Recent posts by bmuell01 on Kongregate

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Topic: Card Monsters / GLADIAOTORS

I’m not sure what part of Miawe’s post I like most!

 
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Topic: Card Monsters / Bugs Any bugs? Post them here.

You might have new cards. you didn’t see. Check your deck builder and see if you have some new ones. That does suck. Get used to grinding! =)

 
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Topic: Card Monsters / Brainstorming Ideas

I commend your effort but BOY is that both overwhelming and confusing! I think you could simplify it slightly by adding a new “plus” ability that would act like bless and effect your cards for a few turns. But its hard to make a general effect for all abilities and as you point out, its a little different for each one. This gets very complicated for players to remember.

I have thought in the past about two abilities that would alter the dreaded RNG of the game for short terms. Perhaps something called “fortune/misfortune” that would bend the RNG in your favor for your cards, or take away from your opponent. It is kind of the same ability and could be simplified more with tinkering. Picking one general direction would be good. I would say it would be misfortune where RNG failed each time. So that would be flying fail, reflect fail, etc. Sounds extremely strong.

Keep up the good work but if you would like people to comment i suggest having only a handful of abilities to discuss at a time.

 
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Topic: Card Monsters / Foiled Uniques

Yep its because it is unique. Hmm.

 
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Topic: Card Monsters / The Future...????

You will have to pry hope from my cold dead fingers!!

 
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Topic: Swords & Potions 2 / Warning - Servers will be down later today

Not sure why SnP2 forum only got this and not on CM. Its not that hard to make a second post. Seems i have to dig for news these days. Spread the love next time m’kay?

 
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Topic: Card Monsters / The Future...????

There is always room for improvement! Blue still isn’t as competetive as purple and yellow. We were able to make yellow and purple quite even, red and green are almost there, but blue is still falling short. Dumb silence..

 
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Topic: Card Monsters / Calice Card Art

More art please. Its been a week.

 
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Topic: Card Monsters / CM Improvement

+100

 
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Topic: Card Monsters / The Future...????

Leeeeeeroooyyyyyyyyyy Jenkins!

 
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Topic: Card Monsters / Xmas

Really Santa Edgebee? No presents for xmas??? Boo.

 
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Topic: Card Monsters / Most recent up-date

I also noted that live play coin rewards are greater than before and Green dragon level 2 now has crystal. Cheers Edgebee! Keep the updates coming!

 
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Topic: Card Monsters / Brainstorming Abilities

Ok, i’ll bite. What does it stand for… ;)

 
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Topic: Card Monsters / here u go

Really confused here but perhaps check out the wiki? http://www.edgebee.com/wiki/index.php?title=Abilities

 
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Topic: Card Monsters / Balancing

Originally posted by JasonJ29: If you go to a restaurant the salad might suck but you still enjoy going there because the bread sticks and pasta are awesome.

I love the Olive Garden too!

Ok Jason, I enjoy good forum banter like the next but you cannot expect silence after you post such polarizing comments like you do. Maybe you mean too, but then don’t be surprised by people’s reaction.

Fact is.. this was not a minor update but rather a soup to nuts, top to bottom update of all abilities and allies. The reason many epic allies were omitted is because they got changed around earlier this year in February. If you look at the changes to equips, 24 of the 51 changes were epics! Almost half. And as far as abilties changing, yes mad cow does not effect end game but lowering the cost of trample does! Also the armor changes made many armors now higher, which can significantly impact all levels of play.

Maybe you are a glass half empty kind of guy. I like mine half full. You seem to be focused on the smallest of changes like mad cow or chance. When in reality, there are major game changing things in there too like invincibility, winged helm, armor changes etc. But don’t act like all these changes are pointless. Otherwise it will truly be the last one we ever get.

 
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Topic: Card Monsters / Balancing

I still think AOE is far better than trample. Trample is on few allies and equips. only one rare has it, plus high trample can take out your wing cards at best. AOE on the other hand can take out a wing and a tank, which is far better. Everyone plays armors, so blocking trample with armor is easy for any deck to deal with. AOE on the other hand, you need to run lots of wall. And put it on your tank which normally you do not do. There were many new AOE cards added to this update so I think you will see AOE far more than thrash and trample. Give it a week with the new changes and see if you feel the same.

