Recent posts by Talamare on Kongregate

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Topic: Little Alchemist Mobile / Otto drop rate

My guess would be Otto having a drop rate of 32% (28%+2*2%) and a rare drop chance of probably more than 2% which would give a chance of more than 0.64%. That seems awfully high, considering the grind time. Maybe Chin has changed the drop rates since then.

32% chance to drop a card at all
2% chance that card is a RARE
25% chance that card is Otto (assuming the 4 rares have the same chance)

0.16%

 
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Topic: Little Alchemist Mobile / suggestion: combat type

What if we make it then that

Red deals direct damage
Blue heals you

Hmm, Green sounds tricky. Maybe it makes your monster stronger in both attack and defense?

 
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Topic: Little Alchemist Mobile / Why not just nerf Critical Strike and Crushing Blow?

Why are so many people speaking out about this? It’s nuts. I paid money (or farmed for months) to get a good card with CS or CB. Now players that don’t have them (or not the ones they want) want to nerf them just to be competitive? As someone on here once told me….If it ain’t broke, don’t fix it.

Another point I’d like to bring up….If CB and CS are nerfed, the F2P players would fall even farther behind. Why? Because Onyx combos would become even more valuable. The only fear that a t10 player has is to not draw a Fused FF on the third turn and have their opponent draw one. Having these one shot kills allows players in rank 300+ to be able to beat a t10 player. (not consistently, obviously, but it gives them a chance) If the game were all combos, or with nerfed abilities, the luck factor would diminish and it would be all deck strength. So the gap between F2P and P2W would become even wider.

Did 2 different people type each paragraph? Your first paragraph is nearly a joke that is plagued with childish rhetoric. While the second one is quite well thoughtout and insightful.

Originally posted by nikko8085:

My suggestion isn’t perfect, but having longer lasting games sounds to me like a way to really test out who has the better deck, instead of having the lucky draw. This would of course enlarge the gap between F2P and P2W, which I don’t think is good thing. But I’d like to see more games last longer than 4 turns tops.

It’s a delicate balance, T3~5 auto win is bad for the game however immortal players is also bad.

CB and CS are on a different level than the defensive abilities. The game is devolved into a quick draw, first to fire their CS/CB wins. Which is why TieBreaker is OP since it would happen fairly often at the same time. It’s why ComboMaster is basically completely broken, because it accelerates the quick draw auto kill. However neither of these are broken because they are inherently broken, but because quick draw auto kill exists in the first place.

As far as defensive finishers go, if you time it correctly. You stall til the next quick draw opportunity where you need to time it correctly again. Missing the timing means you lose.

 
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Topic: Little Alchemist Mobile / Why not just nerf Critical Strike and Crushing Blow?

Originally posted by nikko8085:

Just fix absorb and reflect . Absorb has no use (assuming equal stats) while every other ability is useful (or has a chance to be). The problem is that CB and CS has a great effect if used against normal cards, while the others can be used only as a counter. In H2H, that might be fine, but an AI don’t really use it that well.
I’m not sure how to fix it, but absorb could be made to heal for the absolute damage dealt (to cards also), although this would make protect obsolete. It would make absorb on par with CS and CB though. The other 3 still has the problem that their effect is useless unless used as a counter to another fusion. Maybe reduce the cost to 3 orbs so you would win if you countered as you would be first to get the next deadly fusion?

Buffing everything creates more problems than nerfing the few that are broken. If you do that to Absorb, there might create a new meta of unkillable people. While merely nerfing CS and CB, will just slightly incentive more offensive Alchemist types and minimize the auto kills.

 
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Topic: Little Alchemist Mobile / Why not just nerf Critical Strike and Crushing Blow?

Originally posted by Xaev:

Mind blown? You do not grasp the issue my hollow headed friend. Picture this, every PVP one loss and one win, unless you pay real cash for cards. Taking 2-3 months to beat a boss and losing 90% of the time. New players not being able to obtain gold CC or getting dimond cards. No one would play. The game is not designed for a defensive deck. The whole system would have to be revamped.

Ah, the classic. “This change will destroy the world” defense.

 
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Topic: Little Alchemist Mobile / Why not just nerf Critical Strike and Crushing Blow?

Originally posted by caliber44:
Originally posted by Talamare:

They are clearly the reason that PvP is kinda of broken, not so much combo master or the low values on Heal/Fire master

Pretty simple really

Amplify and Pierce becomes 25%
Crushing Blow and Critical Strike becomes 50%

And may I ask how many of those cards do you use in your deck? Have you spent a great deal of time farming for a fused card or purchased multiple packs to obtain them? I am sure you would not be fond of the concept of having it’s abilities diminished if that were the case.

Your cards aren’t being removed, nor are they being made useless. Both effects will still be extremely powerful and crucial.

Originally posted by Xaev:

Then it would become a card holder win, or more ties. That would make beating bosses harder , a lot harder. You would find people not using healer but attack and not playing attack cards but more defensive ones. It would shift the whole game.

Sorry, I think it might be to drastic of a change, and would make p2w even further separation from f2p . Getting a CB or CS is possible but a good defensive dimond? That’s hard.

Thumbs down.

So you would find increased diversity? Mind blown!

 
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Topic: Little Alchemist Mobile / Why not just nerf Critical Strike and Crushing Blow?

They are clearly the reason that PvP is kinda of broken, not so much combo master or the low values on Heal/Fire master

Pretty simple really

Amplify and Pierce becomes 25%
Crushing Blow and Critical Strike becomes 50%

 
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Topic: SAS: Zombie Assault 4 / Health Regen should be a % of Max HP

Originally posted by JasparJam:

They should make this change for all classes!

