Recent posts by Weatherbeard on Kongregate

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Topic: Clicker Heroes / Suggestions for next Update

An ability like this is only useful provided there’s more heroes after him. 25% increased gold is in terms of G/s the same thing as 25% increased dps. If your hero proposal were treated like Frostleaf who accounts for 99.9999 percent of dps, a 25% gold increase would be horribly underpowered compared to the standard dps increase abilities. But as long as there’s other heroes beyond him it would be more beneficial. For the same reason the 25% dps increase on Frostleaf is currently terrible.

Seriously. Frostleaf is the last hero, has 4 upgrades, and two of them are piles of junk. So my only request is that any future “last” heroes not have so many stinking black holes in them. The previous one had the horrendous +10%, but at least she also had 3 +100%s and a skill.

 
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Topic: Clicker Heroes / Tips for the game

Strictly speaking, DPS per Gold goes DOWN with each new hero, all taken at level 1. Level 10 is always worth getting, and level 25 is often. You almost always gain more power per Gold spent, unless the hero in question has a support ability in one or both slots.

Super Clicks edges Deadly clicks in DPS if you use Super, Deadly, and Powersurge all at once, though the difference is slight.

The very highest DPS can be gotten by double Energizing: Use Energize then nothing else until Energize is cooled down. Pop a skill, Energize, then another skill. Use on Super Clicks and Deadly Clicks for the highest output, along with normal Powersurge; each click should be worth about 5.4x of your DPS value with all of them going.

 
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Topic: Clicker Heroes / Boss HP

Failure to defeat a Primal boss does not waste it, a new one spawns. Similarly, leaving also respawns the Primal when you come back. So it’s there until you kill it. Basically, there’s just a chance to have the bosses flagged “Primal” when a new world is made, which is only removed on killing the boss or on a new Ascension.

 
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Topic: AdVenture Capitalist / AdVenture Capitalist References

Holy Hockey Stick may be a reference to the deadly “Holy Hockey Stick of Terror +5” from D&D of old. Or it might just be a weird coincidence.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Stuck Again

About the busts/idols: Draft packs are the best use of them almost all of the time, but if you don’t want to spend money it’s not a bad idea to hold on to them until the moment you want to draft. If that means you have 3, or 5, or 20 of them, so be it. The reason is that every once in a while, there’s a promotion even better than the draft packs available for the LC you can obtain from busts. If you do turn them in for the Coins, try to do it with 4 at once. Drafts are wonderful, but the odds of getting an Epic+ rarity card (let alone more than one) seems to be about 1 in 4. You should be able to get some handy Rare cards, though, if nothing else.

Also, it’s generally a better deal to draft on a Monday during the Monday Night Heroes event if you can. You’ll see the Draft button be red and say “Draft Night!” while it’s going on. Your first draft gives you a free bust along with your normal rewards. If you can manage more than one draft, there’s also other prizes to be had as freebies, but the Bust is the best because it requires only a single draft, and is worth a free pack OR LC, your choice.

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

Timewar, this probably is not an actual bug, but an effect related to the order of event processing this game has. It seems to go Badge Effects → Damage Calculation Effects → Reflection Effects → Other Card Effects → Apply Damage → Apply Shield. The Pointed Response example you gave sounds like the results of a Nonstop’s Reflex badge depleting cards. Or does it also work that way with Scoreboard (as the Boards deplete before the damage numbers appear)?

This order is important, however. Imagine a situation where you have up a Firewall or Helios Genesis buff and no Shield. Your opponent hits you with a Martial attack for 10 damage. They deplete 10 cards, one of which is Moxie. Now, should the attack hit for 10, or 20? The depletion suffered by your opponent happens before the damage, but in order to make certain that the correct amount of damage was taken from such reflection effects, the damage has to be calculated BEFORE the actual reflection happens. Decay is lumped in with reflection effects, so LDE is already calculated to not meet the Survivor requirement before the depletion.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] How Many Free Drafts Have You Earned?

Make that 23 Epics (24.2%). I went back through what I had gotten out of curiosity.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] How Many Free Drafts Have You Earned?

May as well bring on the some of the hate/jealousy

Drafts entered: 95 (285 packs)
1st: 38 / 2nd: 27 / 3rd: 23 / 4th: 7
Draft packs earned: 191 (67%)

Legends drafted: 6 (6.32%)
Epics drafted: At least 20 (21%)

I actually had all 6 Legends before Draft 60

I’d also like to note that this was all done as a free player, with no pack jackpots.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Blanking is a terrible mechanic

Retranslation: Blanking has made some of my overpowered cards do nothing thus losing me a fight, and I now hate it for that.

