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i disagree, Zina's attacks are way too expencive, Eye of the tiger, while dealing only 40damage, costs as much as Touch of Doom, Chi Blast(Higashi), and is much more expencive than most of the high-damage deal attacks(power toss, power lash, signature slice, pilebunker, ray of light, chi blast)
Tiger pounce is also too expencive, if you compare it to Bleeding slice, Sword slice, Double slash(onimaru) etc.
Her only good attack is tiger pounce, which can easily be countered with any of the high damage far attacks(power toss, rapid lash etc.)
So i say: Less cost, more power 4 Zina!
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Please change the card earning system to something thats comparative but definite? Like...every level gained? Because as someone who has 50 wins and no card earned and alot of people with worse records, it feels slightly unfair (as opposed to those who earn 2 cards after their first 30 wins) and offputting.
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from the very bottom of pandora's box, just before hope got locked inside, the last thing to come out and poison the world was the "nerf switching!" mentality.
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switch cooldown should last longer than one turn. either that or there needs to be some other penalty for switching out.
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Nah, then it would be too powerful for an item. Dodge and Evade should still be able to avoid Crane attacks....Cause If it can make someone with a 10 percent chance to hit always hit...its still powerful.
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bug reported: After multiple network disconnections and re connections, Amaya's innate ability (disabling one move at random per turn, ONE MOVE ONLY) triple folded to where 3 of my moves (as Popo) were disabled, both me and my opponent were shocked
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I have come into contact with a glitch where sometimes a character will be attacked and lose hp before the current turn happens, then the turn will occur.
So basically one person gets a crit hit without the turn and then the actual turn would occur.
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those 95% percent hit's are just a great way to balance te game. And to get some lucky exits. Otherwise you know your going to die on the last move. Nwo you have a chnace 1 of 20 you will survive. It's not much, it's not game breaking, but it's enough to get a luck edge sometime
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Allow for the ability to duplicate an existing deck. This allows for an easy ability to copy a deck you like and make minor tweaks to it without forgetting what your original deck was.
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@Lucika
I think that the purpose of not having a switch cooldown after deaths is to give people a chance to recover. If there was a switch cooldown after deaths then you colud kill a charachter and be garunteed to kill another charachter with an all out move simply becausse they can't switch out.
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I think, that abilities, that have 90+ percentage to hit, should have 100% hit ratio. It's really irritating to loose battle only becouse You had bad luck, and not bad luck in decisions, just becouse You missed with 96% hit ability.
With that feature, abilities, that decrease hit percentage could give 5% more, and abilities with low hit (like popo's Slingshot) would be only risk makers.
I hope You understand my average English :)
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I am enjoying the game. My thoughts:
1.) Picking the starter cards hosed me, because I only picked characters, and now I have to wait a few weeks to get items for them.
2.) Very laggy when against humans.
Other than that, I really enjoy it.
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i dont like the fact they give u tester cards right at da begining cuz i chose random cards just to find out dey where da carpyest cards in da whole dam game........
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v v feast of blood is too weak it only gives u 10 hp for 35 energy.. should at least give u 20.. also the quaerter back dude rush of bats is waaayyy over powerd
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a bug..
if zina kill her enemy with poison when he is in reserve, the buf doesn't work and it's simbol turn on in the left
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shouldn't there be failed switch cooldowns? i hate when i intercept someone but they switch next turn. not really fair.
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ShadowLight: It's not a bug. Hypnotic stare is supposed to affect all moves. CC can also gain Enchant Blade from Helene or Anex and many more weird things can happen with Hypnotic Stare.
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BUG
When Cornelius Constantine uses hypnotic stare it prevents Juju from using self heal skill.
It is only suppose to reflect attacks back not block self heals.
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I'll play to in this ''all vs aerow argument'' ^^ , tho ebarrett almost covered me.
Trap is strong. Only weak vs characters with voidstream/poisondart (Tafari has dark resistance and poison dart so he is not at a big disaadvantage on this sittuations).
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Aerow: I believe you are very wrong on your assessment of Tafari. Maybe you're just not using him correctly. Although it's obvious that Hide is a warning sign for Ambush, there are ways that you can set up a Hide+Ambush combo without the enemy being able to evade it (watching/manipulating the enemy's Energy, in particular)-- in other words, trapping them. Also, you forgot about Higashi (who is almost entirely Physical in attacks)-- pulling a Tafari out against a Higashi is almost a sure win if you know what you're doing. Bottom line: Tafari is a powerful and well-balanced card as is.
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aerow: 1. if poison dart gets buffed, tafari becomes absolutely unstoppable. 2. leaf trap is far range and it disables a LOT of options, can put a dent is most "kill tafari" tactics - and it lasts quite long, to boot. 3. and 4. hiding to set up an ambush means at the very minimum a 20 energy gain since the experienced player will step away, and then tafari is free to spam poison darts while - with few exceptions - the opponent quickly runs out of energy (not to mention setting himself up for a leafy trap if needed). tafari is fine enough, and serves his purpose perfectly: he's a closer, you bring him in to beat someone who is already somewhat weakened. only ambrosia is free from getting pwnd by tafari if you use him properly, and maybe juju with his healing depending on how early you bring tafari in.
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Tafari needs a revamp of moves.
1. Poison Darts: This is his only direct attack. It only does weak dark damage; practically useless against vampires and not very good against anyone else.
2. Leaf Trap: Only two Oni and Ashi (as far as I know) use only physical close-range attacks. Everyone else has a ranged attack of some sort meaning a free attack against him while he sets the trap. Furthermore, almost all have an elemental attack of some sort.
3. Hide: Gives 30% dodge rate for ONE turn. That makes it useless to use on its own. Also it is necessary to activate before you can use ambush - a neon warning sign.
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4. Ambush: Though powerful, is impossible to use against an experienced player. Ambush takes two turns to use and can only hit at close range. These are all the conditions necessary just to ambush your opponent: 1. You must be at close-range. 2. You must have 80+ energy. 3. Your enemy must take his energy below 30 the same turn you hide. 4. Switching-in is impossible unless the enemy is at zero energy.
All of that to get 65 damage. Only 7 more than the most powerful single strike (I believe) such as Pheobe's Power Slash or Anex's Power Toss.
I actually use this guy a lot, but only to set the trap and then switch out.
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i just hate most of the cards says 'has a chance to do x' and doesnt tell u what that chance exactly is (15%, 30%, ??%)
i think that sort of information is not irrelevant at all. 'Has low chances to' has chances to'???? come on, that phrases has a 100% chance to be asociated to the authors' subjetivity and to be innacurate ¬¬
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Moore, one of the main benefits of switching is that you can evade attacks. Allowing the other player to cancel their attack when their opponent switches makes switching kind of worthless. Switching is extremely important when your opponent uses an all-out move like Ray of Light or Chi Blast, where they will either kill you outright or (if you switch) they will be left weak, energy-drained and helpless.