Recent posts by Kholdy on Kongregate

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Topic: Rise of Mythos / if person is AFK during boss fight

I’d rather not. Maybe skip their turns completely, to prevent completely stupid plays that takes over a placement spot if you really need vigilance or something. OR, change the way automatic works altogether and make it apply AFTER all active players have played, to prevent random placement blocking with useless cards.

 
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Topic: Rise of Mythos / Worst King's Pack Ever?

What, you’re not even guaranteed a legendary? I totally agree that for the price, legendary should be guaranteed.

 
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Topic: Card Monsters / Petition: GIVE US 10 KREDS FOR 100 TOKENS BACK

Originally posted by Lamatiel:

Kong asked to remove the 100 token option.

Thanks for the info, but I’m confused why it took several months to get a response… When it happened I thought it was Edgebee being money hungry, and this could have been cleared up easily with an early post…

 
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Topic: Card Monsters / New unofficial Card Monsters site

Very nice. I have some suggestions if you’re up for it.

1) Like mentioned above, checkboxes would be nice. Especially, rarity should have the option of selecting multiple.

2) After a search, don’t clear the previous parameters! Maybe we want to redo the search while changing only 1 parameter.

 
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Topic: Card Monsters / CC Formula

The problem with fixing underpriced stuff is that many cards will have its cc boosted since we know Edgebee is too lazy to balance the stats of individual cards.

Therefore, take what’s really overpriced and give it bonuses, like what they did to Regen. Disease should have some extra quirk to it too.

 
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Topic: Card Monsters / Suggestions for Improvements on Current Underpowered Cards

1) Frock > Turtle in swarms, except in situations where both are equally bad (Murky Swamp). The 10 extra attack from Turtle matters mostly in story/AA/live, which does make Turtle an overall better card. Frock allows you to get further in UV, and when given flying both can clear NS at 99%.

2) You can’t just “add” new abilities. Whatever your suggestions are will need to fit into the cc formula, which will result most likely in a higher cc once the suggested “buffs” are applied. Different combinations of cc costs for different abilities vary in usefulness, which is why some cards seem better than others. The only way to change something is really to change the cc cost of one ability, which will have a global change on many cards.

(I just noticed Demo also said this with: So, “reduce 1cc” or “add an ability”, for example, is not that simple.) — which leaves me at

3) Edgebee should definitely give us a cc calculator. This way, we can test out different combinations ourselves and submit good cards at their proper cc.

 
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Topic: Tyrant / [DEV] Addressing pack's gold prices

To echo what others said, here are my thoughts.

It’s not that you can’t make 125k gold in 4 days – that fact is true. But what happens when we open packs? Most of us are looking for a few specific cards, let’s say 15% of the rares/epics in each pack will work with our deck. So we use 125k gold, then what, get a useless rare. Next time, we get a duplicate of that useless rare. That’s a week worth of grinding for nothing. And in 3 weeks when you grind to get nothing useful, you see how we begin to feel frustrated.

Don’t get me wrong, I don’t mind how randomly opening packs are worth, because most CCGs do this. But don’t just factor in cost of 1 pack, because usually I buy 5-7 packs to get something usable, and 25+ packs to get those few specific cards I really want. Note that for new players who won’t be able to join top factions to craft packs, they will always feel far far behind. The rich gets richer.

 
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Topic: Elemental Power / Server refused connection

The lack of communication is troubling. I don’t mind the server outage once in a while – it happens to all games. But at least give us something. I was about to spend 100 kreds on this game too, but now I’m not sure if it’ll last.

 
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Topic: Card Monsters / Shop with coins

I’m indifferent on the subject, but…

@TeKToNRuS: It does not take away your gamble. It’s just an option for those who wants to grind; you can still open boosters. And I’m leaning towards the more options, the better.

 
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Topic: Card Monsters / Trivial Ironplate Thingy

No, apparently I suck.

Ironplate is not a usable, so it doesn’t have the same restriction as DT and the like. If you make it unique, all that does is make it so you can’t have more than 1 in your deck, like GR.

 
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Topic: Card Monsters / Trivial Ironplate Thingy

If Ironplate is unique it would be useless.

It will disable you from using 2+ crystal cards.

 
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Topic: Card Monsters / Crystal Crystal

Jason, are you sure the crystal ability has 0 cost?

 
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Topic: Card Monsters / - Why is RED op?

My only contribution to this whining topic will be:

Yes red is currently stronger than other colors. Don’t nerf it. Instead, make other colors worth using. Start by having more epics of said color, and buff magic, chance, etc… or create new abilities for other colors.

 
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Topic: Card Monsters / Crystal Crystal

There is a slight problem…I think. The crystal ability adds to the strength formula. So having crystal added to cards with no cc change will indirectly nerf existing crystal cards.

1) They could redo all the existing crystal cards and lower cc/add stats according.

2) Or, let the crystal you add be different from the other crystal, let’s say crystal*. You can have at max 2 crystal* allies in any deck, and the number of (traditional) crystal allies remain unlimited.

 
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Topic: Card Monsters / Crystal Crystal

Good proposal, notably for these 2 reasons.

1) Limit on crystal cards per deck – this is important so it really doesn’t become so pay to win that omgijustputcrystalonallmycards.
2) Don’t nerf existing cards.