Seriously, Blanking is possibly part of a response to some cards (PM, LDE) just being seriously overpowered. If it’s wrecking your decks or your fun, you may need to rethink your strategy or your involvement in the game.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Biggest hits and scores of LoH!

It’s a shame that the MegaBrawls were so laggy. I was in a brawl with a PM hit for 592, but I couldn’t get the battle log to work from all the terrible, terrible lag

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] New Player Pro-Tips

One more for the “Honor packs are worth it” category. The advice that they’re crap seems to come from people that assume that they only contain commons. This is completely untrue. I’ve personally opened packs with up to three uncommon cards in them. Although they don’t pull from the complete set of uncommon cards, many are a vast improvements to starter cards.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] NonStop FireBadge

I had a firewall stack, and if I remember it dealt reflected damage on the next two threats. But my memory may be faulty, or there may have been an attack causing the deplete (like Falling Timber).

One fun thing about the copy is that the original lands in the Deplete before it goes off. This means Spitfire would gain a bonus from the first one played, and that things like Icy Resolve can Recover themselves.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Broken Cards

If we’re going after Last Ditch Effort, why not Sibling Rivalry? It requires a bit more focused deck construction, but the effect is almost a better LDE. Especially with very usable and useful Martial attacks like Too Fast (helps cycle the deck to get power cards like SR faster) and Calm Before the Storm, this has the potential to practically be “Deal 1 damage for each card in your Deplete pile”. LDE is much easier to get, however.

I support changing PM. Seriously, it’s awesome for brawls… but what the hell? 1 damage for each card you’ve already taken from them? At no cost to the user?

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

@The5thRider: Read your card text. “Not so Fast” Ploy: If an opponent’s threat would recover, banish their depletion pile. “Oh, really?” is not a threat – it’s an event – so “Not so Fast” is not supposed to fire on it (unless it were actually played from the hand). Yeah, “Oh, really?” sucks like that.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Bathe in Light change

It must not be EXACT same game, because it wasn’t a card doing damage though an attack (rather, an effect) that allowed the small exploit deck to work. If CotD had had such a deck already, it most likely would have been averted before it happened.

Also, it was the resurrection effect of Bathe that made it so strong, not the simple recovery factor. I still feel it’s a very nice card, even if other recovery cards are now “stronger” than it. Considering how easy it is to get, I can’t say much about the nerf. It was exploitable as all get-out.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Suggestions

This may be the style of 5th Planet, but the thing that gets me is the powerleaps between cards. It’s one thing to have rarer cards be better, but all cards are essentially “free” to play in this game. There are a few that require or power up through things like WCs, and some of those are Rare+ cards, but there seem to be lots of others that are attacks that are just absurdly better than common/uncommon cards. There are many cards that simply have no drawbacks when compared to common and uncommon cards. None, as they do everything the same, only better. It mostly turns the game into “who has the most Rare cards”, which further translates into “who has done the most grinding”.

I’m all for people getting stronger as they level up and play the game more. I’m all for the advantages of a larger deck, more Badges, and more Rares to choose from. But since decks have no limit (that I am aware of) on Rare+ cards, there is just no reason for Commons after a certain point. It annoys me because it’s like you’re forgetting your roots. I guess I feel that there should be some reason to care about common cards.

So, to make suggestions.

Cards that affect, or are affected by, commons. Maybe something that adds a permanent (or turn timed) “+1 WC for each Common card Depleted”, or “all Common cards played have an additional Recover 1 in addition to all other effects”. Maybe “all Common cards are Unstoppable”. I don’t think this is broken, as common cards are already weaker than rarer cards.

Perhaps cards that have an effect that requires SPECIFIC commons. “Student of the Spark: deals +3 damage if you have Lesser Spark, Spark, and Greater Spark in your Depletion pile” Something like that.

Something that can help commons be worth just a little more.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Suggestion

Oh, dear. I thought this WAS the main suggestion page. Not just another “oh NOES, I hates energy limits” whiner.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Suggestion

This may be the style of 5th Planet, but the thing that gets me is the powerleaps between cards. It’s one thing to have rarer cards be better, but all cards are essentially “free” to play in this game. There are a few that require or power up through things like WCs, and some of those are Rare+ cards, but there seem to be lots of others that are attacks that are just absurdly better than common/uncommon cards. There are many cards that simply have no drawbacks when compared to common and uncommon cards. None, as they do everything the same, only better. It mostly turns the game into “who has the most Rare cards”, which further translates into “who has done the most grinding”.

