Recent posts by DodgeNDive on Kongregate

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Topic: Rise of Champions / 9/12 Balance feedback

Hi FrozenTorch, really appreciate the fact that you’re willing to ask your player base to aid in balance tweaking.
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1) Speed: Every player in RoC knows how vital speed is, and at the moment Agility is an attribute no class can pass up. On top of this, there is item requirement attribute – usually this is favorable to that class anyway so it’s (usually) not an issue. But in the case where say, with the change to Heal – one would like to do a healer mage, you have a third attribute you’d have to slot into, on top of that every class wants a little bit of constitution. This sort of “pseudo-forced-allocation” stops your player base from making wholly varied, strange and wonderful build, because the optimum build will always be one that incorporates this forced allocation within its spec.
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Solution 1: Change the diminishing return to speed increase for Agility allocation to start earlier for Mages and Warriors, and tweak Rogues’ one to be slightly later on. For example; with 20 Agility, all classes would have 30 Speed. While at 35 Agility, Mages and Warriors will have 35 Speed, whereas Rogues would have 40 Speed.
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Solution 2: Reduce the current attribute requirements on equipments to be below 20 Str/Magic/Agi. This would allow for example, a Constitution+Willpower based support Warrior build.
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2) If nothing is done about Agility and Speed, make it so that Rogue’s “preparation skills” such as poison weapon do 50% of basic attack damage. i.e. the Rogue will attack, dealing 50% of base attack damage, then apply poison to its weapon for future attacks.
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3) With the change in healing, the warrior skill Final Charge is massively underpowered. As pointed out by Xenovora, warriors don’t stack willpower because in the current system they have to pick up Str, Agi, and Con already – and having to pick up Willpower would just spread the warrior too thin. And thus, the instant healing that Final Charge give is rather pitiful in its current state. (Also with the current effect, maybe rename the skill to “Final Stand”. Because I think “Final Charge” should have something to do with increasing the party’s damage instead of health, because you know… it’s their final assault so they’ll hit as hard as they can.)

 
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Topic: Rise of Champions / REMOVE enemy scouting on loading screen?

Originally posted by Lollerthere:

Disregarding my previous statements, the copying problem is an issue I overlooked earlier. It’s an issue that’s annoying for most people, if not everyone. Seeing the stats of the enemy as you can now does nothing but help copycats.

And I think you may be missing another point. Maybe you’ll realize how dull and predictable the game is after a week, simply because all information is those seconds of loading.

Yeah I agree that it does help copycats to just get the stats they need and make a mirror of the build they can’t beat.

And I can only hope it won’t be dull :s at the moment I’m looking forward to hitting level 20 so I start getting regular PvP matches (while bracing myself to lose a lot, being a new level 20 lol).

My previous post (the one you just replied to) is just me saying that though we are currently discussing the info screen, the next step – regardless whether or not the info screen is removed or not, can be to see if it’s possible to do a rebalancing.

I mean in an ideal situation, everyone’s build would have a chance at dealing with any sort of build, no matter what their build (or their opponent’s build) is, right?
At that state, knowing your opponent’s stats will just be about playing your build in accordance to the opponent you’re facing. And anyone copying builds would still need to learn the strategies in the build itself to pull it off as well as whoever it is they’re copying from.

I’ll admit that as I play more, my view could change – since right now it really seems like gameplay leading up to level 20 is vastly different from gameplay at level 20 – and i’m not there yet

 
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Topic: Rise of Champions / REMOVE enemy scouting on loading screen?

Originally posted by Lollerthere:
Originally posted by DodgeNDive:

I for one thinks that the stats shown on the loading bar lets you prepare a strategy when you face your opponent.

That’s the very reason why the amount of strategies out there is single digit.

I’m thinking that the single digit variation on strategies is because there may need to be some rebalancing on skills and attributes.

I play competitively and when I start on a game, I get really analytical – in the three days I’m here, speed is by far the most important stat there is.
Therefore speed manipulation will no doubt be a powerful strategy. e.g. stuns.

On my first day, I decided my dream team would be speed+stun based. Yesterday (my second day playing), I found out that it’s prettymuch the Meta.
I’m going to say; I can see why…

My point is this; for as long as there is an “optimum” way to play, when each of us do some min/maxing on our own team, we’ll eventually oscillate towards the same conclusion.
doesn’t matter if we can see opponent’s stats or not

So I feel that whether or not we get rid of the stat list on the loading screen, something needs to be done about that. (may be for another thread, I’ll admit)

My hope is that the update will make other stats worth venturing, because at the moment it’s Speed, Stun (ultimately lightning mages, and therefore lightning resist), and hp.
Because right now, it doesn’t matter how big a hit your character can do if they’re not ever going to get a turn from getting perma-stunned.

