Recent posts by Muurahaiskarhu on Kongregate

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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Bug Reports - Official

Flash crashed during first round of EFL. When refreshing, the game always puts me in EFL lobby, but it doesn’t reconnect to the match. As a result 3 other ppl are waiting while I’m afk in the fight, and I can’t play any other mode of the game since it always automatically puts me in the lobby for EFL.

edit: after waiting some time in the lobby it finally reconnected

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Bug Reports - Official

Occured during duel, opponent kept stacking their shields instead of them being reset between turns. Kerrigan gains buff from Scoreboard Kerrigan gains buff from Scoreboard Kerrigan gains buff from Key to the City Kerrigan gains buff from Key to the City noesc gains buff from Mug Shots noesc gains buff from Mug Shots noesc gains buff from The Abyss noesc gains buff from Scoreboard noesc gains buff from Key to the City noesc gains buff from Key to the City noesc gains buff from Key to the City noesc gains buff from Key to the City Kerrigan draws Seismic Strike Kerrigan draws Immolate ------------------ Kerrigan's turn begins Kerrigan draws Team Spirit Kerrigan plays Immolate Kerrigan's FRS SCU badge has added +1 damage to attack. noesc depletes 2 from Scoreboard noesc depletes: - Little Susie: Antihero - Heartbreaker - Painful Memories noesc depletes 2 from Scoreboard noesc depletes: - Moxie's Missiles - Last Ditch Effort Immolate deals 5 damage to noesc + 4 Attack + 1 Bonus (Effects/Buffs) Total = 5 Cards are Banished noesc banishes: - Key to the City - Mug Shots - On the Bubble - Help from Above - Team Spirit ------------------ noesc's turn begins noesc plays Billy Stopless Kerrigan depletes 2 from Scoreboard Kerrigan depletes: - Immolate - Last Ditch Effort noesc adds Billy Stopless to their library noesc shuffles their deck Billy Stopless deals 5 damage to Kerrigan + 5 Attack Total = 5 Kerrigan depletes: - Team Spirit - Billy Stopless - Not so Fast - Black and White, and Red All Over Kerrigan's buff from Key to the City fades Kerrigan's buff from Key to the City fades - Key to the City noesc shuffles their deck ------------------ Kerrigan's turn begins Kerrigan draws Black and White, and Red All Over Kerrigan plays Black and White, and Red All Over Kerrigan gains 1 WC Kerrigan's FRS SCU badge has added +1 damage to attack. noesc depletes 2 from Scoreboard noesc depletes: - Billy Stopless - Fire Sculpture noesc depletes 2 from Scoreboard noesc depletes: - Little Susie: Antihero - Shaky Ground - Shaky Ground - On the Bubble - Billy Stopless noesc depletes 1 from Black and White, and Red All Over noesc depletes: - Mug Shots noesc's buff from Mug Shots fades Black and White, and Red All Over deals 3 damage to noesc + 3 Attack - 1 Shield + 1 Bonus (Effects/Buffs) Total = 3 noesc depletes: - Team Spirit noesc's buff from Scoreboard fades - Scoreboard - Last Ditch Effort Kerrigan selects an additional Threat Card Kerrigan plays Team Spirit Kerrigan's FRS POW badge has added +3% chance to critical strike. Kerrigan's FRS SCU badge has added +2 damage to attack. Kerrigan's FRS SCU badge has caused this attack to do 2x damage. noesc depletes 2 from Scoreboard noesc depletes: - Fire Wall - Fire Wall noesc depletes 2 from Scoreboard noesc depletes: - Puppet Strings - Puppet Strings Kerrigan gains buff from Team Spirit Team Spirit deals 8 damage to noesc + 2 Attack + 6 Bonus (Effects/Buffs) Total = 8 noesc depletes: - Little Susie: Antihero - Fire and Ice - Painful Memories - On the Bubble noesc gains buff