 
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Topic: Card Monsters / Up-coming changes

Originally posted by khelben1979:

I think this small update ….

Ye of little faith.

 
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Topic: Card Monsters / Up-coming changes

Happy Happy, Joy Joy.

 
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Topic: Card Monsters / what is your favorite card

That’s like asking a parent who his favorite child is. I love them all.

 
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Topic: Card Monsters / Brainstorming Ideas

Silly strong arm tactics there Odiodi. Plus this is the wrong thread for your ultimatum. Keep this for suggestions to improving the game please.

 
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Topic: Swords & Potions 2 / Suggestion and ideas thread

Consider this beta Vaikran. There is a matchmaking scheme in effect but it will work better when more towns go private and participate in city wars. Currently there are not enough in play so you face whoever is available which I agree is unbalanced. Rewards and ranking are scheduled to be introduced next. It will all add into a better experience!

 
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Topic: Card Monsters / Invincibility

I have the exact opposite experience. I have been playing this game for over 2 years and two things keep me playing. New boosters and balancing abilities/cards etc. Both do the same thing. If you think about it, balancing abilities or rather the “rules” of the game give the game new breath and can radically change the game. Look at the track record or game balances. We had a set of cards and rules and then jumped to 8/8 decks, we had level 3 monster caps then went to 5. Critical was 25% chance of hitting twice for melee only. No one used it. Now it is 50% of doing 50% more damage for range and melee. Very usable. Disease radically changed with the last booster. All of these make me go back to my cards and reconsider them. New decks = new excitement.

Balance is a weird word that does not necessarily mean this zen state of everything being equal, but rather in this instance, that one ability or ally or color is deemed strongest and the entire game heads in that direction leading to exactly what you said… a boring game. So while we have gone a long time without any game changes, every time Edge puts in some change to existing rules (even with this recent minor update) it lets the game continue that much more. I think the unbalance you enjoy is that strong abilities have counters such that we end up with a rock-paper-scissor format which would be great but is very hard to implement. For example silence is counter by cautious but cautious is not readily available in blue and purple, the main magic colors.

Given how much time and effort is taken to make new expansions, Edgebee really just need to fool with a handful of existing abilities every other month. It would be like an entire game event!

 
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Topic: Card Monsters / Invincibility

A mixed bag. For yellow it has helped them hold on to being playable. For green it has catapulted it to the top. Its even worth playing emphemeral sheild for blue and its a common. I generally feel that it is too powerful of an ability. I know they nerfed it to be only once per ally but that just stopped the spamming of it. Even as a stand alone for one ally stopping all attacks for one turn is super powerful. I mean who would not want to pay 3cc for an armor that lasts 2 turns. I feel it is too powerful. I say we could soften it a bit more in one of two ways.

Keeping it for a 1 turn, and still having the once per ally rule, change it to:

1. 50% chance of each attack missing the ally. This is on par with flying and would also account for magic. This is quite a major change and then might need to reconsider the once per ally rule… not sure.

2. If that is too dramatic a change make it something like 100% chance to block the first hit, 50% chance to block 2nd and 25% chance to block the third for one turn. This allows you to take the initial onslaught but then it could eventually break. This really would only block wingmen attacks first but then the tank would hit which I do not really want to be the case.

3. Maybe a happy medium is that if you are super defensive, you should not also be offensive. Card that is invincible cannot attack.

EDIT 4. Make invincibility apply to the ally, and not the armor. (Credit notwillard)

I think what I am most annoyed by is that an invince card gets two armors for the price of one, so why not just choose that every time? Would be nice to know what other’s feelings were on this topic. I am open to other suggestions.

 
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Topic: Card Monsters / Brainstorming Abilities

Originally posted by EdgebeeStudios:

Interesting ideas, indeed!
(Man, I need to play more Card Monsters to understand the impacts of all the changes that were suggested! I know what I’ll be doing this week-end.)

So Edgebee, did you get in some good CM over the weekend?

 
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Topic: Card Monsters / Brainstorming Ideas

What about god mush??