Recent posts by bmuell01 on Kongregate

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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??

 
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Topic: Card Monsters / Brainstorming Abilities

^ get out of my head!!

 
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Topic: Card Monsters / Brainstorming Abilities

In continuing the theme of helping Edge mold our game. How about some abilities you would like to see, or even current ones that might need changing? Is invincibility OP? Is something underpowered?

I see the game leaning heavily on abilities that empower all cards like silence and bless, and less on ones that have a % chance for only one card. Like critical. Maybe it is just not on the right equip/armor/ally yet.

I think the next expansion should have abilities that affect things when in play.

Minion – when in play, common and uncommon cards cost 1cc less.

Charity – Or more suitable to the existing abilities. When in play, all cards played have draft +1. This might need to be balanced with X turns but it would also need to be worth while. Might remove dependency on crystal ability.

Bulk – adds hp to all allies in play. Something like Bulk 10 for common/uncommon Bulk 20 for rare and Bulk 30 for epics. Or just cheaper Bulk 20 for epics. Really cool defensive move. Those allies would get the hp until they die.

Smith – adds armor to armor in play, or maybe to armors played after. Like a fortify ability. Same as bulk, add Smith 10 for low level cards up to smith 30 for epics. Or maybe it heals armor in play. May be hard to cast armor AND smith in the same turn so might need tweaking to be playable.

Also how about new boosts for each color. Call them Rally Abilities. Each color would have a rally ability which would be a use card, equip/armor, or ally only in that color. So blue rally could never be used in a different mono-color deck. The Rally names would be each color which makes sense. It would “bless” the card in a way that suits each color and give it a bit of defensive and offensive perk for the cards in play until that card dies. Something like this:

War – when played gives all allies in play explode 50 and critical until they die. Assuming most red allies have 50-70 damage you would add a 50% chance to score 30 more damage. So basically 50% chance of 30 damage, 25% chance of 60 (2 ally crit procs), and 12.5% chance of 90 damage.. (all 3 allies crit procs) If crit was OP, then maybe cleave?

Balance – when played gives all allies 20 fortify 20 magic until they die. Adding max 60 damage per turn.

Chaos – gives allies 10 magic 10 melee until they die. assuming BD and 2 Muscs, this adds 60 damage per turn.

Fortune – give allies 20 range and Bulk 30 until they die. Adds 40 damage per turn. A little less damage to balance Bulk being 30.

Nature – give allies 20 heal and Break 30 until they die. Gives heal 60 per turn. More of a defensive rally than the other abilities but could change. The 60 heal might prove OP.

I like the idea of giving the allies these boosts until they die since you would need to choose when you rally and help late game comebacks. But may be OP. The rally ability could be only on a use card but would it be unique and then compete with managem and doom? The ability could be softened by wearing off after x turns like bless.

Needs testing but the ideas are interesting.

 
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Topic: Card Monsters / Brainstorming Ideas

Me again. We need more decks! There are 5 colors so technically you could have 5 different color decks, then one for swarms, one for weekend events, one for tinkering even. That is 8. You could even have different rarity decks. I am coming from a veteran players point of view since when you start you only really need 2 decks. There are currently 7 but two are locked for token purchases. I do not see those being worth $10 each. Maybe if they were packaged with something? Like boosters or buy an elite pack get a deck slot free. Maybe I am alone on this.

 
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Topic: Card Monsters / Brainstorming Ideas

To strawman’s point, if you get a foiled card in the mix of a dozen others it is hard to separate them. Some revised selling feature would be cool. i dont see why it isn’t modeled after the collection screen. This way i have a bird’s eye view of everything i have and if i wanted to go sell certain things I can find it immediately.

 
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Topic: Card Monsters / EdgeBee is back in the game.

Re: the next booster. I see what Militant is getting at and for expansions 5 and 6 that was still the case. People who are done leveling what they need have far more surplus of coins. Funky is at like 30 million i think. So yes you can open all of your christmas presents on one day if you wanted to. When a new booster comes out, just put a 10-20 pack a day minimum on it. So people would get 2-3 epics a day. The other solution of making them available elsewhere in the game is nice too, kind of like the unlocks are from the Mystical pack. They do not all have to be rewards beyond DA but low level players would still be hard pressed to get there. Other unlock parameters are rep or live score but again vet players will always have an advantage. I think the limiting of boosters if probably best.

Re: my art. You are entitled to your opinion but do feel the need to defend or clarify my side. My card art was made when we were told there was no more ally art to be used so there would never be another expansion. So I took a stab using my amateur skills. Now Edge seems to have fixed that by announcing a new booster. My art was made specifically (to the best of my ability) to fit in with other cell-shaded Edge art which I think it does so nicely. If you did not know I drew it would you question it? Plus be honest, compared to some Master pack art, it is significantly better (see, Frosty). I feel like Edge’s art has improved/changed with Heroic and Epic packs too. So unless the new art is provided by the same artist, it likely will also be different. I do not see any reason why they would be prevented in using my work because I am not an employee. It would be up to me if the art was free to them or if i charged for it. You can be freelance you know? Plus your argument for not using art could be applied to suggesting game improvements. They are free to use our ideas even though we are not employed by them.