from On the Bubble - Team Building - Little Susie: Antihero - Team Spirit - Blast Radius noesc recovers 1 from Key to the City noesc recovers: + Fire Wall noesc shuffles their deck ------------------ noesc's turn begins noesc plays Seen It All Before noesc's ACO POW badge has added +1 shield. noesc's ACO PSY badge has recovered 1 card(s). noesc recovers 1 from Seen It All Before noesc recovers: + Team Spirit noesc shuffles their deck noesc's ACO PSY badge has added +1 damage to attack. noesc's ACO PSY badge has banished 1 Ally card(s). Kerrigan banishes 1 from Seen It All Before Kerrigan banishes: - The Scarlet Tiger Seen It All Before deals 2 damage to Kerrigan - 5 Shield + 7 Bonus (Effects/Buffs) Total = 2 Kerrigan depletes: - Fire Wall - Sibling Rivalry noesc selects an additional Threat Card Kerrigan's buff from Team Spirit fades Kerrigan gains buff from Team Spirit ------------------ Kerrigan's turn begins Kerrigan draws Immolate Kerrigan draws Fire and Ice Kerrigan plays Fire and Ice Kerrigan's FRS POW badge has added +3% chance to critical strike. Kerrigan's FRS SCU badge has added +1 damage to attack. noesc depletes 2 from Scoreboard noesc depletes: - Investigative Journalism - Puppet Strings noesc depletes 2 from Scoreboard noesc depletes: - Knees and Elbows - Help from Above Kerrigan recovers 6 from Fire and Ice Kerrigan recovers: + Fire Wall + Immolate + Black and White, and Red All Over + Team Spirit + Sibling Rivalry + Key to the City Kerrigan gains buff from Key to the City Kerrigan gains buff from Key to the City Kerrigan shuffles their deck Kerrigan's buff from Team Spirit fades Fire and Ice deals 6 damage to noesc Critical Hit!! + 4 Attack + 3 Crit - 2 Shield + 1 Bonus (Effects/Buffs) Total = 6 noesc depletes: - Painful Memories noesc's buff from The Abyss fades - The Abyss Kerrigan depletes 4 from The Abyss Kerrigan depletes: - Sibling Rivalry - Immolate - Blast Radius - Quickhit Kerrigan adds Painful Reminder to their library Kerrigan gains buff from Painful Reminder Kerrigan shuffles their deck - Fire Wall - Billy Stopless - Team Spirit - Fire Wall Kerrigan selects an additional Threat Card Kerrigan plays Seismic Strike Kerrigan's FRS POW badge has added +3% chance to critical strike. noesc depletes 2 from Scoreboard noesc depletes: - Blast Radius - Team Spirit noesc depletes 2 from Scoreboard noesc depletes: - Moxie's Missiles - Fire Wall noesc gains buff from Seismic Strike Seismic Strike deals 3 damage to noesc Critical Hit!! + 3 Attack + 2 Crit - 2 Shield Total = 3 noesc depletes: - Painful Memories noesc's buff from Key to the City fades noesc's buff from Key to the City fades - Key to the City - Splash Damage Kerrigan depletes 3 from Splash Damage Kerrigan depletes: - Last Ditch Effort - Fire and Ice - Shimmerstorm ------------------ noesc's turn begins noesc plays Moxie noesc's ACO POW badge has added +1 shield. noesc recovers 4 from Moxie noesc recovers: + Mug Shots noesc gains buff from Mug Shots + Moxie's Missiles + Fire Wall + Puppet Strings noesc shuffles their deck noesc gains buff from Moxie Moxie deals 1 damage to Kerrigan + 6 Attack - 5 Shield Total = 1 Kerrigan depletes: - Not so Fast noesc shuffles their deck noesc selects an additional Threat Card ------------------ Kerrigan's turn begins Kerrigan draws Black and White, and Red All Over Kerrigan draws Nick of Time Kerrigan plays Nick of Time Kerrigan gains buff from Nick of Time Nick of Time deals 0 damage to noesc - 7 Shield Total = 0 noesc's buff from On the Bubble fades noesc's buff from Seismic Strike fades ------------------ noesc's turn begins noesc plays Help from Above noesc's ACO POW badge has added +1 shield. noesc's