Recent posts by SeanDougherty86 on Kongregate

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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Yeasy I read all your points. I added a bunch of notes to our list based on what you said. You raise some valid issues (some we have already identified and some we will all take to further consideration).

I want to point out one thing inconsistent that you are doing here though.

I some post you condemn us for not using enough community cards. And in your next post you say you hate every single community card that went through less adjustment for balancing purposes.

A common criticism you have is that the cards are uninteresting. Can you please describe to me what you consider to be “interesting”? perhaps PM me some card examples that you consider to be interesting and WHY that makes them interesting.

Regarding upgrade cards: There are not going to be any more upgrades. You either get them from this pack, or you don’t get them at all.

This pack is undergoing a lot of testing and changes. Ralk told you guys all along how beta this really was. You will notice more changes from this pack compared to the spoilers than any previous pack in the history of tyrant.

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by Pats133:

My Tank got nerfed…. Its a bit weak now…

your card is still simming and playtesting pretty strong. so prepare your anus for more nerfs

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by ladolcevita:

@sean, if the sims can correctly predict gameplay and are accurate, I’m fine with whatever you decide. But by the looks of the cards, they seem to be quite a bit ahead of the power-curve. Could this be due to the extremely strong deck pool you are simming against?

sims are not 100% accurate. but they are an excellent tool for pointing int he right direction.

they cant play as smart as a reegular person can. they are just one of many tools we have at our disposal who are reliable enough to consider teh results among the results of other methods.

yes. the deck pool im simming against is very strong and diverse. as a general rule im not letting anything exceed the winrate of the current mono-imp or marmoda surge decks (which typicall sim the strongest and have simmed the strongest for months)

whether teh simulation % is accurate… i dont know.. manually you can never really test this. but we can use known decks as a baseline and this is what i’m doing.

it is backed up by the fact that i havent personally been able to make your card fit ina winning deck thus far. am ahppy to hear any deck ideas if yo have any for it :D

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

If anyone wants to build a theoretical deck using the PP or existing cards I would be happy to test and provide results with it

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by Shieru:

@ Sean.

It was originally a 4 turn wait so how about…
1/18/4 Berserk 2 on attacked,Poison 3 on attacked leech 6.
2/15/3 Berserk 2 on attacked, Poison 2 on attacked leech 4.

I wouldn’t be totally opposed you giving it new skills or something, the only thing I had in mind when I designed the card was a slow,slightly tanky card that slowly ramps up in danger factor till it wipes the board clean when it activates >:D

we had a different card in this spot before which we decided to scrap. the card3 that you see was a last minute change that we made before the devs asked us for an XML. We didnt have time to run mayn simulations on it.

we will try to sim both of the 3/4 drop that you suggested in this post i am quoting to see how it does.

your card has a trait that we feel that bt needs

thanks

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by Entername_______:
Originally posted by SeanDougherty86:

@entername

card 3 – it is pretty much unanimous that this card needs to be nerfed. we want to test it a little more. but then we will need to decide how best to nerf it.

card35 this card simulats and performs really shitty in real practice. it simply dies before it can get going. as it is we would need to probably buff it. but as you state, it may be better suited as a unique.

card37 is definitely useable. perhaps too useable? preliminary testing as a non-unique is not game ruining. that being said, it could potentially be boring. thanks for your input

For the 3 concept: We don’t need an OP card with PSN3, but we could do with more cards that have PSN 2-3, for instance mess with the PB theory (being some BT cards that have nice poison), just don’t boost up the stats too much.
For the 34 concept: Unique it, give a slight (VERY slight boost)
For the 37 concept: I only state that given righteous will be boosted a lot in this next update, given all the extra quick heal/protect and such that is in the spoiler, I would recommend it to be unique based on that alone (With the current cards, it is fine, but taking into account some of the new additions that righteous is getting, there’s a good chance it is “too usable”. Add in the tribute and you could make some cards boost the one with the skill it offers up even more, especially with multiple copies (this is my only doubt. but it is an easy fix imo)
As for the pack as a whole, it is pretty solid and there aren’t too many cards that are OP/Will be too common in the meta, but still in the usable/niche area, so, kudos to that!

card 3 – we will take your opinion into consideration. like i said we will be adjusting or even removing this card. we need to give it more thought and testing.

card34 – i added a note to seirously consider making it unique.

