Recent posts by Endox on Kongregate

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Topic: Tyrant: General Tyrant Discussion / [Tournament S7] WINNER: Warpway Fortress

Originally posted by Roki123:

still can’t believe necro is out, wow noobs…

 
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Topic: Tyrant: General Tyrant Discussion / [Upgrades] Raider Commanders in Abundance?

Originally posted by Your_Enemy:
Originally posted by BoNaFiDeOuTkAsT:

Anyone understand why Raiders have the most upgraded commanders?

I mean…they have more than the other factions combined.

Can we start getting more legitimate commanders from the other factions…whether they be mono or rainbow?

All of those raiders commanders except Yurich have skills which don’t affect ally raiders (aka your units).
They’re more generic cards for rainbow rather than for mono so they could be from any faction.

+1 Other than yurich those 5 other raider commanders do not have raider specific skills, so can be used with any faction. So does it really matter what colour the border of the card is?

 
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Topic: Nightbanes / Question about noncombat damage buff

Hey there!

You could have probably tested it yourself, but i spent some energy doing it for ya, and the answer is yes :)

Pendant of molten fury (ignite all 1) + Hell knight (1*/2/4* fireball 1) → fireball 2 and 2 damage with his attack.

Assassin blade (+1 attack, +1 HP, cruelty 1) + Headless horsemen (2*/3/6 execute, berserk 1) → berserk 2 and 4 damage with his attack.

Rising sun daisho (+2 attack, necrobane 2) + Headless horsemen → 4 direct damage to non-undead. Deals 6 direct damage to undead, however berserk still only does 1 damage to undead, even if the undead is the card opposite it.

Conclusion:

Damage buffs affect combat and non-combat damage
Bane abilities affect combat damage only

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Rule 492: Attacker must take damage berore winning. Doesn’t matter if it’s healed/refreshed.

 
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Topic: Nightbanes / November 18th - Halloween event has ended, and a small roadmap

Oooh interesting!

This is obviously a random guess, but I think viral mutation could mean the card has a chance of evolving into another card if it activates, and cloning could be a skill that means that the card has a chance of splitting into 2 of the same card :O

Will there be any updates between now and december 16?

Anyways, thanks for all the hard work nightbane team :)

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Rule 492: Attacker must take damage berore winning. Doesn’t matter if it’s healed/refreshed.

 
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Topic: Tyrant: General Tyrant Discussion / Epic Cards!

Yeah there’ve been a lot of meta changes over the years that I’ve played tyrant – II, SS, tiatlapred, trident spam, the old missile silo/EQG wall stalls, yurich/colossus, sundering ogre, azure reaper, pumpool, pathrazer fear, bacon and eggs, BM, wasteland skimmer, heracles rush, RSR… and for most of em dracorex was the go to commander.

Ahhh nostalgia…

Dracorex has stood the test of time pretty much until the introduction of mayumi*, so my vote for the most epic card goes to dracorex! :)

Second place for me would go to Iron maiden, which revolutionized the meta and revived quick strike and has also stood the test of time.

 
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Topic: Tyrant: General Tyrant Discussion / [Spoiler] New raid cards

Originally posted by jose919:
Originally posted by BoNaFiDeOuTkAsT:

Would this be decent? Even though I don’t know how hard the raid is…

Seems like a decent place to start for rewards though, right?

all 3 of those suck

Yeah I would not use any of those

 
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Topic: Tyrant: General Tyrant Discussion / [Tournament S7] WINNER: Warpway Fortress

Originally posted by ratius55:
Originally posted by Shadowhopeful:
Originally posted by kingleonX:
Originally posted by FredrIQ:
Originally posted by EliteCareBear14:
Originally posted by DvDwEn:
Originally posted by generaterox:
Originally posted by ouss1:
Originally posted by JRJetu:
Originally posted by noskk:
Originally posted by elabear:
Originally posted by SeanDougherty86:

 

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

This post has been removed by an administrator or moderator
 
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Topic: Nightbanes / Hulks

Originally posted by andypearce:

They aren’t really OP in my opinion. Not even among my favourite cards, a strong card with execute kills them off pretty quickly.

Unfortunately all my execute units have physical damage, which renders them ineffective against hulk’s resilience 2.
I find using toxic, shadow and mystic damage in more than half my deck makes killing hulks pretty easy that way.

 
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Topic: Nightbanes / UPDATED:Guide to gameplay:Tips,Tricks and a whole lot of theory

Originally posted by Phestus:

To be honest, I started an alt account today. You can spout rhetoric about strategy and how to build your deck, etc etc. It doesnt mean much of anything.

The dividing line in this game is startling, and easy to spot. Those that have a usable lord (started with Rolondo or pulled a Baba or bought the archived Lord) and the rest of us that do not.

Phil, one of Diviad’s devs, posted on anothe thread that the Pve win rate is around 75%. I would guess, having played thru the cemetery on 2 accounts, on without a decent lord and one that pulled a Baba before the first quest, that there are 2 win rates. 55% for those that dont have a lord with any usable powers, and 95% for those that do.

I know this, because I just completed the Cemetery I and II on my alt WITHOUT LOSING A MATCH. My win rate with my main stands around 55%, when I started keeping track.