Oh and for everyone’s sake, make dagger rogues viable in Brawls… lol
I loved playing dagger rogue on my first day, it was fun. But as soon as I saw how terrible they are in brawl, I straight up replaced it… which was upsetting :(

All that said, I have a lot to learn still so feel free to point out mistakes in my comment (preferably in a nice way aha), I’d appreciate it :)
Thanks for reading this!

 
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Topic: Rise of Champions / REMOVE enemy scouting on loading screen?

I haven’t played the game for a particularly long time, but I think the info displayed on the loading screen are fine.
If it was to be removed, I personally would like a way of finding out other than through trial and error.

For example, visual elements that could tell you what stats the item has (e.g. a wing on a helmet means the helmet has +%speed, but you don’t necessarily know how many % it gives).

Another would be to pay skulls or some sort to “scout” the enemy prior to the battle.

I for one thinks that the stats shown on the loading bar lets you prepare a strategy when you face your opponent. Which is beneficial for both parties in a PvP match, but is a clear advantage to the player when it’s vs AI.

So my vote would be to leave it as is

Edit:correction done per cristian’s pointer below

 
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Topic: Rise of Champions / [THE ERUPTION] Hellbound

Originally posted by DragonArcherZ:

I’ Btw, DodgeNDive, you missed something.

In game or on my application? :O

If it’s something about my application, it’s been there all along :)

Edit: apart from this one kong3760650 lol

 
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Topic: Rise of Champions / [THE ERUPTION] Hellbound

Originally posted by DragonArcherZ:

“So how do I control Sagacity again?…”


I’m enjoying Rise of Champions at the moment, I’m rather competitive with games like these so I want to improve my skills by learning from others :)

I’m currently level 13, rising steadily as I do log on daily.

Not sure if I’d be able to meet a fixed donation quota at my current state, as I am hoarding gold and essences to get the build I have in mind once that is possible _
However, once I’m at a comfortable level, I’m sure I’d be a good asset to your guild :)

I’d like to join the guild so that I may readily find others who could help me grow. As my team becomes stronger through the help of your guild, I’d be able to contribute more and more, and of course I’d be as willing to help others as others have done for me _

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Lame CCG Card Game

Hahahah Gregar, that sounds like a fun economics game! xD

“Part-Time Customer Assistant”
T1 Hero
Generate 320 dollars per month
Ability:
-This hero does not pay taxes
-Gain double pay during public holidays

“Average Company CEO”
T3 Hero
Generate 10,000 dollars per month
Ability:
-Every 4 turns, gain D20*100 dollars bonus.
-When world event “company bust” comes into play, roll 4D6 until you have a quadruple – you can’t play any cards for a month for each failed attempt.

Event Card
“Dynamic Market”
Grab the nearest child and ask them to put up to 3 digits of numbers on any number of cards they wish. These are the new cost for these cards.

I would play this game lol

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Balancing that should be involved

i.m.o

Need more direct damage spells
Need more creatures with on enter effects or ally buffs (on enter: destroy random gear? errh i’m surprised dev don’t have this yet…)
Need more gears too!

Allow Mono-Gear, Mono-Spell, Mono-Creature Archetypes to happen
Have single cast gears, i.e. instead of ‘Dark Missile’ have ‘Blackpowder Bomb’ that does exactly the same thing, but undeads aren’t immune to, and it is also a gear (So Drav can get his passive)

Unfortunately your rational idea would ruin the game, so unless they massively buff single gears…
e.g. Hero Ring: Gain 3 random charges
Health Mantle: Gain 3 HP
Quick-Draw (Gatling) Cannon: Deal 3 dmg/card drawn

I would vote no to your idea.

If I can only have 1 HP mantle out, it’s not worth having 4 duplicates of them just so i can have regen 1… and if it’s not worth having 4 of those mantles, having one in the deck ‘just for the off-chance that it might help’ would be stupid, and thus i wouldn’t include any.

So, either…

Keep it as it is

or

Take your suggestion on board, and buff all gears to be semi-ridiculous

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

Originally posted by Rebel:

When Akatril buffs disarmed creature disarm just disappear when Divine Fury is over.