ACO PSY badge has recovered 1 card(s). noesc recovers 1 from Help from Above noesc recovers: + Fire Sculpture noesc shuffles their deck noesc's ACO PSY badge has added +1 damage to attack. Help from Above deals 11 damage to Kerrigan Critical Hit!! + 5 Crit - 3 Shield + 9 Bonus (Effects/Buffs) Total = 11 Kerrigan depletes: - Fire Wall - Scoreboard Kerrigan's buff from Scoreboard fades - Scoreboard - Fire Wall - Blind Fury - Neighborhood Watch Kerrigan's buff from Key to the City fades - Key to the City - Black and White, and Red All Over - Investigative Journalism - Team Spirit - Last Ditch Effort noesc selects an additional Threat Card Kerrigan's buff from Nick of Time fades Kerrigan gains buff from Nick of Time ------------------ Kerrigan's turn begins Kerrigan draws Team Spirit Kerrigan plays Team Spirit Kerrigan's FRS POW badge has added +3% chance to critical strike. Kerrigan's FRS SCU badge has added +1 damage to attack. Kerrigan's buff from Nick of Time fades Kerrigan gains buff from Team Spirit Team Spirit deals 6 damage to noesc + 2 Attack + 4 Bonus (Effects/Buffs) Total = 6 noesc depletes: - Fire Wall - Moxie's Missiles - Seen It All Before - Fire Sculpture - Help from Above - Seen It All Before ------------------ noesc's turn begins noesc plays Moxie noesc's ACO POW badge has added +1 shield. noesc recovers 4 from Moxie noesc recovers: + Blast Radius + Moxie's Missiles + Key to the City noesc gains buff from Key to the City noesc gains buff from Key to the City + Help from Above noesc shuffles their deck noesc gains buff from Moxie Moxie deals 3 damage to Kerrigan + 6 Attack - 3 Shield Total = 3 Kerrigan depletes: - Team Spirit - Fire Wall - Quickhit Kerrigan adds Painful Reminder to their library Kerrigan gains buff from Painful Reminder Kerrigan shuffles their deck noesc shuffles their deck noesc selects an additional Threat Card Kerrigan's buff from Team Spirit fades Kerrigan gains buff from Team Spirit ------------------ Kerrigan's turn begins Kerrigan draws Black and White, and Red All Over Kerrigan plays Black and White, and Red All Over Kerrigan gains 1 WC Kerrigan's FRS SCU badge has added +1 damage to attack. noesc depletes 2 from Black and White, and Red All Over noesc depletes: - Key to the City noesc's buff from Key to the City fades - Mug Shots noesc's buff from Mug Shots fades Kerrigan's buff from Team Spirit fades Black and White, and Red All Over deals 0 damage to noesc Critical Hit!! + 3 Attack + 2 Crit - 17 Shield + 1 Bonus (Effects/Buffs) Total = 0 ------------------ noesc's turn begins noesc plays Puppet Strings noesc's ACO PSY badge has recovered 1 card(s). noesc recovers 1 from Puppet Strings noesc recovers: + Knees and Elbows noesc shuffles their deck noesc's ACO PSY badge has added +1 damage to attack. noesc's ACO PSY badge has banished 1 Ally card(s). Kerrigan banishes 1 from Puppet Strings Kerrigan banishes: - Shimmerstorm Kerrigan depletes 3 from Puppet Strings Kerrigan depletes: - Investigative Journalism - Neighborhood Watch - Neighborhood Watch Puppet Strings deals 3 damage to Kerrigan + 4 Attack - 2 Shield + 1 Bonus (Effects/Buffs) Total = 3 Kerrigan depletes: - Immolate - Sibling Rivalry - Painful Reminder noesc selects an additional Threat Card Kerrigan's buff from Painful Reminder fades ------------------ Kerrigan's turn begins Kerrigan draws Painful Reminder Kerrigan plays Immolate Kerrigan's FRS SCU badge has added +1 damage to attack. Immolate deals 0 damage to noesc + 4 Attack - 20 Shield + 1 Bonus (Effects/Buffs) Total = 0 Cards are Banished ------------------ noesc's turn begins
 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Draft Reports - Official