PvP is even worse.

Aye I agree that baba is leagues above the other commanders, simply because of her passive ability a 100% weaken 1 that starts from turn 1, whereas most of the other commanders do not have passives (or inferior ones like 50% chance necrosis 1 or 50% chance rage beast). Most people don’t have baba though, so are in the same boat as you.

 
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Topic: Nightbanes / Loot

Originally posted by SilentXSerene:

Actually i just noticed that the event map has a better drop rate than the normal quest map.
For example, i just did the dark forest “Ivan” node for all 3 levels (10+20+30 = 60 battles) and there is no loot at all.
On the other hand, i won 86 battles on “Jeremiah” and i got 3 jeremiah whip, 8 vampire heart and 9 deathflower.
so drop rate is about 3.5% for jeremiah whip, 9.3% for vampire heart and 10.5% for deathflower.

From the data above, maybe the drop rates for those are actually 5%, 10% and 10%.

Need bigger sample sizes mate. We need to pool data and do a meta-analysis.

I did 131 for jeremiah, and have 10whip, 10heart, 14flowers. You just got unlucky wit the whips, which is arguably the best drop =/

I’m at 131 for pumpkin monster too, 11 crawlers, 8 lantern, 5 chainsaws.

Thats why I approximated before a 5-10% drop rate.

And I agree that I also think the non-event areas have a bit lower drop rates…

 
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Topic: Tyrant: General Tyrant Discussion / Tyrant Mergers

Originally posted by Nuzurame:
Originally posted by artdz:
Why not reduce this to like 50-70% LP loss?

25% lp loss on changing factions sounds like good solution. You don’t want to banish them for doing so and don’t want them to jump between freely.

Back in 2011 there was a big problem of mercs jumping in close wars to help that faction win. Lots of people complained about how unfair this was. Loyalty system devised to deter that, which has continued to now. But I agree that something like 50% LP loss sounds more reasonable than 100% loss.

 
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Topic: Tyrant: General Tyrant Discussion / Tyrant Mergers

Originally posted by naduod:

Merging sure ain’t easy but when both sides are thinking long term about how to build trust rather than how to screw over the other side, things are much easier. MS and GW merged within 72 hours of the very first talks because both sides were thinking for the better good of the final product.

Actually if GW were truly thinking of the better good of the final product, you guys woulda merged into MS, who had around 1k points higher than you at the time :) But why that didn’t happen was pride, loss of LP etc.

 
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Topic: Nightbanes / [To Devs] Some Feedback

Originally posted by Realta:

I don’t really see how the summoner deserves it’s epic rank, from using it overall I consider it inferior to the necromancer and lycan warlock both of which are rare. This is because of the guaranteed summon and additional ability, perhaps the summoner should actually be a rare rather than epic?

Reclassifying it doesn’t really change anything, since there isn’t a limit on the number of epics/deck. But i agree that lycan warlock is superior to summoner (cos those werewolves are actually pretty damn strong).

 
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Topic: Nightbanes / Hulks

You’ve only played this game a couple days. I think that once you play a bit longer, draw some decent rares from packs, you will find he isn’t OP. Don’t expect to beat him with a bunch of uncommons and your starter deck.

 
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Topic: Tyrant: General Tyrant Discussion / Moral reasons for why I'm leaving Tyrant

This might get lost in all the posts, but have a read of this – it describes actual Kong strategies for a lot of what OP was trying to explain (skinner box):

http://www.slideshare.net/DavidPChiu/kongregate-maximizing-player-retention-and-monetization-in-freetoplay-games-comparative-stats-for-asian-western-games-tokyo-game-show-2013-jetro-presentation

You’ll realise that first and foremost Kongregate games are run under a business model. Developers make games to make a profit. There are a multitude of psychological tricks to manipulate you. If you are aware of it, and avoid its pitfalls, you can still enjoy the game without getting sucked into it.

 
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Topic: Tyrant: General Tyrant Discussion / [DEV] New Promo Cards!

Sweet, can’t wait for new raid :) It definitely better not be something that will require one of the promos tho…

 
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Topic: Tyrant: General Tyrant Discussion / Big Numbers Vs. Target All

Originally posted by SeanDougherty86:

I’m going to use this to illustrate my example:

The “All” card is predictable, and you can use your strategy with it. You can build your deck in a way that synergizes well with it.

The non-all card is a crapshoot. Maybe it will dump its ability on something usefull, or maybe it will dump its ability on some card that makes no difference whatsoever.

All cards are better because there are not too many variables. You know what is going to happen and you can strategize to take advantage of a card’s potential. You arent rolling the dice on a “20% chance that this will target something usefull”.

I feel like the only cards that should have specific targets are cards that are summoned which are meat anyways. Some card that you arent going to rely on, but hey, maybe it will help out.

Use only 1 raider in the deck – 11/10/3 with protect 10 :D

But in all seriousness, yeah i get what you are saying. I also prefer predictability of randomness. The previous example of strike 9 can easily be wasted on a 5hp summon, or lost on an evade etc

Originally posted by DjMorpheo:

Valor isnt enought, we need a modifier that procs on summon, everytime enemy summons a unit, it procs, something like strike all 1 on summon, or strike 4 on summon could be a good counter to summon.