card37 – we will do more testing. i think a couple people ar ealready in love with this card so hopefully its not too late :O

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by ladolcevita:

Haven’t read the other comments:

1. too fast, too much. Perfectly fine with 2CD or just 6HP.
3. 4CD at the very least. Even then it’s OP
4. (hey it’s my card, sorta :D!!). If you change protect to armor 2 can you up the CD to 4? Or would it suck too much?
8. Siege all 1 is (edit: slightly) crazy (even from the pov of a person with no CWs).
9. Heal all BT 1 over-does it a bit. Heal BT 2 and up the HP instead.
10. Weak compared to everything else. At the very least it should have HP comparable to Morgan or Mayumi.
12. Too universal. And if it ain’t, I don’t think it should be imperial anyhow.
13. I love this and would definitely use it, but 8HP is a bit much for a fear killer.
16. This is ridiculous. Even heal all right 1 is fine as is 2 CD. Righteous and Imperial really don’t need to be stronger.
40. Too fast + imob combo is slightly OP. Imperial good enough anyway.
50. IMO, would be fine even if heal all 3 → 2.

card1 – This card is definitely good and has potential to scale well with others. That being said, th simualtions didnt say it was OP and neither does our current testing. It has a distinct lack of survivability (which it needs other cards for support).

do you have a deck you might suggest we test out in case we have overlooked something?

card3 – yes, we will nerf this card. we are just not sure how we will nerf it yet

card4 – yes it was your card with some adjustments. Currently it is simming and in play worse than i had hoped (mostly silus augment style rainbow decks i am testing).

i would love for some people to theoryize a deck that this would work well in. current results are a little underwhelming (i think 9 life is not enough. it dies before it gets going; a similar problem to card34)

card8 – against most wall decks this card surprisingly performs worse than many of the siege2 commanders. we are aware of the risk this card poses and we are looking at it in as much depth as time provides

card9 – this card is not as good as you might think. the heal is because BT lacks protect (and protect is a LOT better than heal as far as average total damage mitigation).

card10 – we will consider raising life. atm it is quite strong against the strike cards (im sure this is no surprise) but like you said, isnt hugely useful against other stuff. it is good addition to wallstall decks because it sometimes chaos’ the siege cards. more testing is required.

card12 – this card is supposed to be a response(alternative) to the over-use and importance of mayumi. there needs to be a cleanse alternative and putting cleanse on an assault doesnt really accomplish what it needs to accomplish. how is imperial not fitting for a cleanse/heal card?

card13 – its good against some fear, but bad against others. this card buys you an extra turn or two against thules, but in most of the decks we have tested it doesnt seem too strong. some of us are arguing that it is boring, but i dont think that anyone who has used it is thinking it is too strong.

card16 – current testing has not proven it to be OP but we are aware of the stats on it. like BT, righteous was in a pretty sad situation and they needed something to help fix them. we ar trying to give this card a proper change but if it proves to be bad we will change or remove it

card40 – im inclined to agree with you on this. i personally feel like 1 less damage would be good. potentially 1 less life. obviously needs more testing. how would you be inclined to alter the card?

card50 – we will consider it. most of the action cards are still being passed up on in favor of DFA as it is. unless we see that this is ruinign some form of the meta there isnt much reason to reduce the heal

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

@entername

card 3 – it is pretty much unanimous that this card needs to be nerfed. we want to test it a little more. but then we will need to decide how best to nerf it.

card35 this card simulats and performs really shitty in real practice. it simply dies before it can get going. as it is we would need to probably buff it. but as you state, it may be better suited as a unique.

card37 is definitely useable. perhaps too useable? preliminary testing as a non-unique is not game ruining. that being said, it could potentially be boring. thanks for your input

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by Persseo:

Ya, the deck i suggested was for def. I think this def break all the currents surge decks (maybe some weird surge deck with pursuer and kick strike can beat it). Anyway we will have new cards to make new decks, though… but just in case, take in mind xD

I simmed quickly against the current surge meta, maybe can be improved. I searched a deck for surge with this combo too, but seems more balanced… here has many defs can counter.

Edit: I missed check against Svetlana surge deck, now seems more balanced.

I appreciate you specifically bringing the card to our attention though. we were aleady lookign at it, but your suggestions helped us focus on it.

So far we are all feeling it is a bit strong. We are thinking that -1 damage to it would be appropriate.

