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the problem with trading cards would be too many people would make seperate accounts only for the weekly challenge.... so why not make it so you have to trade 1 card for 1 card?
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Nice game but maybe a little repetitive. I'm at 14 win but i just won two cards in a row :D(13th and 14th win), they increased the 3%?
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some attacks such as ambush should have something like a 120% hit rate so even when hit rate is lowered, they still have a good chance of hitting
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liquidsniper is right and maybe make a card forum and maybe a place we can complane also why cant i get my cards dam it
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Since the game has finally been released and seems like everyone is complaining about getting cards in games, maybe should increase the number of challenges available each week to gain cards that way.
Instead of randomly winning cards, create a point system so we can buy/sell/trade cards? (Maybe even using the rank points you currently have?
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uh if you guys would pay attention they updated the chance to get cards in the update and announced new cards are in the works >.>
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please make the skill rank actually mean sth.
like with skill rank 1 u got 3% chance winning a card and with rank 2 4% and with rank 3 5% etc.
would make the game much funnier
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It's an ok idea and pretty well made, though I would personally like there to be more cards so you could play with different strategies instead of the same thing over and over. However, I don't like the game because it's based too much on chance, and being the unlucky sod that I am no matter how well i play I still might lose. This may sound weird, but when you've tried a 120% chance NOT proccing, you might feel that way too.
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it would be awesome if you could make your own cards, like you win pieces from winning (e.g. moves, the base, allinments)
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The question is, what is the main source of cards? the game or the challenges? Depending on the answer to that do we raise the %ntage or not. I think the appropriate main source though are the challenges. The % chance to get a card is just a bonus, you play Kongai for fun, not the cards themsleves.
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Err... Damien... Leafy Trap is incredibly slow and costs 45, plus only works on physical. Through this, only Onimaru would be affected by it. Hide&Ambush is hard to use, so Tafari is only left with Poison Dart. If you do happen to have Onimaru out and leafy trapped, you can wait out the leafy trap, or take one for the team and switch out at the end.
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It would be nice to see your win/loss stats in one deck. For eamble if you won 3 games and only lost one with a certain deck, you might want to use that deck a little more often.
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The best thing about Tefari, in my opinion, is the no switching out thing, because it totaly negates Rumiko and Marquis's inate abilities.
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15 matches with the new rules and still no cards (I have 14/46 cards so i'm not in the "lotsa cards" category).
If you don't raise the chance significantly probably ppl will quit the game in frustration (as there's no point playing after a while).
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Why did I got tiger slash debuff when I am the one using tiger frenzy with tiger claw with zena and the foe is cornelius?
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Tafari is only difficult if your cards can only do close range attacks, thats your fault not the games. Cards with chi blast are just as powerful if you know how to use them