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pretty cool overall
just played a few games and lost everyone
woot woot
not impressed but glad its here and to be a part
4/5 on my part
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Hey Newbzorz, Do you think you could hit 99% of the time with a poison dart, agenst a ninja? How about a whip agenst a vampire, Who's made you half unconscious due to bleeding rituals? Maybe a sweep agenst a samurai in 600 pounds of armour? If you miss, Tough, this game is prety much 95% luck so get used to it >:(.
Sorry.
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The practice battles really need an AI upgrade... I fought the samurai dude with rumiko and I went to long range so he just kept using his curse attacks while I took him out, he didn't get a single hit...
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It seems like the time you get to choose "move close" or "move far" or "pass" is a bit too long, i just sat here for like 3 minutes waiting for someone to T/O
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I feel strange leaving so many comments, but they said to. And I'll forget if I don't say it now.
It'd be nice to know about buffs staying on characters when they leave the field, or being able to remove them by leaving the field. For instance, I was doomed, and left the field expecting to prevent it, but died anyway...
I am having a lot of fun though, though I did manage to move to the wrong range by mistake... maybe it'd be cool to put them as round buttons at the actual positions they take you to rather than a bar where they're just sort of arranged, or rather the bar becomes "pass" and you can select to pay to stay where you are or move to the other range via the round buttons. What happens if you both pay to move to opposing ranges?
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Wow, there's a lot of initial absorption needed for this game. Until I actually went to create the deck, I didn't know how the items were equipped. I was expecting like other CCGs where you equip them during battle as part of your deck, I might have selected a different starter had I known otherwise.
Also, it'd be nice if the tips paused the action in the game behind. I'd be trying to read the tip and missing the actual outcome of what it was describing. Also, I know the colors are there for the attack types of the enemy character, but it might be nice to put the icons still too.
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miss is not the same thing as dodge
miss happens when an attack has amiss rate
but elusive feather / hide give "dodge chances"
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As a relative newbie to the game, the biggest thing I would like to see in the game log is why something failed or succeed. Its hard to keep track of all the cards, so it would be nice to know if an attack failed because of a buff, ability, or just plain chance. This is the biggest frustration for me right now and I can't imagine it would be much work to add in there why something failed, instead of it just did.
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this game is not that good, they are much better games on kong. This is not fun or exciting at all, the strategy is pathetic, overall dissapointing.
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I think before the battle, you should be able to change your equipped item for your character(s). It adds more strategy to the game. But keep the random character select.
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A finer point on crits: they multiply 1.5 before defense is assigned, but if defense would cause the original attack to be absorbed, it will never crit. For example, Rapid Lashes crit versus Helene would do damage if the crit went off, but normally the attack is absorbed so it will never crit.
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Hey guys - we'll post a list of changes soon. Lots of bugs fixed, Sirlin's 1.7 mods are in. Biggest change is that instead of an switch cooldown we've upped the damage on intercept. The goal was to make a successful intercept a big moment in the game and to simplify the rules a bit. See what you think.
Also, some of the card art has not been updated with new stat info - sorry about that, we'll do that ASAP.
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Do not complain unless you can do it without using the word "seems". Refer to my post about 6 pages back. I logged Higashi's open palm for 10 games and out of the 31 times that it hit it only paralyzed 9 times. That is pretty close to the 30% and would be closer if you logged it longer. I had no unusal streaks. Log your games and post the results if you think something is wrong.
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ok many comments are saying the RNG is okay but it isn't!!!For some weird reason if someone paralyzes once they seem to have a higher chance to paralyze again..while someone that didn't paralyze the first time could try like 5 times and still not pralyze!!
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I agree. Once I got hit by an attack. That did way too much damage to me. I think attacks shouldn't do damage to me, otherwise I will lose. Also, I got hit by Higashi's Open Palm and got paralyzed. wtf?! That's only 30%, but it paralyzed me. That shouldn't have happened according to probability. hax
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General's insignia (+6 dmg) + 20 dmg physical attack vs 8 physical defense. A critical hit happened. 31 damage was dealt. Huh? (Higashi vs. Helene, Helene's item was an herbal remedy, no other effects active)
How did it come up with 31 damage? I was dealing 18 damage on normal hits with that same attack.
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SuperSaddler: girdle doesn't ever stop open palm, it doesn't work because paralyze is different form stun. This will be changed in the next version.
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Agree'd TT, god forbid they study it and record there data, then examine the data and give us the percent chance that its happening by luck. If anyone actaully does this and gets a percentage under 5% I'd be glad to listen but untill then as far as I'm concerned this is all just a bunch of people posting every time they get unlucky.
For instance spiked boot has a 30% chance to proc, the odds of it procing three times out of 3 are 2.7%. Now lets say you test that 100 times on average you should see it happen 2.7 times, with a standard deviation of 2.63. If you do try it 100 times and end up with a result over 7 or 8 then you can say with 95% certainty that your results are not based on luck.
If you did it and got say 10 out of 100, then you would be offering the developer a reproducable experiment that even if they thoguht you were wrong they could try and see how right you are.
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please, add this to AI of pract. Tafari (A.I.) configure it to don't use "intercept"
ps: yeah, i'm brazilian (bad english right? :D)
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To every one spamming about the RNG: Its luck! People i mean........ Like northern polarity, 'girdle doesn't stop open palm' its only 75%. Garcia: I think hes proving a point by showing you what your all acting like, or hes the whinniest person ever. Raving rabbid: So what? I've had a 5 paralyse streak on open palm from yoshiro.
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I have played over 400 games and over 100 times I actually use thorn. I have never noticed that. The only way you could prove is to play a test game and just have someone rest while you boot them. If what you say is true then it should never proc or everytime it proc's it ALWAYS proc's again. I am pretty sure there is nothing wrong though. No one here ever proves anything that others can reproduce they just say stuff "seems" to be wrong. Prove it.
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It's not the problem that sometimes weird stuff happens
What's strange is that we don't see spiked boots only stunning once in a battle for example. If it stuns, it stunt 2 or more times, if it doesn't then it never stuns
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How many games have you played?
How many of those games have you been stunned at least 3 times in a row? If you have played 50 games and this happened to you once then there is nothing wrong.
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Jaywalker2...putting Aishi or helene as your first card is a really bad move..I found the best ones to put in the first card are either thorn or tafari...both good ranged and close and I usually change range then intercept and usually catch the helene spammers,,,