Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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Topic: Card Monsters /
Crystal Crystal
Jason, are you sure the crystal ability has 0 cost?
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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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Topic: Card Monsters /
New epic Ally
Chance all would indeed be an interesting ability.
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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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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Kholdy
26 posts
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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)?
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Kholdy
26 posts
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Topic: Card Monsters /
This game now suck
I’m not sure what you’re talking about.
1) Cheaters – they were dealt with swiftly. No gerbips or kurteys were hurt during the operation.
2) Bugs – the major exploit was fixed, and the remaining ones are pretty much inconsequential and barely noticeable.
3) No communication – about what? They acted fast on the cheaters. And if it’s about “when’s the next expansion coming”, we already know the answer is after S&P2 goes on Kong.
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Kholdy
26 posts
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Topic: Card Monsters /
Nerf to Grim Reaper
Okay, I guess if people have a strong enough deck to do UV then coins come by easier. I hope I’ll get to that stage soon.
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Kholdy
26 posts
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Topic: Card Monsters /
Community's Wishlist
I support the already suggested idea of being able to use a card in multiple decks.
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Kholdy
26 posts
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Topic: Card Monsters /
Nerf to Grim Reaper
Why does that matter? Rules change. Those people won when the rules allowed for more than one reaper, so nothing wrong there. In games like these, we don’t see a big nerf to things that are good, because it’s completely understandable that people tend to get…good things. Or they do get nerfed, and get compensation in return, which is not too much to ask for at all. This technically isn’t a nerf, but making several cards in your hands not usable…is maybe even bigger than a nerf. I know how hard it is to get gold (it’s much slower than actually gaining EXP on cards), so if I were in the same situation I would appreciate something in return. That’s all really.
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Kholdy
26 posts
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Topic: Card Monsters /
Nerf to Grim Reaper
I was going to suggest to make it unique, BUT with one little twist.
Because it’s an equipment card, PLEASE LET THE SELL BACK VALUE OF GRIM REAPER BE THE ORIGINAL PRICE. This is so people who bought 2 or more before it was unique can sell it back.
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Kholdy
26 posts
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Topic: The Grinns Tale /
Daily Free Pramin
It’s weird. Sometimes I go on and get my daily pramin in the very first floor. Sometimes I get them near the end of the day.
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Kholdy
26 posts
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Topic: The Grinns Tale /
Which box is best opened?
There’s absolutely no need for “noob of the year” comments. Personal attacks don’t make your point any better and is in fact a logical fallacy.
I’m at middle game, so the chance of getting a great weapon combined with the chance for diamonds (since I still need them) makes it an obvious case for Tourmaline, for my case.
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Kholdy
26 posts
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Topic: The Grinns Tale /
Which box is best opened?
I believe the point was, you open tourmaline for the low chance of getting those 2 special weapons, but if you don’t get them, then you will get some generally bad items. On the other side, most of peridot items are generally good but nothing truly special.
I think Nexon failed with those key packs. They say it’s on sale, but we don’t want 2 keys at regular price + some one-time use items. Rather, if there were a one-time key pack of 5 keys for 49 K, then I would actually buy that and test out my luck.
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Kholdy
26 posts
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Topic: General Gaming /
Protector IV Discussion
Hi. I’m trying to find out how speed works. I thought high speed = faster until I saw that my Augmented with speed 4 was going apeshit. Is low speed = better? Also what would be a simple DPS calculation formula?
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