected. Who cares if you do four damage to Gehenna when it still hits and kills your entire deck? Either payback should take no damage from the reflected skill or ‘all’ skills should keep their ‘all’ attribute when being reflected. It doesn’t seem like much effort was put into payback. It’ll end up a niche, a curiosity, like valor.

If I remember correctly payback was quite useful and worked almost the same as here it was not as game changing as let’s say chaos or summon but still was useful especially combined with high health units and intercept (hopefully we will get it here as well). IMO in your example payback is not a problem but Gehenna is.

Right… but this isn’t WMT. Payback ideally should be a check to strike spam, something that has more or less ruled the meta since the beginning (in another form it was enfeeble-strike, now there’s no need to spam enfeeble when overload guarantees it hits all). Crimson box spam is extremely unhealthy for the meta, and payback doesn’t do much to stop it. The payback unit dies and Gehenna shrugs and continues to do its thing. Just about every strike all card is the same.

Honestly either strike all needs to be reflected and hit all of the enemy units for possibly reduced damage to dissuade mindless spam of that skill, or when hitting the strike all unit the base strike damage should be doubled. As it stands now Payback doesn’t help much.

If you expect one card with payback to stop Crimson that it would be even more broken. IMO payback as it is can stop strike if other skills on the card are decent. 3 cards with payback = 12 damage to Gehenna per turn and they all can be 4 turn waits with 30+ health as payback doesn’t need card to be active to work. If payback stopped all damage/jams you could get crazy situations like one card with payback 4 dealing 16 dmg per turn without activating or if it’s active jamming up to 4 other cards while ignoring evade. If that card had corrosive and/or armor it would became almost indestructible.
Fix for crimson shouldn’t be a “new crimson”.

With payback as devs propose you can either include several payback cards and wreck strike all while being vulnerable to other decks. IMO no deck should be good against all other deck types.

 
Flag Post

Topic: Tyrant Unleashed: General / [Dev] Payback Skill Explanation

Originally posted by TheM4gn1ficen7:

As it stands this skill does very little to shake up the meta for the better. Oh, great, you stop jam, but the retarded strike spam that endlessly dominates the meta is unaffected. Who cares if you do four damage to Gehenna when it still hits and kills your entire deck? Either payback should take no damage from the reflected skill or ‘all’ skills should keep their ‘all’ attribute when being reflected. It doesn’t seem like much effort was put into payback. It’ll end up a niche, a curiosity, like valor.

If I remember correctly payback was quite useful and worked almost the same as here it was not as game changing as let’s say chaos or summon but still was useful especially combined with high health units and intercept (hopefully we will get it here as well). IMO in your example payback is not a problem but Gehenna is.

 
Flag Post

Topic: Tyrant Unleashed: General / Simming , what is it and is it wrong?

Originally posted by lamedroid:
Originally posted by bigyobogyo:

d0omsday: dont worry, as you might have seen already not everybody is like him, however this game takes a lot of dedication (money, time, whatsoever) and can easily become a part of your life, so I think sometimes we all tend to release our RL frustration over here.
Just try to ignore the jerks and take the good advices you have been given here:)

Thank you for that compliment.

How am I a jerk and frustrated? If I was on a podium doing stand up, people would piss their pants.

Again if you can’t take the heat, gtfo! I bet irl you’re some whiny woolen sock hippy cuddling trees unable to take any sort of criticism.

Criticism should always be constructive and there is difference between criticizing and ridiculing or being rude. Just because this is internet doesn’t mean you have to a dick.

As for using various simulators sadly this is necessity in this game as only quads are usable and getting 2000+ SP to make that one card is rather time consuming, not to mention being lucky enough to get required cards for fusion in the first place (and numerous fusions requiring same cards).

 
Flag Post

Topic: Tyrant Unleashed: General / (Petition) All ppl or guilds involved with allegations should be removed until it's resoved

Originally posted by Brentasskicker:

FYI teachers to get suspended from job until it’s resolved just like cops would for excessive force or hell even a bus driver accused of something. The reason why is its a serious offense and it can affect other ppl

Correct me if I’m wrong but suspended teachers do get paid when their are on suspension correct? So using your analogy we should automatically give all the rewards for players suspended for being accused?

Also what prevents me from sending a false ticket to devs claiming you have cheated and should be banned? By your logic that would mean you should be unable to participate in war either.
Additionally I’d not say that suspending teachers, just because of accusation, is fair, it only means some headmasters have no spine to stand up to parents/board.

 
Flag Post

Topic: Tyrant Unleashed: General / [To Devs]game dont load, please help

For me it didn’t work in Chrome, IE and Opera but somehow Firefox worked… Truth unity is really terrible but if you don’t care about quality and want quick port I guess it is one way to do this :/

 
Flag Post

Topic: Tyrant Unleashed: General / Equalizer and Daemon save or use for SP?