 
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Topic: Card Monsters / Proposal: Tone Down Heroic Nerfs

Jason, the proposal is barely a downgrade because the card is both epic and unique, so it SHOULD be better than the other epic non-unique equips. However, I would be fine if we lower it to 50 explode/40 armor and revert it to 2y/3r/3g.

Like you said, the current stats may be worth 3y/4r/4g. But like bmuell said, we don’t want to the more expensive easy way out to fixing cards. Revert it back so its original cost and try to change the stats instead.

 
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Topic: Card Monsters / Proposal: Tone Down Heroic Nerfs

Well, VE is a combination of Invincibility and Explode, which is why red is included because of Explode. In other words, what we had before (2y/3g/3r) was good…it’s already a unique, so just lower its stats a bit (like suggested).

But yeah, yellow already has the 1 invincibility per card nerf already, so you don’t need to nerf the cc too…doubly nerfed. Devious boots at 2cc was only overpowered because people can put on 3 of them in a row, but that’s no longer possible so give it back to yellow.

 
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Topic: Card Monsters / Proposal: Tone Down Heroic Nerfs

The chat again brainstormed some ideas about the heroic booster. While it’s agreed that the cards in heroic were too good, we think the nerfs made them too bad, instead of decent/balanced.

1) Revengineer/Ravenger 5

Old: 2cc, 70 Explode, 90 HP
New: 3cc, 70 Explode, 90 HP

Proposal 1: 2cc, 50 Explode, 90 HP
Proposal 2: 2cc, 70 Explode, 60 HP

Notes: We feel like this should stay a 2cc card, which was the point of it.

2) Vengeful Entity

Old: 5/2y/3g/3r, Invincibility, 80 explode, 50 armor
New: 6/4y/4g/4r, Invincibility, 80 Explode, 50 armor

Proposal: 5/2y/3g/3r, Invincibility, 70 explode, 40 armor

Notes: This card was nerfed way way way too much, especially for yellow, so the proposal leaned towards the old stats.

3) Channeling Crown

Old: 2/1p/1y/1g/1b/1r, 3 Resonate, 10 armor
New: 3/2p/2y/2g/2b/2r, 3 Resonate, 30 armor

Proposal: 2/1p/1y/1g/1b/1r, 2 Resonate, 10 armor

Notes: Like Ravenger, we like having a 1cc equip in the metagame, so don’t nerf that.


Thoughts?

 
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Topic: Card Monsters / New epic Ally

Chance all would indeed be an interesting ability.

 
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Topic: Card Monsters / Idea: Payback/Reciprocate

Yes, I think it’s fair that secondary damage such as thorns, reflect, and counter (opportunity, explode, more stuff I can’t think of) shouldn’t activate it. Flying shouldn’t dodge payback in any way, because payback isn’t a damage type (melee/ranged).

I’m not sure if shield and wall should reduce payback, because it’s already heavily limited if either the user or the source has any kind of armor at all.

 
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Topic: Card Monsters / Idea: Payback/Reciprocate

Disease stops payback because it needs a buff, lol.

Anyways, it’s just a starting point for brainstorming so interactions with other abilities aren’t considered yet. Inputs are welcome!

 
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Topic: Card Monsters / Idea: Payback/Reciprocate

I was discussing this in chat and it seems to have positive feedback, so I guess I’ll make a thread about it.

Payback/Reciprocate: Reflect all damage taken back to the source, once per source.

Further clarification – You don’t need to have the same damage as the source to activate payback. For example, a melee-only card can trigger payback on a magic attack. Also, because of the “one time per source” condition, if you are hit by magic and melee from the same card, only the first attack (magic) triggers the skill. Payback will trigger on stealth. Entangle, stun, and disease stops Payback.

Example:

1) Bigrat hits Acolyte with payback equipped for 30 chance damage. Acolyte lives. Payback reflects back 30 damage.

2) Sharknight hits Acolyte with payback equipped for 70 melee damage. Acolyte dies. Payback does not activate.

3) Sharknight hits Acolyte with 10 armor and payback equipped for 0 damage (armor breaks). Payback does not activate.

4) Bigrat with 10 armor hits Acolyte with payback equipped for 30 chance damage. Acolyte lives. Payback reflects back 30 damage, but hits 10 armor, breaking it dealing 0 damage.

5) Glumbie hits Acolyte with payback for 10 magic and 20 melee damage. Acolyte lives. Payback reflects back 10 magic damage only.

6) Ninja Fox with Trident hits Acolyte with payback for 10 ranged and 20 melee damage. Acolyte lives but gets stunned. Payback does not activate.

7) Boomerang hits Acolyte with payback for 10 strike damage. Acolyte lives. Payback does not activate.

 
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Topic: Card Monsters / Packs to buy?

I’d say keep opening Master for some better tanks. But since you have a yellow deck, opening a few Heroic wouldn’t be too bad.

 
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Topic: Card Monsters / Murky build?

Do you have a good damage equip on Lapia? If not, you should scratch the idea.

1) Get an Eagle and Twilight (story). Max Eagle.
2) Get Horn of Ages from duels and level your Musc to 3 (no need for 5).

These two, along with Turtle will do. Starting wave 6 slap on lots of armor.

 
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Topic: Card Monsters / Packs to buy?

1) Hm, what do you consider “essentials” from master? I would consider snail and turtle to be essential… not in your final deck but helpful in swarms and progressing the story.

2) What is your deck like (best cards)?