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**Make An Epic(+) Version Of Every Card**
I have been playing this game alot and I really like the deckbuilding. However, I have a problem with the balance of the game. Basically there are better cards and lesser cards. The lesser cards can sometimes be good for your strategy but basically the best decks I make are built around my better cards. It is fine if there are 'upgraded' versions of cards, but its a waste of cardspace to have cards that are essentailly built with an idea in mind and then not be able to use that idea because there are 'better' cards. Im fine with a game being pay to win as long as it is not too much so. I think making an 'Epic' version of rare, uncommon or common cards would not only make the game more versatile and 'balanced', but it would also be interesting from a 'commercial' standpoint as there are more options to upgrade your cards. (and do the same with equipment)
As a side note.
- I just saw the ridiculous amount of gems needed to make 1 uberepic constructor alara. Im fine with other people buying it, but can I then please play in an environment without the red cards?
- Also, why are there like four or three 'dark factions' and only 2 'good' factions.
- Also I think there should be some incentive to build a mono colored deck.
- And why is the coinflip so important to win? Even if the second in turn player would draw 2 cards it is still better to start. I think it would be balanced if the second player draws 3 cards or 2 cards with -1 turn counter on it or maybe first player's first card should have double time.
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1. "Wall" and "Machine" should not be removable (steal mind, corrode, absolute zero, or any other way) since they are not real abilities but creature types.
2. "Wisdom" should aply everytime a creature reenters play.
3. The Epic Chest's loot should be inproved to make the wait worth it, its really anoying to get a iten that sells for only 1 gem or only gold after 8h waiting.
4. Creature types should be more clear, it's hard to figure out every mycosian for example.
5. The "Equipment" tab should show evey equipment in use across every deck, not only the selected one.
6. The "Sort Opitions" in Army should be able to show only selected rarity, intead of only organizing the deck by rarity.
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The top Heading of Arena should show the time of ending of tourneys. Not only the time ending of arena.Even i am viewing the ranking of tourney Thank you.
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Spell cards should always have a function when used. My first spell card was healing rays, and it constantly healed for +0 +0 +0 +0 +0 +0 when the cooldown was done... why even have it? Another example is when I have 2 "Shadows" spells in staging. The first one should activate, but why does the second one immediately follow and do exactly nothing? The way these 2, and probably others, currently work, make them not nearly worth using (not that they're that good anyway, but still...)
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> *Originally posted by **[PoLdeR](/forums/32949/topics/621432?page=29#12762679)**:*
> **Make An Epic(+) Version Of Every Card**
>
> I have been playing this game alot and I really like the deckbuilding. However, I have a problem with the balance of the game. Basically there are better cards and lesser cards. The lesser cards can sometimes be good for your strategy but basically the best decks I make are built around my better cards. It is fine if there are 'upgraded' versions of cards, but its a waste of cardspace to have cards that are essentailly built with an idea in mind and then not be able to use that idea because there are 'better' cards. Im fine with a game being pay to win as long as it is not too much so. I think making an 'Epic' version of rare, uncommon or common cards would not only make the game more versatile and 'balanced', but it would also be interesting from a 'commercial' standpoint as there are more options to upgrade your cards. (and do the same with equipment)
In principal it would be nice if all cards had a path to higher Rarity, at least early on. I made 2 or 3 Legendary Solons from Rare Hippieus. it wouldn't be worth it to me any more. Once your decks start getting too full of "good stuff," the Rare>Epic>Legend path just costs too much compared to other options.
> As a side note.
> - I just saw the ridiculous amount of gems needed to make 1 uberepic constructor alara. Im fine with other people buying it, but can I then please play in an environment without the red cards?
Half my decks are all red, the other half are all gimmick, and I have never paid for this game. I would like to, I kind of feel like I owe them something, but there just aren't attractive conversions for me. It seems like you can earn and burn through gems so fast, the cash being thrown at it would be a drop in the bucket with no certainties of improvement.
If you need more gems, do the 5 arena fights when available, do the daily 20 fights, and get a guild. You can actually get quite a few free gems. To do this, linking to your phone is pretty important. I find the car a good place to knock these out.
If you think the red alara costs a lot, just wait until you start trying to get a certain piece of red equipment. Your head will explode.
> - Also, why are there like four or three 'dark factions' and only 2 'good' factions.