dragonian, click the draft result in the history, ID is in upper left corner of the draft page.

Draft bugged, after first round it got back to the main draft page (and showed a win for me tho I lost the first round) with no means to continue.
ID:4502, IGN: Kerrigan

 
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Topic: Berserk: The Cataclysm / Bug reports

After getting both a daily mana potion and a random mana bottle drop from a fight, I leveled with a lot of extra energy, when I did my energy went to my max for the new level, actually making me lose all the extra mana.

 
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Topic: Call of Gods / Maintenance Notice (Feb 1st)

And how about removing the santa gear from wheel, would be high time already.

Seriously though, it’s ridiculous that you use a template to announce the maintenance, basically making half of what you say a lie. There is no major update and the update won’t be “so large” whatever that means, so good job CoG! As clarification, that’s sarcasm, this announcement is actually nothing but sad.

 
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Topic: Call of Gods / Maintenance Notice (Dec 14th)

So I’m lvl88, got 2 orange and 4 purple heroes. I have no chance of beating D8H now, and easier difficulties give too little exp, too little res and too weak drops to be worth doing. If I run D7H I get about same hero exp I did in d8 before, I still risk getting wiped on the bosses and even if I get an orange equip from boss it’s too low to be worth using for me (example: I get touch of falsehood 67 orange that has lower stats than the purple 87 neck I’m using). A few more lvls and I’ll get even less exp for drops not worth using while having to spend all my resources on troops instead of building anything.

It’s nice that there’s challenge, but the hell difficulties are way too hard now. If ppl can’t beat the highest dungeon they can enter with moderate risk/losses there’s barely any reason to do a dungeon at all, so please make the dungeons easy enough for us to run the lvl we need to for exp/resources/drops.

Hope the difficulty change is made bearable before even more of us just quit.

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

Behemoth

16/40 16h20min 33% done.
Plenty of time and space left.
http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=4465579

 
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Topic: Tyrant: General Tyrant Discussion / [DEV] 6/22/2011 Faction War Update Live! V1.7.17

Originally posted by hatoblue:

Can someone explain what “Points won” and “Points Against” means? I’m a bit confused.

Other than that, amazing update!

From what I could see points won is your score from winning and from someone losing/surrendering against your def deck, just the same number that was already shown.
Points lost are points scored against your def and points you gave by loss/surrender when attacking others and failing.

So it’s not really showing what I wanted and excpected at all, I thought the change would give wins/losses for def deck separately. With this I’d still have to keep manual track of what I lost when attacking, and somehow guess from losses/points whether they used fight/surge or surrendered… Not that great or useful as it is imo, I was hoping for a clear win/loss rate for def and not some number that keeps me randomly guessing.

 
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Topic: Tyrant: General Tyrant Discussion / Lets talk armor and anti air

Originally posted by Kholai:

Actually you’re both wrong.

Enfeeble increases the size of each incoming source of damage for the rest of the current turn (Payback can cause enfeebling on enemy turns). An Infantry hitting an Obsidian inflicted with Enfeeble 1 will not take any damage.

However, Enfeeble 3 on Obsidian, then hitting with an Infantry, the Infantry will deal 1 damage.

More simply this can be demonstrated with a Whiplash versus an Aegis – a Whiplash rallies to 1/4, Enfeebles the Aegis and deals 1 damage. Enfeeble does thusly penetrate armour.

Valour is a conditional state – it’s a self-rally that happens only when the player is outnumbered and attacks – this gives the Cycle Mech the attack power of 3, which can be blocked by armour. With Enfeeble, a cycle mech would hit the Obsidian for 1 damage however, if Obsidian hadn’t activated and unleashed the Weaken All 1.

I stand corrected.
Ok cool, so enfeeble indeed adds to any attack, but still doesn’t add pierce.
So in simple math if the attack+enfeeble is higher than armor there will be damage, but if the attack+enfeeble is equal or lower than the armor no dmg is taken. Gotcha.

To the topic itself: I think that valor and AA should be added even from 0att, but that’s just me.
The largest effect on AA besides CW would be how hard EF is, it’s ridiculous that you have to depend on a handful of cards while all other AA is useless. Most valor cards kinda needs that change to be any good (hello marmoda?).

 
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Topic: Tyrant: General Tyrant Discussion / Lets talk armor and anti air

Originally posted by riennitari:

My notes on game flow:
Unless the unit has zero attack it will try to hit opposing side.

AA will not work if the unit has 0 attack, of course.
If attack is performed, all AA units have 100% chance to hit flying units plus a fixed damage modifier
(not to be confused with enfeeble and valor, which gives extra damage as unit hits)

Enfeebled units still need to take damage and amor will stop that if the att isn’t high enough. Valor works like AA, it raises the att value if a certain condition is met, that doesn’t mean it magically adds pierce as well.
And thus…


Enfeeble: As long as YOUR turn is not ended, any strike and attack on that enfeebled assault results on extra damage. For example, an infantry can hit a 1 on an obsidan after enfeeble 1.
Valor: During attack, if you have less assaults on field than enemy, deal extra damage. Aimilar to enfeeble, damage cannot be blocked.


