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elusive feather and phylactrecy are glitch try to fix them (elusive feather makes it impossible to kill them with melee attacks because they dodge them all)
(Phylactrecy makes it impossible to kill them because they get 1 health everytime)
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I get that Tafari is supposed to have a great innate combined with totally sucky moves. But that just makes him an either/or character that makes it boring to play against/with
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Higashi's sweep doesn't seem to work, or are the attacks supposed to happen at the same time if they have the same speed?
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I think this works well, I didn't find any bugs from the single player at all. Except that the Kong-bot was slow at the end. This will be a great game.
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I just had ambrosia thorn die from poison damage, even after the interface said she was immune (there was actually an animation to the effect). She was poisoned by Zina carrying deadly poison.
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I believe Tafari should be 50% auto intercept. This way people could try and swap out if they were really hosed, but 50% they'd get auto intercepted in addition to being attacked(or whatever Tafari was doing that turn)
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didn't manage to flag it, but got a bug where I was fighting someone who was playing andromeda and she was invisible, as in the card was there and I was playing her, but the character didn't show on the battlefield.
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It would be nice if a player could see his own win/loss ratio. Also, the one HP per turn healing seems useless (and that item that makes it 2 per turn is also useless)
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i noticed like a bug or sometin when i was playin 5 card multuiplayer. There were two of my cards, which i hadnt played at all yet, that went down to about 10 hp from a DOT attck. Every turn, their hp got lower nd lower. Also, when i was switching out against Zena's tiger strike or whatever, it was evaded, yet i was still stunned.
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It seems like Jade Figurine should damage the drainer, even if the drainer doesn't actually gain any life. That is, if Marquis is full of life and uses a Vampiric Touch against a character with the Jade Figurine, Marquis should still take damage.
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The game is full of bizarre little symbols which obviously are supposed to explain e.g. how much energy a given skill costs, but there's no way I can see to look that info up while in a fight, e.g. in a popup if you hover over the symbol. That means I have to have the entire symbol set memorised! Not cool.
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Good game overall, but there are minor issues:
-AI doesnt change range even if it cannot attack.
-Hp and energy bar numbers dont change when the damage is dealt, they do at the end of the turn (little confusing)
-A option of changing your starter cards would be useful (or saying clearer that the objects are only for their color's characters)
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also it would be nice if the options menu disappeared at some stage (i.e. when clicking on cards) rather than staying open until you close it.
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The AI in the single-player always yields movement privileges to the player; something should be implemented to add slightly more of a challenge. Also, why should characters with Chi Reflect be able to reflect light-based debuffs? It's odd seeing Yoshiro with Helene's "Enchant Blade" without even a blade weapon, no?
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The one thing I noticed most is a problem with the siingle player AI, as was mentioned in an earlier comment. It's especially bad that characters with only short range attacks do not close.
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Mild confusion: "Enchant Blade" says blade attacks are modified, but no attacks specifically say "blade attack". Also, does this affect only the buffer or all characters including foes?
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I tend to think that Tafari's innate works well within the balance of the game. Bleeding ritual doesn't seem too far off -- maybe a one turn reduction -- Ambrosia needs something, after all.
On the single player AI... Yoshiro shouldn't cast chi reflect if his opponent doesn't have light attacks. Tafari shouldn't try to intercept. Characters with only short range attacks (e.g. Ashi) shouldn't sit at long range if I have long range attacks. Even if I don't have long range attacks, short range characters should close if they have the energy for a move + an attack, or should know to switch.
The single-player is going to get used a lot, I think. The AI should be some sort of challenge.
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Tafari's innate makes the game not fun. A more fun innate would be a 50% chance of opponent failing to switch out (and subject to normal attacks during the round where switch-out failed)
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Yeah... if two attacks have the same speed, it's kind of confusing to wonder why one character's dead and it's still attacking.
Also, immediate hp/energy number drops will sort of help, instead of waiting until all the attacks are over to wonder whether you are at 1 or dead.
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Oh yeah, when you get a critical hit, the damage numbers display both in the normal font, and in the larger crit-hit font. Perhaps you only need the larger font?
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@friedrice: if two attacks have the same speed, they both resolve normally. Which is actually seen to strike first is irrelevant. Even if the first of the two kills the other, the second will still hit, and likewise with stuns and interrupts.
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If two attacks have the same speed, the player that chose the attack first goes first right? Well why is it that when I try to use knee bash against spiked boots (both 7 speed), spiked boots always goes first even though I am positive I selected the attack first. The other player was still choosing his attack after I locked mine in (in fact I was tapping the mouse to get the attack in before him).
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the host should be able to choose the clock time for a round...that way more experienced players don't have to wait around for newer learners, etc.
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Its fun, but somehow feels incomplete. Maybe just the character animations, but still. And many characters are immune to Ubuntu's attack, but it is still cheap.
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@xgamer90: Remember that with multiple hit attacks, resistance is calculated for every hit. An attack that does 9x5 damage will only deal 9 damage against a character with 8 points in the appropriate resistance.