Are dark elves evil? I know they are in D&D, but I never got that feeling here. If spider people were green bordered, I bet they would feel more neutral also.
> - Also I think there should be some incentive to build a mono colored deck.
You get extra gems for X fights with just one faction. There is a button on the phone in the top right corner where you can see how many you have/need, I don't remember where it is on Kong. Also, units of the same faction as your hero get +1 HP.
> - And why is the coinflip so important to win? Even if the second in turn player would draw 2 cards it is still better to start. I think it would be balanced if the second player draws 3 cards or 2 cards with -1 turn counter on it or maybe first player's first card should have double time.
I completely agree. I have said this a few times as well.
> *Originally posted by **[Edan](/forums/32949/topics/621432?page=29#12763938)**:*
> 1. "Wall" and "Machine" should not be removable (steal mind, corrode, absolute zero, or any other way) since they are not real abilities but creature types.
This does seem odd if it is happening.
> 2. "Wisdom" should aply everytime a creature reenters play.
It takes some getting used to, but re-entry to the battlefield does not cause new triggers written on that card. This is true of all abilities.
> 3. The Epic Chest's loot should be inproved to make the wait worth it, its really anoying to get a iten that sells for only 1 gem or only gold after 8h waiting.
agree
> 4. Creature types should be more clear, it's hard to figure out every mycosian for example.
agree
I ran out of things to say for comments below this.
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> > 2. "Wisdom" should aply everytime a creature reenters play.
>
> It takes some getting used to, but re-entry to the battlefield does not cause new triggers written on that card. This is true of all abilities.
re-enter does cause some triggers to work again, like twins for instance: if u return them with bounce or unsummon u just multiply the number of them for as many times they reenter play
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> *Originally posted by **[Edan](/forums/32949/topics/621432?page=29#12782182)**:*
>
> > > 2. "Wisdom" should aply everytime a creature reenters play.
> >
> > It takes some getting used to, but re-entry to the battlefield does not cause new triggers written on that card. This is true of all abilities.
>
> re-enter does cause some triggers to work again, like twins for instance: if u return them with bounce or unsummon u just multiply the number of them for as many times they reenter play
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>
>
>
Are you sure it wasn't the same two bounced? If so, this is due to something recent that happened. I have seen it not double trigger twin in the past. Maybe Sir V has insight?
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On the good/evil question, I think that Atlanteans and High Elves fall into the "good" category, Dark Elves and Orcish Tribes fall into the "neutral" category, and Spider People and Nameless Horde fall into the "evil" category ... but there is nuance everywhere of course. :)
Creatures that re-enter play because they have been bounced back to your staging area *do* activate their on-entry effects a second time. This includes Twin, Flare, Surge, Charge and so on. If Wisdom does not re-apply itself that is an unexpected mechanic I will look into.
Wall and Machine are not removable with corrosion.
There is a morale bonus which means +1 life for each unit that is in a deck where the hero is the same faction as the unit. As Sitri mentioned there are also achievements for using mono-faction decks (note that you can always splash spells in there without losing the achievement). In general it's the case that you are free to deckbuild how you like, but there are inherent synergies in single factions that make certain types of single-faction decks interesting (e.g. imp decks or mek decks).
The way we design and balance legendaries in the game is to allow as much long-term player development as possible. Legendary cards are slightly better versions of their epic counterparts, though having a full deck of L is, through the many added benefits, much better than a full deck of E. We think the balance is decently struck.
In terms of the coinflip, I actually think that because our game has heroes that overpower most units, and because units die so quickly, we suffer much less from snowballing than most similar games. Along this vein, the coinflip is actually much less important than you'd think to match outcomes. It tends to affect certain deck types in certain modes maybe, but it's, relatively speaking, not a big deal. We can look at adding an extra card to the other player's hand though I believe that will make going second into an advantage ...
----
Thanks everyone for your comments. We are working hard on the new patch and it should be up in just a couple more days. Please feel free to reach out to me in game, by private message, by posting here on the Kongregate forums, or on our dedicated Discord chat server if you have questions or feedback.
http://tinyurl.com/StormWarsChat
-- Sir V
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Second player gets to recover any 1 card killed in first three turns?
Second player gets +2 hp (to negate 0 cardsleft punishment)?