I’m all for people getting stronger as they level up and play the game more. I’m all for the advantages of a larger deck, more Badges, and more Rares to choose from. But since decks have no limit (that I am aware of) on Rare+ cards, there is just no reason for Commons after a certain point. It annoys me because it’s like you’re forgetting your roots. I guess I feel that there should be some reason to care about common cards.

So, to make suggestions.

Cards that affect, or are affected by, commons. Maybe something that adds a permanent (or turn timed) “+1 WC for each Common card Depleted”, or “all Common cards played have an additional Recover 1 in addition to all other effects”. Maybe “all Common cards are Unstoppable”. I don’t think this is broken, as common cards are already weaker than rarer cards.

Perhaps cards that have an effect that requires SPECIFIC commons. “Student of the Spark: deals +3 damage if you have Lesser Spark, Spark, and Greater Spark in your Depletion pile” Something like that.

Something that can help commons be worth just a little more.

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

Try Again behaves, most likely, in an unintended way. It’s supposed to add 2 damage if your last attack did no damage, fine, but this ability also activates if played as the first card of a match. As in, when there is no “last attack”.

Exposed Wires also has a little bug. If an Ally is Depleted due to damage from Exposed Wires, it Depletes an additional random Ally. If your last (or only) Ally is Depleted… Exposed Wires Depletes an additional copy of that Ally. I don’t know if sufficient Recovery could actually use this and give you multiple of that Ally to use (for that fight only), or if the limited scope of this means that it’s just an amusing effect.

 
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Topic: Kongregate / *Mobile Contest Winners Announced*

The “problem” isn’t the devs (except maybe the other companies that upload here, as they can upload already tried and popular games), it’s the players. Games win because they get voted up; if the players are voting games up based on the dev, then they’re just shooting themselves in the foot as far as attracting new developers. If those devs are actually making the best and most fun games, then they bloody deserve to win and the fact that you don’t like it that they don’t bow out after a few wins comes off as whiny.

If your problem is the lack of “originality” in the games, as in, games inspired by/updated from older games, then maybe we still want to play those games. I’ll agree that it’s a shame that the big winners weren’t made just for the contest, but if someone can make a good full Kong game that still runs mobile, more power to them.

 
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Topic: General Gaming / RPG Shooter: Starwish

In regards to the question on if the story suffered from a paradox: Yes. Deuce causes the destruction of the Wishing Star after the station is destroyed – but this event supposedly takes place after the Star Fragments are given out, which happens after the destruction of the Wishing Star. Whoops.

Quick breakdown of the game, to me:
Writing – 9/10; great characters, though occasionally trite and predicable. Still well fleshed out and had actual “character” to them, made them worth caring about

Art – 7/10; Served the purpose, but there wasn’t enough of it. The lack of story art made the text dumps longer and duller. It’s a damn good thing the writing was compelling.

Gameplay – 4/10; Repetitive stages captained by mostly dull, unthreatening bosses. It’s fun while it’s new, then… you only keep playing for the story. Also buggy, particularly with a fast ship.

Graphics – 4/10; Bland but servicable. Weapons are boring to look at (seriously, all the subweapons are just black ovals?) and for the most part so are the enemies.

Overall, though, the game is just compelling. One of the few I’ve actually played through just for the game.

 
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Topic: Tyrant: General Tyrant Discussion / Counter (little) Modify

Leech is already close to a hard counter to Counter, since it heals immediately. Strike also works, since it doesn’t get countered. There’s one little fact you seemed to forget in thinking Counter is OP: Counter only works against already active and attacking (ie, pretty much everything you could classify as “dangerous”) cards. Non-attacking (delayed, jammed, immobilized, 0 attack) cards cannot be damaged or effected by counter, but they can be hit by the whole remaining gamut of other damaging abilities.

Armor seriously needs to be able to resist Strike, as opposed to Counter, since Counter can only kill already active units. In Pyro Rig Vs Mind Crontroller, Rig takes 3 damage and limps off the field, but Controller doesn’t. Rig is still alive, still active, and still dangerous. It can be healed before the end of your turn, and unless your opponent can finish it before your next turn, it gets to attack again at least once more. In Pyro Rig Vs Strike, it probably isn’t even going to go live. It’s going down before it even gets a turn, and there’s nothing it can do about it. About the only chance it has to live is if you’ve got some good healing going on, in which case it could likely survive Counter as well.

 
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Topic: Tyrant: General Tyrant Discussion / Daily Chance Crate Composition

Yup, it’s like scratch-off lottery tickets. The result is determined before you buy it, all you do is reveal it. And a bunch of things that you didn’t win. Those are there to 1) Make you feel like you have more of a chance, and 2) Show you things you could win if you continue to play.