Wrong and wrong. Even if obsidian is enfeebled and something like cycle mech gets the valor add, it still only attacks for 3 (1 att + 2 valor) which obsidian blocks with the armor. No dmg dealt means no add from enfeeble so the result is obsidian completely blocks the attack.
 
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Topic: Tyrant: General Tyrant Discussion / In Magic, going second nets you another card! So.. [shmotition]

To the topic: Imo just one more card in hand wouldn’t change that much, in other words a complete redraw probably makes more sense.

To the suggestion of double turns: As arcanis pointed out with his reply, combinations possible with manual play would be vastly overpowered, and the cards aren’t designed for that kind of play. Another that comes to mind right away would be 2 emp’s played in one turn, meaning a strike all 4 with no chance to heal inbetween. Doesn’t sound like much fun.

I still think a better solution would be letting manual go first but giving def some other advantage like bigger deck, buffed commander (maybe set for every commander or chosable depending on rarity/faction etc.) or something totally different that hasn’t been suggested yet. As for now, all I can say is that no matter how “totally playable” def first is, it’s depressing that activity in wars has dropped to maybe 20-30% from what I’ve seen, usually each side having 2-5 people fighting while most just sit back.

 
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Topic: Tyrant: General Tyrant Discussion / Factions: Defense-First

Originally posted by randomnum:

You are ignoring everything that has been said. If you make a good deck, your arguments do not hold. The only one I am not sure about is your argument about newbies.

A poll could be interesting.

So you keep saying but I don’t believe for a minute you’ve encountered defenses that are actually hard. The statement of bulldozer alone being able to dodge and tear down an entire structure deck sounds like a dream to me, and you still wouldn’t do any good against other typical decks like counter spams and a variety of other decks. Lucky guy to get along with what you said.

 
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Topic: Tyrant: General Tyrant Discussion / Factions: Defense-First

Originally posted by randomnum:
Originally posted by Muurahaiskarhu:
Originally posted by harkinsol:

you don’t have to defeat strucktures with this deck… if most of the players in the other faction have strucktures you change your deck, I don’t see the problem…

The problem is no organized faction will have every def deck built around just one type, you need insane luck to keep getting the deck you can actualy beat as your opponent. How is that so hard to see? If the enemy is 50/50 on fast decks/structures you’ll have a chance of beating the fast ones but you’ll lose every time against structures. Not to mention even harder defenses like counter/strike, rush with structure support and so on, as the attacker you need to have a good win rate against any type of defense and that just seems impossible now.

Also, just as a quick point… this deck outspeeds pure structure decks, still wins.

Oh really, you’re taking on draco/dalia and blood walls with 0 siege? Dream on my friend. :D

 
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Topic: Tyrant: General Tyrant Discussion / Factions: Defense-First

Originally posted by harkinsol:

you don’t have to defeat strucktures with this deck… if most of the players in the other faction have strucktures you change your deck, I don’t see the problem…

The problem is no organized faction will have every def deck built around just one type, you need insane luck to keep getting the deck you can actualy beat as your opponent. How is that so hard to see? If the enemy is 50/50 on fast decks/structures you’ll have a chance of beating the fast ones but you’ll lose every time against structures. Not to mention even harder defenses like counter/strike, rush with structure support and so on, as the attacker you need to have a good win rate against any type of defense and that just seems impossible now.

 
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Topic: Tyrant: General Tyrant Discussion / Factions: Defense-First

Originally posted by randomnum:
Originally posted by Chaosnake86:

What I have found with the new change is 1-drop stop is extremely good on defense now. Someone show me how to stop this deck:
Petrisis (new Enfeeble 1 commander)
1 Tiamat
1 Hunter
1 Predator
1 Omega
1 EMP
5 Irradiated Infantry (or other 3 Damage 1 drop spam, could also maybe throw in 1x Sabre, or 1x Cannon Walker, or maybe Arc Trooper)

Run your own 1-drop. Also, for Siberian Husky: this is my offense deck for factions that largely run 1-drop def decks.

Atlas
2 EMP, Tiamat, Predator, Arc Trooper, Exodrone, 2x Trident, Bulldozer, Shapeshifter.

QQ already.

I’d like to see this deck of yours win a single time against structures.
As many people have said before the hard part isn’t beating II spam (that’s among the easies def deck I see now) and 1-drops in general, the real problem is how do you beat any other type of good defense with that same deck?