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> *Originally posted by **[Sir_Valimont](/forums/32949/topics/621432?page=29#12784023)**:*
>
> Creatures that re-enter play because they have been bounced back to your staging area *do* activate their on-entry effects a second time. This includes Twin, Flare, Surge, Charge and so on.
>
Is this somewhat new? Maybe I was thinking of how they hold status effects and loss of HP, but I would have bet money their etb trigger was considered used also.
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> *Originally posted by **[Sitri_](/forums/32949/topics/621432?page=29#12785796)**:*
> > *Originally posted by **[Sir_Valimont](/forums/32949/topics/621432?page=29#12784023)**:*
>
> >
> > Creatures that re-enter play because they have been bounced back to your staging area *do* activate their on-entry effects a second time. This includes Twin, Flare, Surge, Charge and so on.
> >
>
> Is this somewhat new? Maybe I was thinking of how they hold status effects and loss of HP, but I would have bet money their etb trigger was considered used also.
>
It's not new, but it may be a bit confusing because some abilities activate as soon as the unit is in play but not strictly "on entry" -- like for example Champion happens with all units currently in play, and numbers are adjusted instantly when something new enters. When it leaves play, it has its numbers adjusted back, so it's not like Champion bonus happens a "second" time if it re-enters. In reality, Champion is activating a second time in that case, but the first time's adjustments were already removed.
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There really needs to be an ARMY button on the Crew Battle screen (in the same way there is one on every Campaign battle screen), because when you have your opponent, you need to go back 2 screens, go into the Army tab, do your stuff, go back one screen, go to the Crew tab, click Battle, click again to start the fight. I really don't understand how it is possible to design something that user-unfriendly! and that it is still there!
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> *Originally posted by **[N7791](/forums/32949/topics/621432?page=29#12808687)**:*
> There really needs to be an ARMY button on the Crew Battle screen (in the same way there is one on every Campaign battle screen), because when you have your opponent, you need to go back 2 screens, go into the Army tab, do your stuff, go back one screen, go to the Crew tab, click Battle, click again to start the fight. I really don't understand how it is possible to design something that user-unfriendly! and that it is still there!
Click on the icon of your hero in the bottom right corner, next to the gear; then click 'edit'.
PS @Sir_V Doing this from the treasure or shop menu then using the back button takes you to the main menu instead of the previous screen; unlike doing it from arena, campaign, or crew. Just a minor inconvenience.
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> *Originally posted by **[Cat8urglar](/forums/32949/topics/621432?page=29#12809789)**:*
> > *Originally posted by **[N7791](/forums/32949/topics/621432?page=29#12808687)**:*
> > There really needs to be an ARMY button on the Crew Battle screen (in the same way there is one on every Campaign battle screen), because when you have your opponent, you need to go back 2 screens, go into the Army tab, do your stuff, go back one screen, go to the Crew tab, click Battle, click again to start the fight. I really don't understand how it is possible to design something that user-unfriendly! and that it is still there!
>
> Click on the icon of your hero in the bottom right corner, next to the gear; then click 'edit'.
>
> PS @Sir_V Doing this from the treasure or shop menu then using the back button takes you to the main menu instead of the previous screen; unlike doing it from arena, campaign, or crew. Just a minor inconvenience.
Thanks! but how logical is that? Still far too many clicks...
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Confirmation dialogue boxes for the options in the upper right hand corner while in the campaign screen are awfully annoying, would suggest removing them. I don't think many people will be accidentally clicking on them considering their position, and if they do I don't think they are too worried about clicking the back button on those rare occasions.
On top of this suggestion, could we please get an auto battle button on campaigns and the colliseum? Leave the confirmation dialogue for when chest slots are full, but its getting pretty redundant having to sit here and click start and skip over and over.
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Ill expand on LordM's behalf.
please remove the confirmation boxes when you use the quick links in the main screen going to the shop, chest and treaure area's since pressing no or back is essentially the same and if you want to go there, why aggrevate further by presing yes?
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I may have found a way to eliminate the long tournament times without sacrificing tournament challenge/diversity
What happens is that no sane person likes to commit to a 3 hour wait for a tournament that can start in 1 minute, 1 hour or not at all. Since gems are at stake if it does start and you miss it, one must be checking if it starts from time to time and/or begging other to join. This leads to pretty much everyone waiting up for it to fill (or get close to fill) to join in, resulting in not enough people wishing to join uless sure others will do the same.