Daemon seems really bad so I will probably get rid of it but what about Equalizer is it worth saving or should it be sacrificed for SP?

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [To PVP Event Lucky Winners] Post your scores and rank and final winstreak

http://www.kongregate.com/forums/65-tyrant/topics/371520-the-event-is-ended

More replies there ;)

EDIT:

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / The event is ended

Originally posted by Nuzurame:

@Wredniak i would not be surprised if there are people with also 3 loses that ended outside of 50+

I would not be surprised if there were some people who lost only once but exactly in the middle of the event (35ish battle) that ended outside of the 50+.

I got win streak of 71 at one point at that is 20+ battles with 5x points. If you lost between 20-40 you did not get even one 5x battle. As many have said before it was luck based.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / The event is ended

Lost 3 times:
4th or 5th battle against Svet+Overseers+Necro Nest because DFA was the last card to draw.
77th battle against stupid imperial deck with STOVL Carrier (failed to win before 50th turn)
Last battle against RSR (“AI” started with mammoth, sprintpod and RO, i had sanctum, DFA and husk as opening hand).

I was lucky with when I lost. I faced only 2 empty decks and 6-7 whisper/cyrus + 0 drops. Most common seemed to be grimclaws.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / lol kreuzscwert so original to use my own reply against me and troll very hard becuse jelly.

Originally posted by darkfang77:
Originally posted by kreuzschwert:

There are not 10 persons with a 82 streak

okay, how about 11 people with 81, 80, 79… etc streak? Use brain before posting.

I’m 5th and I just lost my 71 win streak which was my second lose (I lost my 5th and 77th fight) and I am currently 5th. I’m pretty sure I won’t get to stay in top 10 but I guess that proves the tie is unlikely and the top will be determined by when you have lost giving differences in points. I will be really surprised if anyone in top 50 will have exactly the same number of points.

And in the event of an unlikely tie i would guess the older account would get higher place.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [Dev] Win Streak

With improved matchmaking and no refills the event sounds good.
TBH I like idea of win streak, it is simple and easy to understand, what i don’t like is the implementation. I think changing it so it is +10% per win and let’s say -25%/-50% per losing would fix the problems it has atm.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [To Dev] Winstreak system is pure, unadulterated, bullshit.

Win streak was important when there were refills as it prevented someone wining one battle in 4 from getting to 1st place with just paying enough. Now that refills are gone (good thing). I think it is redundant. As many have said if someone lost let’s say 3 times but it was 3rd, 7th and last battle they will probably get better reward that someone who lost exactly at the middle or close to it. Which imo is strange and not fair. However the more loses the less important it is when it happened (unless it was let’s say 4-5 in row).

On the other hand it is not easy to find fair way to do this, if we decide based on number of wins then still someone with 65/2 can be better than 64/0 just because someone overslept or was at work and missed 3 battles. I guess +10/-50% for win/lose would be better option and then it really make event more exciting as kreuzschwert said. Going 500% → 0% is a little bit too “exciting” for me.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [TO DEVS] for the upcoming event in 23, you still miss a legendary card, please make it imperator vyer

Originally posted by Shadowhopeful:

We wouldn’t have this problem in the devs didn’t do events at all

I like events as well, just wish the old ones would come back so new players and those who missed them could get those cards. (175 WB for HoC is ridiculous IMO).

 
Flag Post

Topic: Tyrant Unleashed: General / SOOO how do [I] Beat the event boss?

Originally posted by Keep6:
Originally posted by Wredniak:

I’m currently using
Vyander 4
Tartarus Scion 6
Apex 6
Anvil 5
Vigil 5
Pantheon Progeny 6
Xeno Mothership 6
Stealthy Niaq 4

I also have:
Alaric 3
Fighter Jet 1
Missile sillo 1
Pantheon Progeny 5
all commanders at 1 but Typhon and 60 SP
Any advice to beat this thing would be appreciated. I think I shouldn’t even bother with trying to beat it 50 times.

Wred! I didnt know you played Unleashed…! What faction are you in?

yup It helps put in perspective that original tyrant isn’t that bad or that cash focused.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [Solstice War] Help with deck building

Originally posted by ElMoldovan:
Originally posted by Wredniak:

http://tyrant.40in.net/kg/profile.php?b=cards&sid=7bf4844iYeI9

i’m interested what deck would be best I’m currently thinking something like this:

Insta lose to any fear

I didn’t say it was good lol, adding few CW would probably be good idea ^^"

 
Flag Post

Topic: Tyrant Unleashed: General / SOOO how do [I] Beat the event boss?

