OMGWTFFFS
900 posts
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Topic: Tyrant /
Opinions
Originally posted by GoliathAA:
Anyone here realizing that Avatar(righteous) is kinda of weak. They die off really fast due to their low 5 health. Avatars get killed most of the time before they can fully use valor and flurry. Most games I played, my avatars die off within the 2rd-5th round whenever they are in play. They should need a very small buff that make them live slightly longer.
I get the feeling infantry is kinda weak, too, but I can’t quite figure out why, so I’m not gonna write an entire paragraph about it.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Nerf Pyro Rig lvl2 anyone?
Originally posted by mcv9:

make it 6hp will be ok
and buff Pulsifier pls
A wild Jekel appears!
It uses Cleanse Raider. It is super effective!
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Shard Gold Purchasable with 15k
Originally posted by SexyFury:
Maybe people have suggested this before, I don’t know.
But I think it would be reasonable to make Shard purchase-able with 15k each.
Which means a 15 shard pack would cost 225k, and 10 shard pack cost 150k each.
Right now, all my gold are just sitting there since you only need soo much gold to upgrade your card and buy the reward cards, this would be great gold sink IMO.
Why even have shards at all, then?
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OMGWTFFFS
900 posts
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Topic: Tyrant /
So... Can we expect something awesome on 50kk gameplays?
Originally posted by Lichtatem:
Originally posted by aquaquake:
Originally posted by Seizan_7:
Originally posted by aquaquake:
Yup, kk=m
just to clarify: “kk” = k x k = 1 000 × 1 000 = 1 000 000
Except it doesn’t work like that. I hate it when stupid people pretend to be smart by using stuff they don’t understand.
Nobody cares about your mathematical opinion smartie, “kk” has been used as a million for ages, and if you don’t like that then please let me offer you a nice big cup of shut up :)
Actually not.
I remember something called Megabyte for example. Kilokilobyte is new to me. There are many other examples too, like Volt. Pick your poison.
Just because some idiot came up with “k = 1 000 so kk must equal 1 000 000” and other ****** copying it doesn’t mean it has always been like that.
It’s pretty much the same thing as P.S. (post scriptum) and people adding a ridiculous number of "P"s in front of the first P, only thinking about what it is meant to mean, but not about what it does actually mean.
/rant
Lol, you are aware that P.P.S. is actually accurate? Post Scriptum (“After Message”), followed by Post Post Scriptum (“After ‘After Message’”) and so on. It may be unorthodox, but it is not incorrect by any means.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
We need righteous legendary disease
Originally posted by Sledzik_pl:
Originally posted by Leothyr:
No, just no.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
[SPOILERS] Flashpoint pack 2
The new art is dreadful.
No, I may not be able to draw better myself, at least without putting an insane effort into it, but that doesn’t take away my right to think it looks bad.
Rumor has it they changed artist(s). The new pictures look very silly, they might as well have just made MS paint pictures, which at least are amusing. And I’m not even exaggerating when I say I’d rather have those goofy MS paint arts, than these ones.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
[To DEVs] About the Metagame
Devs have basically backed themselves into a corner with this meta.
Basically the prevalent deck types are either fear or pyro/ospry slowrolls. To effectively counter those decks, one would need a deck with cards that can:
- Activate quickly
- Chaos
- Disease and/or cause insanely high burst damage
- Pierce
- Summon Walls and/or Siphon
So basically to bring forth something that can change the current meta, devs can either add cards that made fear and pyro/ospry slowrolls even better, or go full batshit crazy and create spammable cards with insane stats, like 4/5/1 Disease, Pierce 3, Summon (some wall) which in turn would require even crazier cards to change the meta established by creating such a card, turning into a snowball effect that would quickly kill the game, through sheer exponential powercreep inflation.
A new, extremely powerful and game changing skill would also be a possiblity, although unlikely in the near future, since devs are already about to release Flashpoint’s second mini-pack with no introduction of new skills, meaning it is highly unlikely mini-pack 3 will introduce a new skill for just a half dozen cards. Rather it is more likely such new skill would come in the next expansion, but whether there will be many still around to see it by that time is a bigger concern, seeing as the staleness and CCG games competition is taking it’s toll on the playerbase more than ever before.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Flashpoint Mini-Set 2 feels like a scam
Seriously, if they had just given those cards new names, you wouldn’t even have made this thread.
Card names mean absolutely nothing. If they had named all the cards in the pack “Infanty 2”, “Infantry 3” and so on, it would still be the same crap.
