Recent posts by JasonJ29 on Kongregate

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Topic: Eredan Arena / what about ballancing?

Originally posted by MichaelC924:

theres no balacing cause stupid people and whales are afraid to play outside what is obviously overpowered and continue to do so, and feerik doesnt give a fuq about constructive criticism i mean this isnt a surprise considering how horribly unbalanced their itcg version is.

Makes little sense to use weak cards when 90% of other people use the Strongest cards, unless you feel like losing a lot.

 
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Topic: Eredan Arena / Attack/Defend

The strength in Defending is largely due to Edgebee making skills that dominate on Defense. They could easily make skills that benefit attackers but instead keep giving us ultra strong Heroes that rely on Smite and Purify which naturally favor defenders.

We could use more 1st Turn Strong Fireballers, cards with easy rolls that are boosted when in Attack, a skill that disables a Defending card’s random skill, better 1st Turn Terror, etc.

 
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Topic: Eredan Arena / Hero Overview: Abraxal

Looks like a Herebus rip off/copy to me. Fireball as 1st skill, life drain as his 3rd, and even rr, rb, ry for the 3 skills.

 
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Topic: Eredan Arena / new preview!

When is the card on sale? I got a message on my phone saying the preview is ready but it does not appear when I access this game on my computer. Maybe I have to download the latest update for my phone? but that wouldnt change not having it for sale via the computer

 
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Topic: Eredan Arena / Hero Overview: Fyrnir the Ancient

Maybe it is just me, but I have never been a fan of cards that have both Shields and Mass Healing. If you attack with them, the majority of the healing usually ends up being wasted since the opponent will just toss out a card that deals significant damage on turn 3 instead of an early damage card.

-Dmg and Purify also seem to really hate this guy. Attacking with him is just begging for a 2nd turn Purify by the defender whereas if defending he can at least stack frost tokens on the opponent.

Seems much more Viable defending than attacking, despite his 1st Ability being stronger in attack

 
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Topic: Card Monsters / Balancing

Originally posted by Miawe:

Jason, maybe it’s fine for commons to be replaced by stronger uncommon cards, and uncommons to be replaced by stronger rare cards, and rares to be replaced by stronger epic cards. It’s called progression, it gives you a sense of moving forward. (Well, gives us, not you, because with that attitude, you probably feel like you’ve been stuck for a while. Do you even have fun playing CM?)

Maybe, just maybe some of those changes were aimed at newer players, who happen to not all exactly be the same person as you. Here’s a scoop: some players have different cards than you. Some people are at different areas than you. Some people exist outside of you. Some people actually enjoy this game.

Yes, Chance is weak-ish and it does not have a lot of options. Chance was made a tad better, and you only seem to be able to whine about how it’s not exactly how you want it.

You’re the kind of kid I would give an old sandwich covered in mold for Xmas. An expansion will probably be in Edgebee’s plans now. And maybe an Epic Chance ally will finds it way in there. Or maybe not. Life goes on either way, get over it, mate.

Your logic is baffling:

Your argument is that I do not enjoy the game because I am not a mindless fanboy who automatically defends every decision that Edgebee makes? Do you think every change Edge makes is right? If YES then that is highly baffling and hard to believe. If NO then it is baffling if you think on a chat forum people should not post what the mistakes are. I also do not see the relationship between analysis and fun. If you go to a restaurant the salad might suck but you still enjoy going there because the bread sticks and pasta are awesome.
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So minor changes to cards people quickly ditch is the solution? It is even debatable if it accomplishes anything since while their weak cards get buffed, so have the cards in many story mode areas, thereby making those stages also harder. Is there even 1 person who was going to quit but now thanks to the madcow buff is planning to stay or even use that card Long term instead of ditching it as soon as possible?

So it is worth celebrating super minor buffs? Remember original Hydra with 50 Shield and 250 Health. Pretend as the Nerf in an update, Edge decided to keep the Shield at 50 and lower the Health from 250 to 240. Would that be worth celebrating or not?

 
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Topic: Card Monsters / Balancing

Originally posted by Miawe:
Originally posted by JasonJ29:

-Giving WW Crystal is pretty crazy. It was already Very Strong. Other alternatives make much more sense

-Amazed Skeleton Staff was not changed. That card is so awful for an Epic

-So many Meaningless Changes:

Mad Cow Buffed??? Who here is planning to replace 1 of their cards now with Mad Cow

Twin Axe Buffed??? Is anyone planning to remove 1 of their backrow now to use Twin Axe

Chance no longer can do 0???? I highly doubt that is why so few use Not a Rat or Crocodime. Crocodime needs to be 60 or 70 chance to be viable, etc

I have only one thing to say to you. You are not the only person in the universe. Jeez. Ungrateful Little Yuppie Larvae

Originally posted by nohara:

While it is not reported, the cost of Dragon’s scale has been changed.
3cost for most of colors, and 2cost for blue(balance) .