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by Persseo:

Is hard check not only against the current meta, mostly against all the possible decks can be builded. Anyway, with a quick look the combo card9+card27 with some support (WWF, CWs and some legendary like Hoc, hijacker) can be a pain in the ass. At least for def this deck can beat almost all the current surge decks. A possible def can be: Card9 Card27#5 CW#3 WWF Hijacker*. Definitely this is meta changing xD. Check it, maybe i missed something.

I simulated a surge deck with the basis you just suggested. It recommends the following after optimization:

Virulentus*, Pursuer #4, Hijacker*, Card27 #5

It is very good against pretty much all kinds of fear. That is to be expected for this type of deck though.

It gets wrecked by grimclaws unless the hijacker is drawn early.

Its not as good against mono-imperial as i would have thought.

It is good against CW, but that is mostly because of the pursuers.

It is a very quick deck. Does well against slowrolls (raider slowroll).

I tested it against some of the def decks we build using a lot of the newer cards and it (at least this version of it) doesnt seem unbalanced.

I put this deck up on defense and ti feels really strong (similar to how mantis/pursuer was when it came out).We will do more testing soon.

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

If anyone has any deck suggestions that we can test that is more than welcome.

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by Pats133:

Im very much against the 8 hp refresh structure. That is ridiculous

Which structure and why?

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Does anyone have any thoughts on a deck that I can test for card38:

This is my current idea. Simulator suggests that this card is not good, but I think there is some room for it to be successful without any stat buffs.

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by demoncleaner79:

Regarding card 34, I’d probably try something like

Moya/card11 (some anti-fear): knifarum+, card34, goreus
(super short, but you get heal all xeno 5/rally all xeno 4, protect all xeno 4 pretty fast plus summon… – maybe a few more cards, but thats the idea) – would still work if unique, but not viable as def – its pretty similar to some odin decks that were good (or are? haven’t played in a while) in standards

or longer version
Moya/card11: knifarum+ #2, card34#3, goreus, talon, warpway fortress, terraformer#2
changes may include the occasional cannon wall/marrow against fear, dropping talon/warpway for some action if played offensive)

Just testing against some curent decks tha tpeople have on defense atm:

A Card40/Card42 spam deck. I’m no commenting on those cads balance atm, but they consistently kill both versions of the deck you suggested before it can even get going.

The following deck is beating it up pretty hard too (but card3 is notably quite strong). went 0/5 against it.

Also an adapted mono-imp:

This card may be OP or not. but preliminary assessment is that it is alrgiht.

There is nearly infinite possibiltiy of deck combinations to test, so we are going to do our best.

 
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Topic: Tyrant: General Tyrant Discussion / [SPOILER] Player's Pack

Originally posted by demoncleaner79:

3: looks OP, not sure if broken, but it would probably become a must have card.

5: summon before protect would be better (in that case its even ok with skill order I think)?

11: looks op – would be fun to see him with aquatic epicenter spam (maybe also with card 3 whose only weakness seems to be fear)

15: looks like an uncommon to me, strike 3 or even 4 maybe?

29: weaken all 3 or useless ;) – that would be something to counter those pesky raptors too (ok maybe weaken all 2 and new draco would do) — 1 attack on fear does next to nothing… so it has to be better than gruesome crawler (less hp but evade)

34: should probably be unique, compares on par with primus which is legendary
doesn’t have mammoths, knifarum+ (augment xeno 3) and kleave who already protects, plus terras screw the only viable phase card

45:8 attack + counter & self-heal, ouch!

49: should be weaken first then jam (I know its against the default skill order, but jammed units aren’t weakened but could be cleansed)

draco or marshall (or any straight) powercreeps should be upgrades, but if devs won’t do it, k.

Probably much more to, but thats my first impressions

3 was a recent add because the thing that it repalced was even worse. you are corect. it is testing to be OP (based on the 30 mintues of testing time we have had time for). we are trying to investigate it more

5 i dont believe changing skill order is an option. edit nvm i am wrong

11 the smiulator also suggests this to be with aquatic epicenter. it does test strong, but there are inherant weaknesses to it. Particularly that the style of deck is not great against slowroll with siege on it. righteous doesnt have much chaos to protect the structures. obviously we will test eveything, but this hasnt had any beta testing yet

15 – This card started out as strike3/siege3 but the simulator was favoring it in most decks. now that we have a live beta on it we will look at it more

29 – This deck sims well as (Card9, Necro Nest, Mending Sanctum, Grimclaw, Nightmare Hellion #4, Card29 #3) but we have yet to test it on the beta sever

34 – we are open to adjusting it as unique. no beta testing on this yet either, but the simulators suggest it is not spectacular. we will take your suggestion under consideration. if you want to do up a mock def dack that you think would be really strong for it that would be helpful

45 – we have already determined that this card needs a nerf. we are discussing what the best nerf would be.

