Recent posts by Kholdy on Kongregate

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Topic: Card Monsters / DA (Dragon Apocalypse) Auto Win Setups

As you can see, my luck is pure shit: http://puu.sh/9FrOl.jpg

Since I don’t want to create a new thread, I’m wondering what you guys used to do DA before you got your Hydra, manual. It would be a great help for me!

 
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Topic: Card Monsters / Help with Umbral Vortex

So in all seriousness, who wants to lose to me once a day for 40 days so I can get MM. :P

 
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Topic: Card Monsters / Help with Umbral Vortex

Oh! I remember Provoker as a non-epic strat for UV. I forgot all about him because (old) War Wraith was better, so thanks for the reminder. Maxing a rare doesn’t seem to be a bad idea at all.

I’m not back full time yet (grad school shit whatever) so I will probably only have time for auto, but I can definitely put in extra tanks against Explode in the later waves when I feel like I have a bit of time. Right now I’m just going to open Armory like crazy until I can get a Hydra to use for swarms.

I kinda regret maxing Knightingale. It’s one of my core PvP cards and I love it, but I should have focused more on maxing cards for swarming.

I’m still lamenting my luck at NEVER getting a Red Dragon even though I have like 95% completion for Master pack.

 
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Topic: Card Monsters / Help with Umbral Vortex

Hi again!

What happens if I don’t have a Mush? Can I just try to slap TS on any high HP card and see how far it will take me? As I recall, you only need to reach wave 5 to get better rewards than clearing MS, so maybe I’ll just go for that consistently if there is a setup I can auto.

EDIT: I just used Musc + Heal, Bait Keeper (120 HP) + TS, and Eagle + Obsidian and can clear 5 waves consistently on auto for 2400, which is what I’m looking for. I’m wondering if anything else I have is worth using (like maybe Nucleader?) or if I should just grind to unlock Mush.

 
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Topic: Card Monsters / Help with Umbral Vortex

I took a break from CM, and when I came back I’m pretty lost at how I can beat UV on auto. Before, I can achieve 50% victory auto, 90% victory manual using Musc + Heal, War Wraith + TS, and Eagle, by equipping something else (armor/VE) on WW round 6/7 if manual. Now, with War Wraith changed to lose his Wall, I’m at a loss at a setup. I don’t think I have a tank now that can get me 50% auto anymore.

War Wraith 3
Musculard 5
Ninjedi 3
Feline 3
Knightingale 5
Dungeon Master 3
Bait Keeper 5
Petty Thief 5 (my MS tank)
Inquisita 5 (wave 1 setup)
Turtle 5
Snail 5
Eagle 5
Not leveled: Bunny, Granger, Nucleader, Glumbie
and a bunch of other things I’m sure are not useful for swarms

Tower Shield
Obsidian Spear
Excalibur
Scorpion
Angel Wings
Clerical Crown
Skeleton Staff
Harmonious Harp
Mystical Amulet
Armor: Protector, Iron Plate, Vengeful Entity, Verminus, Emmet’s Suit, Devious Boots

Notably, I’m missing Red Dragon, Blue Dragon, Molten Core, Kuk, Mush, Hydra, and most items from Armory because I haven’t opened it yet.

I also don’t have a lot of gold so leveling an epic to 5 is more of a long term solution, which is not what I’m asking for. Can I make a ragtag team for UV using these cards?

 
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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: General Tyrant Discussion / [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.