Before this balancing, this card was 2cost to play for chaos.

From what I understand, they changed Magic’s cost to give Balance a buff, and they played with Armor’s cost, too. I guess that’s why Chaos lost its cheaper Dragon Scale, the value must have been just under 2.5 or something, and since they round up, the balancing probably bumped it up to 3. I think I can still live a happy life, and I suppose you all can too. Except JasonJ, odiodi and noodlespimp, who were cursed and can never, ever, feel happiness again.

Making changes that are so minor that they have 0 impact serves what purpose exactly?

How many people plan to use Crocodime now that 0 is not a possibility. That is not even close to the issue with Crocodime. The main issues with Crocodime are: Doesn’t reliably attack who you want (cant change this), Super Low Damage for a Backrow. Buffing Croc’s Chance to 50, 60, 70, or whatever is what is needed to make him viable.


Hey, maybe you are right and Crocodime will now see widespread use and people will stop replacing their Mad Cows with Rare and Epic monsters now that Mad Cow has been buffed. I guess time will tell to see how popular Mad Cow, Crocodime, and others become.

 
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Topic: Card Monsters / Balancing

-Giving WW Crystal is pretty crazy. It was already Very Strong. Other alternatives make much more sense

-Amazed Skeleton Staff was not changed. That card is so awful for an Epic

-So many Meaningless Changes:

Mad Cow Buffed??? Who here is planning to replace 1 of their cards now with Mad Cow

Twin Axe Buffed??? Is anyone planning to remove 1 of their backrow now to use Twin Axe

Chance no longer can do 0???? I highly doubt that is why so few use Not a Rat or Crocodime. Crocodime needs to be 60 or 70 chance to be viable, etc

 
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Topic: Eredan Arena / Reply on Patch From Feerik

Your wall of text is right about a lot if stuff, especially getting tons of Uber Strong Defense cards and few strong Offense ones.

I think you underestimate some of the dragons. Kachu Tao may have the best pure numbers of any Dragon after counting every 50 thorns as 300 damage.

I haven’t had issues winning with Skor Shi when damage buffed and is decent without if he can avoid a fire balling opponent. The bigger issue is for those without KTT you are stuck often using Soul Cheer who is an auto loss. Zeranax and Skor Shi would be so much more viable if the had purify.

 
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Topic: Eredan Arena / Huge slumps

I find it occasionally streaky but not too much.

Most people stop playing when they reach the league they prefer (Champ or Master) so any bad luck streaks do not matter much since by then they are in unranked.

 
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Topic: Eredan Arena / EX Reward Packs

I always prefer staying in Champ for the 300 Fez. Using 300 Fez either for Survival or a weekend where you do not get enough of that Ex is better than low odds of an Ex you want

 
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Topic: Eredan Arena / Couple of things

Either you just had bad luck or only remember their great rolls and do not remember all their bad ones.

I have never noticed any difference in rolls among opponents of various leagues

 
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Topic: Eredan Arena / Marauders team

Claw is great on Marauder teams due to the great synergy with Gemineye and being able to bypass their Dodge’s due to Shock

 
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Topic: Eredan Arena / Ogmor counters

Flam has very many good rolls vs Ogmor:

RRYBBS

RRYBSS

RRRRYB

RRRRYS

RRRRBB

RRRRYB

RRRRBB and RRRRYB are almost identically good. Not all those rolls are perfect (like RRYBSS) but even those require a very, very good roll by Ogmor.

Even RRRBBB will beat a lot of Ogmor’s rolls (although not his best ones)
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Often, when using Flam vs Ogmor, I go for 4R unless the dice dictate going more for the 2R Route.

In my experience, Flammara wins 75%-85% overall vs Ogmor if defending.

 
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Topic: Eredan Arena / Hero Overview: Santa

Originally posted by MrHome:

2 games in a row I play santa against a raged Azalys. And both times I was lucky and rolled a RRRYYY. Its so satisfying seeing a 650 strength azalys go down to around 80. Besides that, her RY roll is so situational and feels so under powered. This ability and smite both help in countering high strength opponents, but I would definitley want smite over the Opp str / 2.