49 – we arent able to adjust the ability order.

to our understanding, there is no option for further upgrades in this game. this is the best we can do from bringing some semblance of old cards into the curent meta.

 
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Topic: Tyrant: General Tyrant Discussion / [Dev] Status update

Can I use a multi legend def until you fix it?

:)

 
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Topic: Tyrant: General Tyrant Discussion / P. rex policy discussion

Originally posted by ladolcevita:
Originally posted by SeanDougherty86:

I don’t think anyone actually believes that PRex is as legit as you think/claim it is

IMO just don’t worry about it and don’t do anything overtly cheaty. give anyone a chance and judge them on their actions within your faction.

nobody gives a shit anyways

we’re so legit that when some of us pulled netscores off the server using fiddler, we got into a huge argument about whether that was fair or ethical. It even resulted in a couple of players quitting prex.

so you admit to prex having a sordid past

 
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Topic: Tyrant: General Tyrant Discussion / P. rex policy discussion

I don’t think anyone actually believes that PRex is as legit as you think/claim it is

IMO just don’t worry about it and don’t do anything overtly cheaty. give anyone a chance and judge them on their actions within your faction.

nobody gives a shit anyways

 
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Topic: Tyrant: General Tyrant Discussion / Will a final skill be added into final pack?

no new skills

 
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Topic: Tyrant: General Tyrant Discussion / Chromancer: Message from the dev

is there any PvE style that is like faction wars?

i love that in tyrant i dont have to wait for the other person to take their turn and i can just play when i have time and stop when i dont (Even if it is mid-battle)

 
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Topic: Tyrant: General Tyrant Discussion / best & worst Dev actions in tyrant

Best: When they gave me access to the faction-chat of every single faction in the game

Worst: When they gave everyone in bw 100 WB. it should have been 1,000

 
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Topic: Tyrant: General Tyrant Discussion / Who is Tyrant's Wisest Player?

Originally posted by Pats133:

omg you guys wrecked my thread. I more meant which person gives out the best advice.

me

 
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Topic: Tyrant: General Tyrant Discussion / What is and is not okay to add to this final pack?

I am against naming any cards after any players.

If you let one asshole have a card named after them, then every asshole is going to want a card named after them

 
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Topic: Tyrant: General Tyrant Discussion / Who is Tyrant's Wisest Player?

me

 
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Topic: Tyrant: General Tyrant Discussion / [Discussion] 50% proc skills

As a general comment:

I like to be able to rely on being able to calculate what is going to happen on the board. There is enough variable in what card is played and your draw order. I think having 50% proc rates detracts from the strategy in the game more than it adds to it.

Evade

I like this skill. I don’t love it, but I like it. I feel like it has a way of raising the effective HP of a card and sometimes there is room to strategically play a card with evade in order to eat jam ;)

Flurry

I hate this ability. It is so unpredictable and it has huge sway over the results of a battle. Take Balefire* for example. Half the hits it does have a chance to do very little, and then it has a 50% chance to 1-shot kill you. IMO there is too much variance in the results of cards with this ability (purely RNG dependent) and I don’t like it.

Flying
I feel similarly about flying to how I feel about evade. It is rare for flying to completely determine the results of battles. It has a way of effectively raising the HP of a unit and there is minor room for fly to be used strategically.

Jam
I like this skill. I like DFA, Sustained Nimbus, and Mending sanctum. I think jam is a great strategic ability that allows you to influence (not decide) how a battle ends up.

Payback
This is mostly a useless skill. Barely worth its space on a card. Its not exactly something that you can use strategically. Sometimes shit lines up and you get lucky. I don’t like it.

Regenerate
I feel similarly to this as I do to flurry. The results and effects of this ability are unpredictable and often has too much RNG influence on how a battle ends.

Tribute
I like tribute. It can be used strategically and provides a minor increase in utility when used smartly.