The whole reason all skills are everywhere its because of summon, and because with a deck of only 10 cards + commander, the final number of cards that ends in the board its much higher, for instance, heal 8 seems like a good skill, but the thing is that is too random and can hit a unit that have hp almost full, same with strike, individual skills are better early game when there are a low number of cards in the board, where all skills are better late game, problem is that nowadays with summon, early play is shorter and in a few turns the deck is already filled rendering individual target skills useless.

Comparing strike all with individual strike, strike all 2 for example, with 5 cards into play is 10 damage, 10 cards and is 20 damage, while strike 8 its strike 8 no matter what in every moment of the game, also take into consideration augment, it augments individual skills and all skills by the same value wich doesnt seem like fair at all, now add enfeeble mechanics, evade, intercept, etc,etc…, also you cant choose the target of strike, so you have to just wish to be lucky to hit the target you want, single strike its nearly dead, and its only useful in very early game, and the same applies to individual heal and protect.

That’s an interesting idea that I like. X on summon skills, that if there is no summon, would not do anything, but if there is, would punish the enemy player – so it’s effectiveness depends on the amount of summon used. Strike all 2 on summon sounds like just what we need!

 
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Topic: Tyrant: General Tyrant Discussion / Big Numbers Vs. Target All

Originally posted by SeanDougherty86:

I’m going to use this to illustrate my example:

The “All” card is predictable, and you can use your strategy with it. You can build your deck in a way that synergizes well with it.

The non-all card is a crapshoot. Maybe it will dump its ability on something usefull, or maybe it will dump its ability on some card that makes no difference whatsoever.

All cards are better because there are not too many variables. You know what is going to happen and you can strategize to take advantage of a card’s potential. You arent rolling the dice on a “20% chance that this will target something usefull”.

I feel like the only cards that should have specific targets are cards that are summoned which are meat anyways. Some card that you arent going to rely on, but hey, maybe it will help out.

Use only 1 raider in the deck – 11/10/3 with protect 10 :D

But in all seriousness, yeah i get what you are saying. I also prefer predictability of randomness. The previous example of strike 9 can easily be wasted on a 5hp summon, or lost on an evade etc

But the other thing u are forgetting is augment/enfeeble, which amplifies all skills significantly.

 
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Topic: Tyrant: General Tyrant Discussion / Big Numbers Vs. Target All

Originally posted by ohnonooh:

Lets put it this way.

You believe that when value are raise high enough, single target will be better then/or at the very least as good as -ALL variant. But think about it. How high does it need to be?

If it ain’t high enough, everyone will just ignore it still. If it magically reach the threshold of the “meta”, great the campaign is a success. Everyone is using single target skills.

Or is it? Because what you get is a situation where single target skills are so OP that people are willing to forgo what is currently known to be OP. -ALL skills

AKA powercreep :D

So solution is not to powercreep the all cards with even more powerful single target cards, but to change fundamental dynamics – introducing something specifically to counter summon? Changing how summon works? Weakening summon on play cards? I dunno man, this has been going on for so long that the mess is huge and is not easy to resolve :D

 
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Topic: Tyrant: General Tyrant Discussion / Post your own card ideas here.....

Originally posted by BoNaFiDeOuTkAsT:

Buffs…Upgrades…whatever…who cares.


You like?

How does payback all work? If it receives strike 1, does it reflect back strike all 1, jam becomes jam all etc?

 
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Topic: Tyrant: General Tyrant Discussion / [Disscuss] New deck size limit

Originally posted by Gooperslop:

Common and Uncommon cards are essential to any collectible card game, without bad cards there can be no good cards. Sure, they really do suck, but that is their purpose. they exist to be compared to cards that are better. And to do this better they give you a TON of them.

Yeah commons and uncommons are pretty much just filler. In reality we are all paying 100k gold or 10-15 shards for a 1/3 chance at 1 card, not 6.

And then u can sell the other 5 cards for some abysmal sum like 5k, and then save up another 100k for the next pack, in hopes of getting one of the 15 good rares, and not one of the 30 shite ones :D

 
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Topic: Tyrant: General Tyrant Discussion / [Spoiler] New Promos 2013.11

Originally posted by yeasy:
Originally posted by SeanDougherty86:

Not to mention that of that last batch up upgrades, how many have people actually used?

Those are last upgrades?

Most of those cards are very solid, but just not competetive as u stated before (Okay, there’s niche use for both legendaries and aquatic actually), I don’t see anything “very” bad in those cards right now.

Myself I used Miraden l2 to counter TI’s fear decks. Really good card for that role. I’ve problems with finding use for whaleborn and the guy next to him tho.

I really would like to see next cards similar to those 10.

//also, are devs gonna give us another spoiler along with promo release, as they did before?

Some of those cards are quite nice, but I just cant get em :D
Considering that packs have 90 cards now, it’s like a 1.3% chance to pull a specific card…
Sure I might luck out once, but it’s pretty low chances to get 2 copies of 1 specific card…