The larger problem is that the devs have created a meta that they won’t be able to fix without power-creeping things to an (even more) absurd extent, thanks to pyro rigs, osprys and fear. Although many of these new cards would have been considered ridiculously overpowered just a few months back, right now they’re pretty much completely useless and that’s pretty damn worrying.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
King And Legends has killed Tyrant
Originally posted by crazyeye2011:
tyrant will never be dead to me as long as you hot chicks are still here to play around^^
Internet Don Juan detected.
Just don’t go picking up ALL the girls, dude! I mean… God of Tyrant.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
[Tips] How to surge like God of Tyrant
Here’s another golden tip most of the pros keep to themselves, but since I don’t take the game as seriously anymore, I don’t care much if it goes out in the open:
When you surge, you generally want to lower the opposing commander’s HP to 0, before he does it to your own commander or going past turn 50!
If you follow this tip you are guaranteed to win, I promise.
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OMGWTFFFS
900 posts
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Thule Hound Decks
No emergency phantasms?
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Ward and Peace: The Next Generation
You all should come play Hello Kitty’s Adventure Island with me, instead!
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OMGWTFFFS
900 posts
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OMGWTFFFS
900 posts
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Topic: Tyrant /
{ Upgrade (Lvl 2) } Apollo
Remember when Apollo had only 5 HP and was considered unbeatable?
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OMGWTFFFS
900 posts
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Topic: Tyrant /
[POLL] Upgraded Cards
I vote Sarah Palin!
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Inexcusable lack of updates at AG.
Maybe they are waiting to establish a larger community to build up there before expanding the game too much.
When very massive games (not saying that’s necessarily Tyran’ts case) are dumped on a new platform, without any advertisements or any other devices to pre-establish a community prior to launch, the game may seem too empty, overwhelmingly large and give the impression of having been abandoned to newer players who don’t know the first thing about it, who may then not feel too encouraged to keep playing.
Also, it is important to establish end-game players as soon as possible to inspire and encourage new players, so by making the game have restricted features at first, it becomes a faster, safer process.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
{ Upgrade (Lvl 2) } Apollo
Remaining as a 4 wait means remaining useless so long as there is Mending Sanctum.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
[Upgrades] Where are they?
What devs should really do is upgrade a certain amount of older Standard set cards every time a new expansion mini-pack is released, and make those upgraded standard set cards have access to the latest skills to make them relevant.
Say upgrade ~15 cards from the standard set (all rarities) when a mini-pack is released, but make them slightly worse than the new pack’s cards (but still useful). Then another 15 when the other mini-pack comes and so on, until standard set is fully done over, then move on to enclave set, etc., until all cards up until the latest expansion have been revamped, then restart from standard set again for a second overhaul and so on and so forth…
That would be a good way of keeping powercreep in the game (good for dev income and to keep the game fresh), while at the same time keeping older cards relevant and not losing control of upgrades and how obsolete cards get over time.
The way they were upgrading cards was just stupid. They picked a bunch of cards randomly, with no discernable criteria at all, then upgraded them mostly in ways that made the card still be completely useless and/or not giving it a combination of skills that is not already present in another card. Or simply made it ridiculously overpowered.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Universal Quest Deck
Would you mind posting the win rates on auto, rather than ordered? Just curious on how large the discrepancies can get.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
HH POSTED his universal grind deck: all 24 Quests and Mission 276
Originally posted by hunterhogan:
Originally posted by OMGWTFFFS:
…twin-cannon buoy … hornet drones* … clamber’s siege is [not] a big deal
Other potentially interesting cards would be:
Revered Monk*
Hope Mason
Split Jaw
Ram’s Head
From my testing:
- Twincannon buoy—good but not great
- Hornet Drones*—off-the-scale powerful. I almost used two of them in my final deck
- Clamber Husk—I agree you don’t need it for Siege, I was saying that the Protect All 1 is useful, and since it is Raider, it can get Augmented by Orwald’s and Protected by Metalworks before Clamber Husk activates
- Revered Monk*—I only found useful in the Copycat Quests because they are are highly durable and the deadly once activated. Of course, this only matters when someone is using a Commander without Mimic.
- Hope Mason—strong card. It is in my 22/24Q deck. It is exceptionally versatile, and one of the cool things it can do is allow you to use more Structures on the Impenetrable Quests.
