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If people are allowed to disconnect from a game without it counting as a loss for them or a win for you then there should be another stat that says how many disconnects a person has.
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I wish there was some way for newer players like me to somehow get those cards from older challenges. Also I wish someone would have written a starter guide or something in the tutorial. The tutorial offers basic information about battles and cards, but never told you any really good tips for building decks. I made the mistake of getting barely enough characters for my deck and stocking up on items. Then, I found some items weren't as good as I thought they were and the same with some characters. There needs to be a way to repick the 3 starter cards. And it would be great if new players could somehow get some more cards.
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One thing I'd really, really like to see in the game, is some way to check on your stats and cards, easily. Right now I can't check what I have, and that is kinda annoying.
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Ive used intercept well plenty of times, like taking out rukiko against ashi and moving back, i know for sure they'll retreat and i intercept. It works if u kno how to use it.
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think opponent is going to switch out
*intercept*
fails
now the opponent has a clear advantage.
i have to worry that i'm going to waste energy attacking nothing, or i have to intercept again hoping that he'll try to switch out again thinking that i won't try to intercept again, and if i choose the wrong then he's switched out with a card that has a killing hit against me with full energy.
I just don't like the intercept process.
i'm not asking for a handout.
i never asked for one.
i just think there should be something different thats all.
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I'd like to see the base critical chance reduced to 0% and the 95/90% to hit attacks upped to 100%. Then you could save the misses for attacks that are really supposed to be inaccurate, and the crits for attacks where they belong. 'Super-accurate' attacks could go past 100% to to resist debuffs.
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I suggest removing random misses. It akes away from strategy and reduces the match to blind luck. I understand missing if the defender has a increase dodge buff or whatever. But Missing 2 times in a row basicly hands the match over to your opponent.
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I thought I'd pass this along.
http://www.sirlin.net/forums/forumdisplay.php?f=16
Sirlin's set up a forum for Kongai over at his site. I gather there's still no official word on what exactly we can say and what we can't (besides the prohibition against images of the game which presumably continues.) until someone on the staff here can weigh in. However, if you want to talk about the game more in depth and definitely in more length than the format here allows then head on over. I know I will be.
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@RandomTaskMan: I'm not sure how that's a "loop." If you intercept and the enemy doesn't switch, then that's your misfortune, not a flaw in the game. What you're basically asking is for the opponent to have to announce that he's switching so that you can intercept, which is ridiculous on its face.
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@samo_wamo: I think Ninjaport already does that. If you're not seeing it, either the moves are the same speed or the attack you're being hit with works at either range.
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i understand that this would make the ninjas a little overpowered but, shouldn't ninja port cancel out an incoming physical attack if the speed of ninja port is higher. i see it as "okay, i hit you and move out of range of a melee attack, yet i still get hit even though it is not possible" i think this is a reasonable idea seeing as the speed of ninja port is semi low(4-5). maybe make this change and lower the speed another point
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@RandomTaskMan and mastermandan: its all about psychology... and reverse psychology.. and the reverse of that and so on and so on. You can't just play it like an automaton you actually have to think what your opponent will do and think of how you should react to that. If you don't want to do that then go play the AI.
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@AtmaWeapon: first click on just a plain white area then press F11 it'll make your screen bigger but it also is sort of a nusence(sp?) you'll understand why when/if you try it so yah making the game screen just a tab bit smaller would be a big help to us people with not gigantic size screens...
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Randomtaskman, this is a mind game, you can't just keep trying to intercept. You have to try and understand what your enemy is thinking based on the moves they made previously. If your enemy seems to switch characters when the health is low, try and intercept then, but if it doesn't work the first or second time, don't keep wasting turns.
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I agree AtmaWeapon but there is a way to get around that. Simply move your cursor over the enemy item and then move your cursor off the game screen and scroll down. This is a way around the problem, but I agree kongregate should fix it.
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there is something about the intercepting that i don't like.
i'm not sure what.
i think its that once you think your opponent is going to flee and they don't.
you either have to keep intercepting and hoping you get them.
or you have to get lucky and they don't switch out when you decide to attack.
I think when fleeing, it should take a round, but you go into a "defense" mode and take less damage while attempting to flee
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Didn't see this mentioned but I didn't read all 60+ pages so...
Because of screen size limitations it's impossible to see the effects of you items in the lower left display space. It'd be nice if when I hover over a character's item (mine or the enemy's) if the effect is listed there.
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to below cornelius is not overpowered hes easy just use attacks of 6 or faster at close range and void just plane isnt all that good. needs a watch option to watch others in matches between the best people and friends ect. also when in singleplayer mode one of the cards somehow jumped up and was over the attack panel only happened once so duno if it was a bug or what.