Personally I like the twist and challenge and I’m still getting a 50% or more winrate all the way up to 90%, but it’s more cause luck on getting easy opponents. As a whole and to most players not having all the best cards available this is a real pain, and it makes no sense that for the majority of players attacking is too risky. It’s funny to see a top 10 faction struggle to get ahead in the war and stop with just a couple hundred point lead on us, but if it’s too risky even for a top faction to attack there’s definitely something wrong.

Hopefully we see some other change to balance the wars again because as much as this might suck winning by activity alone wan’t much fun either.

 
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Topic: Tyrant: General Tyrant Discussion / [Dev] Faction Wars balance change

Originally posted by deltatwelve:
Originally posted by DaWayne33:

We will eventually make a change to Arena to make it also Defense first, but that will be in a later update, not this one.

I understand it will take more coding. I guess. But this needs to be sorted ASAP. Its more important than new side missions.

For fighting your own deck like def works now, it is important to give the choice of first/second, but changing the entire arena would ruin things for newer players. Just imagine someone who hasn’t even beaten M66 having a go against 5k tiatlapred, trident spam or w/e to reach platinum otherwise.

 
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Topic: Tyrant: General Tyrant Discussion / Let's post your idea about new achievements

Originally posted by ArcanePretext:
Originally posted by cowman23:
Originally posted by Crusader32:

Admiral (or some other cool name like such): Reach level 50 – Reward: Some cool unique card

Perhaps Crusader?

Except that crusader isn’t a cool word, as it implies brutality and aggression fueled by religious zealotry.

It’s cool alright, just that the Crusader achievement should be awarded for trolling the forum with 100+ posts. ;)

 
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Topic: Tyrant: General Tyrant Discussion / Suggestions

Originally posted by M3nd1g0:
Originally posted by Hotshot2k4:

I don’t know if this one’s been suggested already, but:
Block selling of reward cards in the store.

There is just never a good time to get 10/25/100 gold for a reward card, unless you’re stupid. It might save some newbies or some accidental-misclickers though.

also, make those cards possible to be used in more than one deck at a time, its just anoying that I have go searching for my poseidon, or predator or… you got it… if I need them in another deck!

I still think the best solution would be to just make every non-pack card buyable when it’s unlocked. This would take care of both of these problems, but require an investment of some gold as payment of ones mistake or for the advantage. Otherwise every card should be playable in several decks to be fair, regardless of how they’re aquired.

 
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Topic: Tyrant: General Tyrant Discussion / Underrated cards.

I’d go for Obsidian, as well as Tremor Wyrm, just because people tend to focus so strongly on faction wars. For me wyrm was great in missions cause I got it early on, much sooner than bolide that does trump him in most cases. Obsidian actually has just as good or better survivability as nimbus in plenty of missions and raids, and the added strike is far more valuable as a support skill than flying is. I agree that they suck in wars but that’s only part of the game after all.

Hunter Similar reasons as above, while it’s weak to strike it can potentially dish out the highest fast dmg of any card (petrisis+hunter=6dmg on 1st attack).

Aquabat The hero of tartarus raids, great siege for fast activation with enough hp to survive actions. Titan is 2 turns slower and the added strike would rarely make a difference, if he activates you probably already won cause of faster strike cards.

Totally agree on mend wounds, can be great support to get a slowroll up and running.

 
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Topic: Tyrant: General Tyrant Discussion / Suggestions

Originally posted by Frelance:

Another request for the rewards store – I’d <3 a category for Achievements/Missions. If I could, I’d buy several duplicates of my favorite unique cards from the Rewards set, to play them in multiple decks. Like “you got Speedy Blightlands achievement, here’s a Stealthy Niaq, and you’ve unlocked Stealthy Niaq in the card store!”

Cards that should be there… Sidoze, Hunter, Predator, ExoDrone, Dozer Tank, Xaedan, Jet Trooper, Poseidon, Feral Scorpion, Rifter, Anvil, Shapeshifter, Venomous Raptor, Bulldozer, Fortifier, Gun Raven, Stealthy Niaq, Howitzer, Fighter Jet, Zerbur, Thadius, Lord of Tartarsauce, Bloody Mary

(Almost) completely agree, I don’t see any reason to why there’s only 1 possible copy of these to get as they’re unique anyway. All we could do is buy more with gold and save time in swapping them between decks. I think every reward from achievements/missions that isn’t included in packs should be available for buying though. Still crying over sold boris, even though he’s useless it means I can never complete the collection and thus have no reason to even try, also meaning I have no reason to spend gold or wb to “catch em all”.