I’m currently using
Vyander 4
Tartarus Scion 6
Apex 6
Anvil 5
Vigil 5
Pantheon Progeny 6
Xeno Mothership 6
Stealthy Niaq 4

I also have:
Alaric 3
Fighter Jet 1
Missile sillo 1
Pantheon Progeny 5
all commanders at 1 but Typhon and 60 SP
Any advice to beat this thing would be appreciated. I think I shouldn’t even bother with trying to beat it 50 times.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [Solstice War] Help with deck building

http://tyrant.40in.net/kg/profile.php?b=cards&sid=7bf4844iYeI9

i’m interested what deck would be best I’m currently thinking something like this:

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [Tournament S6] WINNER: Death from Above*

Originally posted by Sweetnezzz:
Originally posted by yeasy:
Originally posted by lfiamoncini:
Originally posted by idkwhoiam1:
Originally posted by pinky855:
Originally posted by chinadude101:
Originally posted by Maharid:

Both cards are really useful but Flare will put a bit of spice in the ass of the enemy.

I just have this thing against Purity rares/legendaries that aren’t Odin.


Jam all, all those memories…
 
Flag Post

Topic: Tyrant: General Tyrant Discussion / Post Active Raid Links Here

Scythos #37,166
Join | Status | Suggested decks

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [Fact] Games That Allow More Player-Player Interaction (i.e. trading) Do Better Than Those That Don't; Ergo, Devs Want Their Game To Fail

Originally posted by Darkninjalucian:


What is the point of trading anyways instead of a short term benefit and a long term benefit to corruption?

For “lucky” people like me who managed to get 6 omegas but no apex, for those who get 2x orworld and have no sanctum ect. Out of my experience this game likes to give you 3-4 copies of the same card more often than it gives you the card you want. So yes there would be use for such trading.

Do I believe it is going to be implemented? Not really.

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [Tournament S6] WINNER: Death from Above*

Originally posted by yeasy:
Originally posted by Maharid:

 
Flag Post

Topic: Tyrant Unleashed: General / Would like to ask for some deck advice

My deck atm is:
Xeno mothership 6
Apex 6
Anvil 5
Niaq 4
Pathrazer 4
Ion Strykes 3×2
Vyander 3 as commander

I also have Scion 1.

1. My question is should i get Anvil to 6 before or after lvl scion and adding it to the deck?
2. What commander would work best with this deck? (I’m thinking Draco but really have no idea).
3. Should i stop using strykers? I feel they don’t really contribute that much and i and playing them last but then the deck would be really short.

I appreciate all advice you can give ^^

 
Flag Post

Topic: Tyrant: General Tyrant Discussion / [Discussion] Buffs Vs Upgrades

Originally posted by Shadowhopeful:

Maha, lemme direct you back up to the points made. Anything PvE, you can create misc versions.
Anything sealed, buff the (un)commons to provide harder counters. Collective buffs would be better too, as then everything is bumped up around the same amount.

This would instantly render Reward and Promo upgrades utterly redundant. My other, more personal, gripe is that I cannot keep a copy of the Unique – If I upgrade Predator, I must WB a second copy if I want the original, and no way is anybody going to do that.
Pack cards are more debatable, but they can work if done properly.

You are suggesting that the whale rate changed somehow due to upgrades. I doubt this. I doubt it a lot.
And the majority of players still have a massive gold sink called Awakening. I got lucky and pulled a Zarak, but I have yet to get a single ROfficer or Eviscerator.

Also, you forget that initially, Legendary upgrades required 2 copies. It was changed by popular demand. With the Economy Update, it was reinstated, much to my annoyance (There was nowhere near the amount of complaining I expected, which probably told them that the majority was okay with this. I doubt that too.).
The only changes they have made served to make them slightly less of a gold sink, and more redundant. Why not go the full run and get rid of them?

Creating miscellaneous cards takes work, you need to find each copy of that card and make sure it was replaced, I can’t imagine devs bothering to do that relatively small amount of work. Now think how much more it would take to rebalance sealed. I can’t see devs buffing more that 4-5 rares and maybe 4 uncommons which further increase the importance of RNG because that few upgraded cards would either make huge difference or would not be relevant in the meta making buff redundant anyway.

The only way I see buffs working for sealed is if devs would get down and rework majority of cards (50% at least) that would take time of releasing new content. If you believe this is possible you are way more idealistic than I am. The amount of money devs would make from players buying WB packs for new expansion to get new cards cannot be realistically compared to reworking entire set as people who spent the most would already have those cards so no gain in that for devs. IMO that is too much work to do it right to justify it.

IMO inexpensive upgrades would be the way too go.