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Add something so we can see are own stats... that feature is still missing. I can see the players stats that I'm playin but never my own.
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The numbers in the health and energy bars don't update nearly as fast as the bars themselves do. I'm sure this has been commented on, but nonetheless.
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@NicolBolas I've felt your pain trust me. I do agree some moves cost like 20 energy and do 50-70 damage to me. Then I use a 50 energy move and it does like 15 dam or misses lol.
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One other thing I did notice, is that the computer tries to intercept a rediculously high amount of the time, like 25-50%, even if I have most of my health left and have no other reason to leave battle. Maybe its a bug, maybe its a feature, but it makes winning a lot easier when they try it so often.
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One thing I noticed, and it seems to happen every so often regardless of character and item, is that when I deliver a killing strike, a lot of times it will show that the person still has some health left before they die. Usually its around 15 HP, but they'll still fade out and die normally. It'd be nice if this could be fixed, since it can get a bit confusing what moves will deliver that killing blow that you need, if the health bar is inaccurate.
Also, some way to determine which attacks are close range, and which are far range would go a long way to helping new players decide how to plan their strategy.
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for now I will only say that the game rules and abbilities make the game fun to play but it takes too long for the moves to actually be performed once you click on them and it doesn't show the damage you deal or recieve the moment it happens...some synchronization is in order before final release.
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I'm pretty sure the stoneheel temple doesn't work quite as it should. It drains 55 energy like it should when someone changes range. But if they only have 50 energy, it still allows them to change range.
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sharing out just for the curiosity... there is a way to see your own v/l stats. open the stats of a waiting player in the lobby. then click to join the game. when the battle screen appears, your stats will be visible on the match you're entering.
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@isabelinha56 re: dueling amayas
Assuming neither one crits and neither procs the burning condition then both will take 49 damage and survive to the next round since they both have 6 resist against the dark that the DCB will deal.
But, if you're asking what happens when two characters kill each other off at the same time, well, the skills won't animate at the same time but they will resolve at once. If you have more cards and your opponent doesn't, you win. If you don't, you lose. If you were both on your last then the game is over and it's a tie, you neither gain a win or a loss.
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@DrNumaNuma re: ante system
Oh yeah, being able to offer up a card that the other player gets to unlock if they win wouldn't be abusable at all...
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The dilemma is this, Yoshi's innate is 10% protection from physical attacks. It should be making up for his weak physical defense and allowing him to stick around. But in practice, on average, once every 10 rounds your opponent will miss. If they're doing nothing but attacking you physically. You'll be dead long before that becomes relevant and, when you're not, it's pure dumb luck that you can't count on. It's not reliable enough and because of that won't influence your opponent's behavior and so does you no good whatsoever. You could pump it up but then you'd have a duplicate of Popo's innate. And I'm loathe to have that. And it doesn't fit the Yosh thematically as much as it does with Popo the river-boat gambler. So, I'd rather Popo kept his while Yoshi's was altered to something different. Perhaps just a flat 10% chance to dodge ALL attacks. Which I still find weak but would at least be slightly blue water.
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At the moment Yoshiro compares with Higashi because they're both so similar. Yoshi has a slight edge with a speedier step-back fireball. Higashi has to spend a turn charging to get off a blast and resting is a poor move unless it's the only thing you can do. (Cut stuff on Chi – non-relevant - and Dragon – nice but too little damage to matter - because it won't fit, sob...forum pls?). But Higashi has more raw damage, higher priority, a follow-up move at range, and, above all, a much more useful innate. Realistically, in the kind of deck slot you'd want Yoshi, you'd want Higashi just as much if not more. That might point to the Master being too strong but since I really like that card, I'd rather it meant Yoshi was too weak and indistinct. There's nothing he can do that Higashi can't do better and what he offers that Higashi doesn't isn't interesting enough to consider.
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I've been thinking about Yoshiro and I think I have to move him up to needing a tweak status. Essentially, the question he has to answer is "Why should I pick Yoshiro over Higashi?" Outside of questions of availability, I don't think there's a good answer for that one just yet. It probably rests in having a better innate. At the moment it doesn't do enough. Though, if it did what it does better then it would be Popo's which I don't like, either. I know Rising Dragon once worked from both ranges but I'd like to see how he'd play with that - just without the "hits fleeing" attribute. Either that or it needs a bit of a damage boost – which is problematic because it's low cost, high priority, and you can't run from it.
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Plus the accuracy is really off. A hit rate of 90% is a lie when you use the attack 4 times and it misses all 4 times...
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It would also be cool if there was like a trade card option or something like that cuz it sucks having to use the same cards over and over
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Need to make it clearer what happens when two attacks with the same speed are used. It's obvious now that both attacks are used, but less obvious when just starting