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@Kleos: If the person left you could just pound on their character and get a win. The active player can still make choices, but the inactive one would get an auto pass or rest, or they could make it so if you go over your time limit 3 times then you automatically forfeit.
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it gives a total of 18 damage, over 3 turns, for 30 energy. That is less than most attacks at that energy, and more expensive than most attacks with that damage
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Bug: When I deleted one of my decks, it cleared the whole list. Returning to the menu and going back to the deck builder fixed the problem.
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I think they need to reduce the amount of time a player has to choose their action, and if the time runs out they pass or rest.
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yes, lolzorz comment is on the money:
As it stands, when faced with an opponent that you know might switch, it’s riskier to intercept (if he doesn’t switch...etc
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If there is ever a penalty for forfeiting, I think there should also be something where the two players can agree to end the match w/ no penalty.
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this game is so freaking dumb, i have like 35 loses and 5 wins all because people can switch EVERY FREAKING TURN, ITS SO DUMB, MAKE IT SO YOU CAN SWITch when you die!!!!!!!!
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I just lost a match in which ambrosia thorn was taking poison damage.
In fact, I had TWO such debuffs from one attack. It was from the tiger.
I don't know if that's intended, but if it is it really aught to be made a little more explicit.
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i agree that there should be a money system. for every match you win depending on your opponents rank and a certain formula of other little things (ie damage taken, etc) to end up with a certain ammount of money you get every round, and you can then spend the money in a store to buy cards
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Card after killing opponent's card, must achieve +10pow bonus.
Cards in deck must regenerate 15(10) pow per turn, not 20.
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The lame thing about this game is that it eliminates luck as a card-drawing factor, but then it’s total luck with a hit/miss factor (unlike many other card games). So it is crap from a strategic point of view because there isn’t even a secondary controlling for luck. The only strategy is switch/intercept and range. Which… after you’ve been there and done that, the game has exhausted itself.
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Ok well i was playing a game and i suddenly got disconnected and i wasnt doing anything to close the game, and i lost that game. Now i log in again after playing like 6 or so games and it says that my score is undefined and i have undefined wins and undefined losses, but i still have the one card that i got randomly by winning a game.
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Yekno: That would up the luck factor in a very bad way.
Xavier: The creator was in chat the other day, and one suggestion that came up was maybe giving a card per level on top of the 2% thing.
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jman:
Why don't you try to use that switching tactic, if you think it gives unfair advantage to your opponents? You can take a character with full energy against your opponents low energy character and beat it even though the match-up was disadvantageous otherwise. Or intercept them, if you think they will switch out. In the long run the player who can better predict his opponents moves wins more games. It's definitely not about luck. Of course sometimes luck has the key role, but if you win or lose constantly, it's all about skill (or the lack of it).
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I'd love to see more stats like which cards a player faces most/least often... which cards a player uses most/least often... individual player vs player stats.
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Maybe have a third way to get cards, maybe something having to do with the level system for the site at large. Card per level? That way the level system would have a tangible goal and would connect the game with the site mechanism.
Even so, I think the percent chance to gain a card on win should be increased to at least 5%, that way it's 20 games per card instead of 50.
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bq. Would it be possible for the crits and misses to be rolled out for each part of a multi-shot attack? Example: Helene’s Frenzied Strikes attack, which consists of 6 attacks for 7 dark magic damage each, with an accuracy of 90%. Currently, what will happen is either all of the strikes will hit, or all of the strikes will miss. What I’m proposing is that there is a 90% chance for each individual blow to strike and cause 7 damage, so it’s possible for 5 out of the 6 frenzied strikes to hit.
Excellent idea Ymbritt!
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I think the records will be reset, which is right thing to do IMHO. You've already got invaluable experience in playing Kongai, so you should be able to reach again a higher level easier than somebody who's never before played it.
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Would it be possible for the crits and misses to be rolled out for each part of a multi-shot attack? Example: Helene's Frenzied Strikes attack, which consists of 6 attacks for 7 dark magic damage each, with an accuracy of 90%. Currently, what will happen is either all of the strikes will hit, or all of the strikes will miss. What I'm proposing is that there is a 90% chance for each individual blow to strike and cause 7 damage, so it's possible for 5 out of the 6 frenzied strikes to hit.
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I kinda feel like there should be a cancel move button so that, as long as the other player has yet to decide, you can change your move say if you were to click the wrong button or miss something that could have influenced your decision and there was time to change..