- Split Jaw—good card in general, and decent card in a universal Quest deck, but there almost always better options. At one point, I went through every Quest and calculated the average number of Structure cards and average number of non-Wall Structure cards in each deck. I seem to have deleted my calculations (why the hell did I do that?!), but except for Impenetrable, all of the other Quests had less than 3 Structures. In my testing, most Quests could be defeated without any Siege at all. But since Warpway Fortress is in every deck, it was almost never necessary to have another Siege card. When it is useful or necessary, Split Jaw is almost never the right answer. So if Split Jaw is useful, it could only be for speed, Refresh, Enfeeble 2, or attack. I’m sure you know that there are better options for all of those attributes. Split Jaw never made any of my short lists.
- Ram’s Head—never made my short lists. But, maybe because of your heavy Raider usage, it might be useful. Still, I think there must be better options. Genetic Chem? Anything with Cleanse All? Radiance? Any Jam All Action card?
Yeah, the reason I was thinking twincannon and drones could be a good replacement was because quick heal all is almost as useful as protect all in most circumstances (in PvE, that is), yet those cards are quicker and have other more useful perks.
Revered Monk* would mainly be for the high HP refresh and survivability for invigorate, which coupled with the valor and moya’s refresh could turn a losing situation into a winning one. Also not a bad split target for clone project, but unfortunately not great on the speed department.
Splitjaw would be simply for the low wait time coupled with decent refresh health, along with ok offensive power, making it a good split target for clone project and a potential powerhouse for invigorate. The siege was completely irrelevant in my thought-process.
Ram’s head would be for the same reason as Splitjaw, but for a more defensive role, through cleanse and weaken, rather than enfeeble. I tend to dislike using action cards in my decks at all, unless it’s for a standard tournament or dicking around in the arena.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
HH POSTED his universal grind deck: all 24 Quests and Mission 276
Originally posted by hunterhogan:
You are welcome.
In my testing, Energy Spiker was weak, so I think you are correct that it could come out. Clamber Husk wasn’t weak, but it wasn’t incredibly strong, either. My approximate rank for the card is in the 40 to 50 range out of 1200+ cards. There are about five Quests that really like it: Impenetrable Quests of course. Against any Quest with Rally All, Strike All, and the Friendly Fire Quests, IF you can get Clamber Husk to activate, then you are in good shape. But it seems relatively difficult to get it to activate—like on Quest 24. In other words, you might not want to discard Clamber Husk to hastily because it has excellent synergy with Orwald’s and Metalworks.
I’m running the ordered version of the deck right now, but it takes a long time—a few hours.
I was doing some theory-crafting, and I think subbing out clamber husk for twin-cannon buoy and energy spiker out for hornet drones* might help get the invigorate and clone project win rates up, due to both being relatively quick cards with heals, that would make for excellent split subjects, or heal/rally the rest of the assault cards for invigorate, while also maintaining some good synergy with the rest of the deck in other quest types. I don’t think the loss of clamber’s siege is a big deal, as there’s plenty other sources in the deck as it is.
Other potentially interesting cards would be:
Revered Monk*
Hope Mason
Split Jaw
Ram’s Head
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OMGWTFFFS
900 posts
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Topic: Tyrant /
Wardlike Brother needs new recruits!
I would but I don’t wanna leave my current faction.
I will send pictures of urethra-dwelling fishes to your inbox, though.
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OMGWTFFFS
900 posts
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Topic: Tyrant /
HH POSTED his universal grind deck: all 24 Quests and Mission 276
Originally posted by hunterhogan:
OMGWTFFFS’s Quest deck win rates on AUTO
He said that it does much better on manual, however.
Originally posted by OMGWTFFFS:

<snip>
Thanks, seeing the actual win rates was quite interesting.
Invigorate and clone project are indeed the two that can be a bit troublesome on auto, but that’s easily circumvented by playing manual. I know those win rates are far from brilliant, but if there are other players, like me, who really dont care that much if they fail once or twice on a quest every few days, if that means not having to switch decks and juggle cards around all the time just for quests, then I can say from personal experience that this deck is very handy.
Any suggestions for improvements are also welcome, as I’m sure there are better cards that could be used instead of energy spiker and clamber husk, for example (those were being used mainly because of conquest).
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OMGWTFFFS
900 posts
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Topic: Tyrant /
DEV! Stop enclave tournaments!
Originally posted by manofwar1907:
Ok pls; pretty pls stop enclave tournaments as it is the most unfair one; i dont want to get a commander heal all with no assault of that race!! really pissed of!!! and noobs pls dont comment under this; i just want to shout my idea to DEV as this is my right as well; thx
Where does it say that you have that right?
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