Health Regen is a basic skill, all 3 classes have it

 
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Topic: SAS: Zombie Assault 4 / High Damage Ammo

Thanks Nray for this useful post (I know this may sound sarcastic, but it isn’t I found it really useful)

Also, I am pretty sure gemeis just meant ‘nerf’ the cost, as in reduce how much they cost to buy since they are not really that great… 1000% more expensive for 25% more power…

 
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Topic: SAS: Zombie Assault 4 / Health Regen should be a % of Max HP

With the current system, as you level up your Regen becomes weaker and weaker and there is nothing you can do to improve it. However it is quickly obvious that this only hurts Heavy.

Assault has a % based emergency cooldown heal
Medics have like 1k HPS potential
Heavy are basically reliant on Health Regen which at a pathetic max of 62, it is useless if you have a massive health pool

If you go 25 points in Health, you can easily have 20k hp and regenerating at 62 per second will take over 5 minutes…

I personally suggest using 0.1% of max health per second
At level 1, it would be a pretty large nerf. Tho at higher levels as your health pool is larger and the amount of skills invested in this skill is higher, it will begin healing for a fairly acceptable amount.

Altho this might be a bit too small at really low levels, so perhaps adding a flat 1 hp/s upon acquiring the skill might be needed.

 
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Topic: SAS: Zombie Assault 4 / Can we get a Heavy guide?

Actually, they have the complete formula and Heavy Gear Skill is WAY WAY better than Fast Movement if you are using heavy stuff.

With that armor set and gun -58% movement, you will be reduced to about 50% movement (with 1 point in HGS and FM)

25 HGS will put you back to 100 MS
25 FM will only put you at 73 MS

That is a massive difference, oh and 25 both will put you at ~150 MS

It would only take 11 points in HGS to equal the speed of 25 points in FM

but you are correct that the downside is that you NEED to be wearing heavy stuff for HGS to do anything… With 0 weight, HGS does nothing…

These numbers are a little rough but at 35 weight is when HGS and FM are about equal. More weight HGS is better, less weight FM is better.

NOW HERE IS THE CORE OF THE ISSUE
Both the Ronson LMG and the CM 505 are really good LMG, but they are the 2nd and 3rd best LMG’s (doesn’t really matter who is 2nd between the 2)

The best LMG (highest DPS) is the Super Marine, and that one has basically no weight (only 8)… Then even with 15 lb of armor, you still aren’t going to reach the 35 lbs that makes HGS decent…

Hurray for progression making your skill useless!

Also, another massive problem…
LMG have massive penalties and they aren’t even near the highest DPS weapons… So whats even the point?

SUGGESTION!!!
REMOVE HEAVY GEAR SKILL
Add in effect to the nearly completely useless Brute Strength
Give Heavy a new skill

 
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Topic: Yu-Gi-Oh! BAM / Add Me!

<3

 
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Topic: Yu-Gi-Oh! BAM / Patchnotes 12-18-2013 + COMMUNITY FEEDBACK

Infinite Cards… Quick Nerf it to 2! You still have time!

 
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Topic: Kongregate Multiplayer Games / [Dawn of Darkness] QoL improvements

1 & 3 FFS YES YES YES YES YEEEEEEEESSSSSSSS

The rest I dont care

 
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Topic: Rise of Mythos / list of ugly and small odds...

you keep one of the failures… so only 40 were in vain

 
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Topic: BattleCry / Cast time broken? Mages op

The OP thing is Ultima Staff

 
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Topic: BattleCry / Global Def (HP) Buff

Things die in this game far too fast, there is no real way to get line infantry enough health to survive anything

I understand that things need to die and often, but the way its currently setup is that everyone should have high damage armies, The only units that can survive a slightly hit are 200-300 point over equipped single men, who still die fast if the enemy knows how to build damage properly

This high damage setup also affects Mages

Mages are currently line nuke or global nuke mages since the have enough damage to usually 1 shot a line, Armies are setup so that they also carry mages in this fashion or they are anti mage armies.

Suggestions to fix this health disparity
Defense values across the board increase by at least 2 (including all races and armor)
- A low geared infantry unit should have at least 8-12 health
- This would have a lesser effect on high gear units, since these already perform well

Magic Damage is reduced
- Line Mage damage (8 damage for 35 seconds) is reduced to 6 damage
- OK Koraz damage is reduced to 8
- Global Nukes are reduced to 12 Max

 
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Topic: BattleCry / Unbeatable Levels

Use cheap high damage units, lots and lots of them with good archers and staggered mages

 
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Topic: Kongregate Multiplayer Games / Pierce Suggestion

Reduce the amount it pierces by in half (or less?), and make Pierce reduce the effect of shield by the Pierce amount instead completely negating

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

Originally posted by LilyAldrin:
Originally posted by Talamare:

I support banning Painful Memory, Last Ditch Effort and The Abyss

abyss? r u serious? one of the weakest legs atm.

p.s. i dont have abyss.

p.s.s. i dont have any legs ;(

Abyss completely destroys any strategies based on allies

and look there is an entire class who is meant to be based on allies (Acolyte)

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

Draft ID #2271

As soon as I played my 1st card he kongregate “your game is loading” thing appeared above the game, and the game completely froze

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

I support banning Painful Memory, Last Ditch Effort and The Abyss

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] LoH Class Analysis

Not to mention, if they played 3 cards, their shield is probably really high at the moment

The Abyss should have its effects changed, Imagine if there was a card that said As long as this card is in your deck, you cant draw Tactical or Martial attacks

Also N.Watch should no longer negate the ally, it should merely banish it after its played

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Balance in drafts

I think the first player should have -2 damage penalty

Why -2 damage and not 2 shield for the defending player?

unstoppable attacks shouldnt be able to bypass the penalty

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

Sell us 25% energy bottles for 3 Legacy Coins