Example:
Golem 2/2 — Disarm: Golem 0/2 — Divine Fury: Golem 3/2 flying — Next turn: Golem 2/2

I’ve been trying to pin point this for a long time, but no one ever listens :/

It’s a very annoying thing to happen… akatril’s ability should not allow this

Suggestion: Devs, could you make it so that weakened stat doesn’t get rid of buffed, and vice-versa?
I can see that when you disarm a creature, it’ll come up with the weakened symbol *2, and if you buff it, instead of the creature receiving a buff symbol, it instead gets rid of the weakened status to the amount the creature is buffed by.

In short, Devs implemented weakened and buffed in the same slot, and applying one removes the other

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

What is error 1009?
It crops up SO OFTEN!
starting to get annoying :|

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Worst 3 Creature Cards in Kingdoms CCG

We need to use this topic to alert the devs of potential power creep!

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

I’m getting sick of the random error messages in the middle of PvP >,>

Please investigate and fix, it seems to happen at random times now

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

When using SMELT on WAR DRUMS, it comes up with an error message

My hero: Dravkas
Enemy hero: Belnir
Creature on the field: 2 corpses
Gear on the field:
War Drum (Belnir’s)
3 Shock Staves, 3 Quickdraw Cannons, 2 Essence Mantles, 1 Poison Dart Gun, 3 Hero Rings

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Your Epic Moments In Images

My Wilo going up against lordofsea’s Noran… this is what you get when two mystical heroes collide!

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Your Epic Moments In Images

Ahah sorry :’)
I know my wilo games takes ages

I was just happy that I managed to deal with 8/5, 7/4, and 4/1

I turned away for a moment and you just suddenly had 3 Drums out, I just didn’t know where they came from lol
your username is quite appropriate for your deck though :’)

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Your Epic Moments In Images

If you’ve won a long fought battle, or a particularly difficult one, share it with us :D

Obviously i’ve just started this because i just had one :’)

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Suggestions Thread

Wiloryn’s AI is a little stupid at using her time rift ability

She slowed my fleshbag instead of my vengeful titan
She slowed a disarmed creature that currently has 0 attack
She slowed a pacified creature at one point too

I was trying to make a Wilo def deck for the wars, but because of how her AI uses time rift, it’s just insane to even try to use her as part of a stall deck

Please look into this, thank you

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] I have just realized...

Yes I’ve seen the sheep under the BMaster’s axe, i was wondering if there’s going to be a polymorph spell or something lol
like golemnify, but into a 1/1 timid sheep or something

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

Akatril’s divine fury still removes weaken permanently… it should be temporary

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

Originally posted by kagrunz:

:

WHYYY oh whyyy did you guys (dev team) change the kingdoms pack to 25k when it used to be 20k like shown?
it’s a bit annoying :/

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

The construct enters play with x attack and x hp, where x is the cost of the gear.
Since you made it enter play via doppleganger/soul conversion, the value of ‘x’ is equal to zero and thus killing it the instant it appeared

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Question: how to stop Jorma/haste decks?

Pack diminish in your deck, it’s useful when you want to kill this particular creature and you know they’ve been saving their reborn or is about to get their reborn

Also, if you’re in a stalemate situation where both creatures would die the moment someone attacks, you can put yours on defend so that they kill the creatures at the end of their turn… this doesn’t stop them from doing a reborn when it comes back to their turn, but a) you can clear the corpse and put a body-block b) you let them reborn the corpse and you only get hit once before you can place a body-block

in my opinion, at the moment, since hero abilities does provide sweet advantages and is usually incorporated into the deck one way or another, packing diminish in your deck could hand you some easy wins at times, and save your backside

Also, as horrid as ‘Bury’ loooks, you can take them to combat Jorma, Belnir, and Abba… afterall you can always just burn it for a mana if you don’t want it. But of course, don’t compromise your deck’s abilities to handle other heroes

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Guild recruitment thread

either people don’t use this, or no one is looking for a guild? lol

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Suggestions Thread

Need in game messaging system between players

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

CRUCIAL FIX NEEDED:

-Akatril’s Divine Fury: “Until end of turn, target ally creature gets +1dmg and gains flying”
When used on a creature that has been weakened, it removes the weakened condition after the divine fury effect wears off – which should not happen.

How to replicate bug:
Akatril summons a creature
Opponent weakens the creature (using the eve spell weaken)
Akatril use Divine Fury on the weakened creature
Voila! after the turn ends, the weakened condition would somehow disappear

Fix suggestions:
Needs to add ‘also remove weakened from target creature’ to description
or
Make it so the ability does not remove weakened condition in game.
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BUG#2
Decks assigned to arenas cannot be renamed

not as crucial, but it’s just needed to smooth the rough edges in the game

thanks!