Smite though is easily handled by the dodge, which is 1 thing that hurts the current smiters. I think the better comparison is whether Strength/2 or Backstab is better since both reduce STR (Backstab’s damage is reduced by dodge but not its effect)

 
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Topic: Eredan Arena / Ogmor counters

Originally posted by hayelf:

flammara with RRRRYB loses to ogmor RRYYXX

This is definitely not true. Flam’s RRRRYB beats basically anything Ogmor can do, even beating an Ogmor RRYYBB roll.

It is even more lopsided if Flam is attacking

 
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Topic: Eredan Arena / Ogmor counters

I don’t think the analysis is right for Ebony and Flam. Both should rarely lose to Ogmor. It does not even mention how Flam if great rolls vs Ogmor. For example RRRRBB or RRRRYB are both awesome Flam rolls vs Ogmor

 
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Topic: Eredan Arena / 1st in master league

1st and 100th get the same reward

 
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Topic: Eredan Arena / Hero Overview: Kebek

Why wasn’t his Likely Best Roll of RRYYBB included among the options?

RRYYBB=400 + 400 + 400 + 520 + 520 = 2240 + 50 Resilience (920 Damage + 800 Shield + 520 Heal + 50 Resilience)

 
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Topic: Eredan Arena / Champion vs Masters

Fez are also very useful for Survival or rerolling packs.

Yes if you have every Ex then Master is better cuz you get 499 Fez but for most people that could take 10-20 seasons minimum before all Exs have been collected.

 
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Topic: Eredan Arena / Champion vs Masters

I stay in Champ because I think 300 Fez is much better

 
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Topic: Eredan Arena / About balancing

Originally posted by HsssH:

I think that problem with buffs vs nerfs topic is that some people have this understanding that “nerf” people want all cards nerfed down to Bomzar’s level so they start saying that they prefer Buffs but realistically speaking almost everyone wants cards like Ogmor nerfed.

Personally I don’t think that goal of balancing is to make game balanced and fun, nerfing everything down to Bomzar’s level might make things balanced but I doubt that game would be as fun.

Having all cards balanced around Bomzar vs all cards balanced around Ogmor though is basically the same thing. It shouldn’t make any difference as long as the balance is proper. Whether all cards can do 1,500 Max or 2,500 max is just a difference in numbers. Taking the position that balancing around Bomzar would reduce fun would be equivalent to saying the game would be more fun if all Damage was multiple by 100 and cards would average 150,000-250,000 instead of 1,500-2,500.

 
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Topic: Eredan Arena / Fun Facts

Originally posted by IvanM372:
Originally posted by Steamrollah:
Originally posted by MrHome:

I was wondering. what was the old Kriss’ stats? I hear about how strong he was back before the balance patch.

I’ll probably get it wrong, since I don’t remember the damage numbers precisely, but it was something like this:
1st: RY – Terror 25 & Dmg +50
2nd: R – Hit 200 & Purify 1
3rd: RB – Hit 250 & Smite 2

the second is Purify 1 and Hit 200.. order is important lmao..
but then they nerfed him as noobies dont know how to counter him :(

They nerfed him because he had few counters and was easily 1 of the strongest cards in the game

 
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Topic: Eredan Arena / About balancing

Originally posted by break69:

The easy way to fix that game wouldn’t have been to make everything else better, but to nerf the very small number of overwhelmingly powerful cards. Nerfs should always come first in my opinion, because you don’t really know what’s going to happen until the “easy win tactic” has been taken care of. Once the powerful cards are toned down, you can look a bit harder at the cards not seeing play.

-Nerfs are also much more practical and time efficient. Nerfing 10 or whatever cards is way, way easier and faster than trying to buff 100 other cards.

-I have seen people in the past say they prefer Buffs to Nerfs. I have never understood this argument since the outcome remains the same. Whether every card has a hypothetical power level of 1,000 or each has a power level of 50, the game remains identical.

-I also disagree with the idea that more balance=more luck oriented. If 100+ cards are viable, hugely important decisions are made in regards to synergy, matchups, who to attack/defend with, etc. When only a few cards dominate, though, it is very easy to just toss together the current 5 or whatever super team and watch how others play those few cards, thereby making it mainly dice rolling contests.

 
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Topic: Eredan Arena / Hero Overview: Vick the Ticket Seller

I am not a Huge fan of this card:

-YY is not an easy roll. Using cards that rely on 2Y or 2B for a critical ability can be highly inconsistent

-If you ignore YY, RRRRBB is decent, although many cards avoid Swords and then just have to top 1800 damage to beat him

-Easy to waste dice. Odd numbers of either Red or Yellow will be wasted dice

**RRBBSS will often be a better roll than RRRRBB or RRRBBB.