 
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Topic: Tyrant: General Tyrant Discussion / Some depressing calculations about Tyrant's energy system

The system can also be called the Skinner Box, thanks to B. F. Skinner’s famous setup for training behaviors through a system of rewards and punishments. It’s getting rather common and digs into our minds to get us to play/do things that we would otherwise find to be, perhaps, a waste of time. Most online games do it, no matter how much or little you pay for them. WoW may not have a microtransaction system, but it rakes in the dough and gets the addictive juices going by exploiting the same tactics.

In the end, while I find the energy system to be rather confining, I don’t mind it. It’s silly to log on to play for <5 minutes, but I’m still willing to do it 1-2 times a day. Because I enjoy those 5 minutes. Then I put the game away and move on to something else. To me, it doesn’t matter that it took “35 days” to do what could have been done in a few hours. Because it was still done in a few hours, just over the course of 35 days.

If it bothers people that much, find more hobbies.

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

Separated into two since it got too wordy and hard to read.

Now on to the mechanics/cards:

Camouflage-Defensive: Unit is not considered a valid target for “random unit” abilities.
Pros: Unit can’t be hit by Strike, Weaken, Enfeeble, Jam, Mimic, unless it affects “All”
Cons: Unit can’t be helped by Heal, Rally, unless it affects “All”. Offensive abilities still trigger against non-Camouflage units at full rate.
Notes: Structures with Camouflage should only be Walls (to prevent nigh-indestructible structures). Not just a “better Evade”, since it only avoids abilities rather than drains them, and unit is still fully affected by <blank> All abilities.

Lockdown-Attack: Prior to damage being dealt, 50% chance to prevent all defensive abilities of unit being attacked.
Pros: Shuts off Counter, Regenerate, Flying and Armored.
Cons: Does not affect Evade, Camouflage (were it to exist) except for units following attacker
Notes: I had also considered this as a sort of Jam equivalent – affecting a random assault unit until possibly next turn. In which case it could stop all abilities, but allow for attacks. I kind of like the flavor of it as an attack ability, however. I do not like the fact that it would shut down Armored, in it’s current inception (see opinions on Armored above).

Infiltrate-Attack: Units with Infiltrate ignore the presence of Walls when attacking the enemy Commander.
Notes: It’s Fear against Walls. Why not?

Roulette: Unit activates a random Skill (other than Mimic) (so, Strike, Heal, Rally, Enfeeble, Weaken, Siege, Jam) The strength of the skill is determined by the number (if applicable).
Notes: Random fun! Not to be relied upon at all!

Now a few cards, just for fun (note, balance may be a bit off, I’m not trying that hard):
Commando Squad – Imperial Assault
2 Delay, 3/3
Camouflage, Infiltrate, Rally Imperial 1
Note: Immune to Strikers, and they can’t Rally themselves. Fun.

Aerial Fortress – Imperial Structure
3 Delay, 8
Wall, Flying, Strike 2
Note: Flying Wall! Booyah.

Escape Pod – Xeno Structure
0 Delay, 1
Wall, Camouflage, (Regenerate 1?)
Note: Avoids one hit, no matter how strong (or weak), because it’s (virtually) immune to Siege. Regenerate might actually make it a really usable card, too.

Armored Transport – Raider Structure
0 Delay, 5
Wall, Armored 2, Counter 1
Note: Armored Wall, because it hasn’t been done.

Underground Bunker – Imperial Structure
0 Delay, 3
Wall, Armored 2, Camouflage
Note: A really tough cookie to crack without Peirce. Maybe OP at Armored 2, buy tried giving it little health to compensate.

Deadeye – Unique Raider Assault
2 Delay, 4/3
Camouflage, Anti-Air 0, (Lockdown?)
Note: Probably a bit on the OP side, as 3 Health leaves him on the field VS EMP, and he’s immune to the Strikes of Tiamat/Predator. But in my opinion, that’s a good thing. Also, Anti-Air 0, because it hasn’t been done. Since Lockdown would cancel Flying anyway, maybe lose the Anti-Air in favor of that. Maybe not, since it’s only a 0.

Overwhelming Brute – Bloodthirsty Assault
3 Delay, 5/3
Regenerate 3, Lockdown, Crush 2
Nasty guy, OP maybe, shuts down defense. 3 Delay is pretty slow, though, and only 3 health (even if he CAN regenerate)

Entropy Trooper – Xeno Assault
1 delay, 1/3
Roulette 1

Entropy Captain – Xeno Assault
2 delay, 2/5
Roulette All 1

Dimensional Flux – Action
Roulette All 1
Roulette All 2