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Needs more incentive to actually play the game. Being a 5 time loser 1 tie 2 wins (1 from disconnect), I don't really have much reason to continue fighting all of the level 7+ that have better cards and better luck.
I suppose if I were winning all the time I could have the incentive of collecting all of the cards, but the cards (I'm asuming) are random and therefor I have a pretty high chance of getting something just as good or worse than my own cards.
Great concept, great artwork, just needs a few tweakings with making the game fun.
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"would b good if the computer did the damage calculations 4 u"
I concur! Sadly, though, I don't think it would happen. This and many more awesome changes are on my list of "things to submit when Kongregate will actually do them." Right now, their focus seems elsewhere.
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Damnit Garcia, you're not supposed to show everyone the tier list! Now people will be winning because of overpoweredness instead of actual skill. ><
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you want to increase the card drop rate, but what if you had all cards? you would'nwant the card win rate at all. so they will only increase the card drop rate if/when they will add more cards(or so i hope :D )
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Tottaly agreed to eclecto. He says CC lose with ease by a chatacter. Having weakness to one or two cards isn't a waekness. Also, Popo can get CC with Get far => Use ultra cheap hand help Catapult. Beating an overpowered card with another doesn't make the game fair.
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there needs 2 be a item which allows u 2 have any item on u... so onimaru could have sharpingin stone or anex could have deadly poison... would b very rare tho
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It would be very helpful to be able to keep notes in game for each player as you play. That's really needed in a Rocks/Paper/Scissors type game.
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also attacks like radience burst and i think its tiger frenzy that hurt all enemys should hurt the ones that switch out as well
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2% is really futile...
Do you all agree with me that they should put at least at 10%?
If we all say this they will change the chances :)
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90% hit on attacks seems to miss nearly all the time. and vanessa voss's double slash doesnt critical as much as it should... how much of a % chance is it to hit a criticel... it should say
jman1000 out
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If you're doing a heal (such as Juju's) and it goes at the same time as an enemy strike, the heal doesn't take effect if you die, even if the heal would have been enough to keep you alive. It essentially acts as if it were 1 speed lower.
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Another issue is the Girdle of Iron Will. 75% immunity to BOTH stuns and interrupts? 50% would be plenty annoying enough. A single item conferring most of the innate ability of two characters combined (Helene and Ashi, obviously) is just a little over the top.
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Couple of things that I see as extremely unbalanced at the moment:
Popo's poison dart is so broken it my head wants to implode from the sheer enormity of it. Unless he's up against Ambrosia there's a significant chance that he can inflict a death sentence on his opponent in two turns with no net energy loss. And if that's not enough for your consummate twinker, hell, just pile on Deadly Poison and Herbal Preparations. The damage level really needs to be brought down. I would say to six or seven. By all means allow the poison damage to become ridiculous with the addition of the aforementioned effects, but don't start it out ridiculous and then allow players to jack it up even further.
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sorry for breaking it into 2 pieces - pilebunker and the rest is only good against chars with low dark resistance and much 0x0 like attacks. He is only good at near because of that - and Popo with the cheap attacks and high dark resistance pwns him easily.
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As i can tell most ranked players use CC so they should use their rank as apoint to prove their game experience. (Exceptions exist).
I dont say CC is winning, i say he's a major skill boost. A level 4+ can play good. I've encountered lvl 1 that pawned me with ease due to intercepting and stuff, so i believe lvl isnt much of a skill label.
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Rainman-
You are completely wrong. I'm 8th on the Rank Points list, and probably have about a 90% or higher win percentage against level 3's.
EsIeX3 would have an equally easy time beating most of them.
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esiex3: you're overestimating yourself i think....although you can beat easily a lvl 1 player that hardly knows how to get around it and is just discovering the cards and abilities, once you hit let's say a lvl 3 player that allready knows the HOW TO's it's definetly a lot harder
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pleasedpig, as the #2 ranked player right now, i can tell you right now that the top 25 can kill any random noob in a match. this game is all about reading the opponent, and even if you can't see them, you can still tell what they're gonna do by the patterns they play by.
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pleasedpig, just because you are probably awful at this game it doesn't mean it's a crapshoot - because it isn't. (you saying it's a "diceroll-watching crapshoot" or something like it is a pretty damn good indicator you aren't understanding it as much as one is averagely expected to). a good, experienced player will beat a newcomer most of the time, and with relative ease, very often not even having to bring all three cards into play, even including the occasional "sweep". the door is open, you can leave at any time, try not to get intercepted on the way out.
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Sometimes skill description says, that "poison/bleed/burn the enemy for x damage each for y turns".
Change it to "poison/bleed/burn the enemy for x damage each turn for y turns", to be more clear.
By the way, some skills have "x damage each turn for y turns" description, so why not all?
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pleasendpig: It looks like You didn't ever played any card game.
It's always the same, everyone can use same cards, there are same rules, but every match is always NOT the same becouse of random events and players decisions.
Fact, that smart player can beat higher lv only means, that this game is FAIR, giving same chances to win no matter what lv (that not always means skill).
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How could anyone tell the difference between a "skilled" match and a level 2 that knows what switch and intercept mean? We can all access the same cards, it's just a switch/intercept/diceroll crapshoot. A level 1 could beat a level 1000 any day of the week. Which would be fine if the base gameplay wasn't EXACTLY THE SAME every single match.
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random decks often give Tafari a rock which causes damage to anyone who switches out. unfortunately Tafari's effect prevents opponents from switching so it puts Tafari at a disadvantage
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ROFL, when you use hypnotic stare and zina uses mistress command, you get her abilities. i just stunned and poisoned twice with voidstream.