As an add to displaying your personal score in a raid in a clearly visible way, the total dmg would also be much appreciated. Gets painful to add manually to see if more ppl should be invited or if there’s enough left to try for the next border for added honor. And once again, please do add a refresh button on te raid page, it’s just silly that a fight or refresh and new loading of the entire game is needed to get an up to date view of dmg done.

 
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Topic: Tyrant: General Tyrant Discussion / Regeneration is BROKEN

Originally posted by ClayMeow:

@Muurahaiskarhu & Kholai, I fully understand how skills work and what are considered activation skills and not (I’m not a new player). What I’m saying is that Regeneration is not classified as it should be and is thus the reason there have been threads about its OPness (not that I particularly agree with that stance). And yes, Payback is the same thing, but I didn’t mention it mainly because I don’t see anyone using Payback strategically like they do Regen.

Cards with regen (as well as payback) are balanced not to be that strong anyway, and it’s basically down to luck to have regen proc enough for the card to be good, e.g. in the regen-heavy oluth raid it’s still fairly easy to get 90%+ winrate with a good deck. As long as regen cards don’t have some other powerful skill like strike all it’s not that great at all, and imo cards with payback are even toned down too much and fairly useless.

 
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Topic: Tyrant: General Tyrant Discussion / Regeneration is BROKEN

Originally posted by ClayMeow:
Originally posted by nvillian:
Originally posted by ClayMeow:

Armored and Flying are special attributes, rather than abilities, and one can make an argument Counter is the same, so those being “active” while a unit is not, is perfectly reasonable.

However, Regen is an ability and should not trigger – and yes, same goes for Payback and Evade (though the latter could be questionable, as I could see the argument that it’s an attribute rather than an ability).

if you step back and take a look at what regen has in common with what you find acceptable, armor/flying/counter, then you’d realize they are the difference between offensive and defensive abilities.

Case closed

p.s.
regen isn’t all that great anyways

Case isn’t closed, thank you. Heal is a defensive ability, yet that doesn’t work when a card isn’t active (nor should it), so your argument is invalid.

Heal is an active ability though, not defensive. Nothing regens other cards, just like nothing makes other cards have flying or armor. Mimic works on heal but not regen, flying etc.

Go study skills here? http://warmetal.wikia.com/wiki/Tyrant_Skills#Activation

 
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Topic: Tyrant: General Tyrant Discussion / More Deck Spaces Needed?

Why would you need to make smaller icons and force it in the same space? D:
What you would do is add a small arrow for browsing and you can have page 2, page 3 …page n with the same layout as before.

Signed.

 
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Topic: Tyrant: General Tyrant Discussion / Zerbur?

Originally posted by ZeGuitarist:

Again, Strikebows don’t need to be nerfed by a hardcounter like 100% Payback. That would break the game more than it would “fix” this so-called “problem”.

I thought the current problem is payback is mediocre at best as it is, and don’t really see how it being good against strike if it was 100% would be a problem. As it is payback still wouldn’t affect poison, flurry, swipe, immobilize and so on… in fact it only seems to be good on strike, enfeeble, jam and weaken. Weaken and jam never get used before the card with payback gets active, and giving enfeeble back would only matter in the case the attacker hits a card with counter or also gets a strike payed back. A strike all still only returns as a strike original attacker.
So yeah, I guess a full deck of 100% payback would be sad for a full strike deck but otherwise it’d still just be mediocre cards that lose to almost any other type of offense.

 
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Topic: Tyrant: General Tyrant Discussion / cycle mechs

Originally posted by crkhek56:

Cycle Mech vs. Dracorex = lol

Here lies the problem for valor as a whole, the same reason why so few antiair units do any good in EF.
Just like antiair, valor only boosts dmg, it doesn’t raise att. Therefor a unit with 1att and valor vs dracorex = 0 dmg, and even if you used rally on commander the enemy just needs to survive a drop or two and all valor units with low att get useless. I especially enjoyed watching Marmoda do it’s thing in my def deck, a 4CD 8hp meatshield that does nothing sure is great! So while cycle mech is ok as a first drop I’d say it’s fairly useless after that unless your deck has some heavy rally going on.