There could be some solutions as drastically reduce minimum number of people (would darstically reduce deck diversity), letting people "unjoin" and be refunded before it start (may encorage people to join anyway but can also make it take longer) or maybe refund someone who joined but haven't actually played a single battle (Could lead to abuse making intentional bad drafts or just not playing if draft is bad).
The solution i found is simple: Ghost decks (thx Bewilder). Game would record every single draft used in past tournament (along with the tournament rules in which it was made) and use the deck pool of previous 5 tournaments with exact same rules to fill the remaining spots (no more than 5 to prevent obsolete metas due to card buff/nerfs, except on extremely impopular ones like tournament pack, which may require reaching further if not enough ghost are found on previous 5). As soon as first played joined in, tournament would start right away using random ghost decks from previous tournaments with same rules. From then on, for each real player joining in, a ghost deck is removed untill there are only "live" decks. No wait time. And against decks that players actually used in the same kind of tournament.
No more waiting. No more begging in chat.
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I agree that people not joining tournaments until they're close to full can be an issue. One potential solution to this that would be easy to implement would be to make it cheaper for the first to join the tournament, since they're committing to being around for the whole tournament period. An incrementing cost increase (like 1 for first, 2 for second) or just a flat discount for the first 5 people to join could incentivise people to join.
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> *Originally posted by **[Sir_Valimont](/forums/32949/topics/621432?page=29#12784023)**:*
> Creatures that re-enter play because they have been bounced back to your staging area *do* activate their on-entry effects a second time. This includes Twin, Flare, Surge, Charge and so on. If Wisdom does not re-apply itself that is an unexpected mechanic I will look into.
I finally understood the problem with wisdom bounced or unsummoned. It does reaply itself, but the unit don't keep the frist buff, unlike the other buffs or abilities or debuffs. When you bounce or unsummon a creature with wisdom the atack just resets to the original value and the buff aplies as if it was the frist time the unit entered play. Since frenzy units and spellpower units and units buffed with strengh/berserker rage/saa all KEEP their buffs when bounced/unsummoned seems unfair that wisdom units get their buffs reseted.
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I put over in the Bugs section that the text of Disintigrate is off. It says it deals one damage to the enemy hero and destroys one equipment, but it reality it only destroys if the one damage goes through. This seemed like an ok design choice but not properly reflected on the card. The more I play it, the more I think it is a really bad design choice. This is a spell that costs 9 and does nothing a surprising amount of the time.
If the opponent has cuirass, it does nothing.
If the opponent has breastplate it does nothing.
If the opponent has an absorb stone, it does nothing.
If the opponent is playing Mallik, it does nothing.
If the opponent is playing Bella, it does nothing.
If the opponent is playing Sidalis, it does nothing.
EDIT: If the opponent is playing Phanic, it does next to nothing.
If the oppoent has a counterspell is does nothing.
I think it makes sense that Malik and counterspell stop it; they are specifically designed to punch a hole in a characteristic of this card. The rest of the common features just stop it by virtue of trying to do something common and ultimately unrelated. I would like to see the one damage removed from this card all together.
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I agree that the "fix" to disintegrate card was not the best possible design for it, but this not the adequate thread. There is a thread called "Card & Game Balance Thread" for this kind of discussion.
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It would be nice to re-number the armies. I have two armies using the same hero next to each other, but they are very different decks. I lost track of how many times I picked the wrong one and it is an auto-lose. It would be nice to put one high on the list and the other low on the list so I don't mix them up. I would also reorder them so that my more highly used ones are at the top, but splitting the two of the same hero would be much more useful.
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I want an equip that stores up all damage to the enemy hero and then releases it in a single shot. :)
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Hey stormwars why don't you makean Elemental and Mythical card packs for the store, Legendary chests- because you have wood, steel, silver, gold, epic chests. Also could you make some more Elemental cards so you can make an Elemental deck.Why don't you add a Mythical section to the army and more places to battle. Also can you please make some mythical cards for in the game.
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Here is an off the wall feature. What about have a "pool" type event on arena. Everyone who wants to participate puts in 10 gems. They then guess how many points the winner of the arena (1st place) will get. The closest person wins all the gems. If it is a tie they split the pot. This way everyone can participate and newcommers can get a windfall of gems easier.
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