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Just gonna chime in and point out that Spite and Bloodletting would be absurdly overpowered the way you suggest them. Berzerk, which boosts your monster's attack by only ("only") 9 is already boderline OP. 10 attack in exchange for only 5 points of your HP is just crazy. Bloodletting would also be broken for a very similar reason: It would allow you to either spam Berzerk with impunity, or else cast Final Strikes without causing your monster to go terminal.
Mnch, the answer to most of your (probably rhetorical) questions is "efficiency." Having fewer cards that do the same thing as multiple other cards is almost always better than having a bunch of little cards that don't do much individually, even if those big cards cost more than the little ones do combined.
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Second draft of the acolytes - The big ones no longer drain all your energy each turn.
As for the little ones, only the blue one's changed.


**Avatars** - Discarding your hand is a steep cost, so the drawbacks can probably be scaled back a tad.
**Rage Avatar** - Unchanged.
**Psionic Avatar** - Unchanged.
**Miasma Avatar** - Take 1 poison damage per turn
**Avarice Avatar** - Discard your hand, but you may draw cards. stats changed to 6/12, 6 HP, Lures damage.
**Invisible Avatar** - Discard your hand, consumes all energy, but you may gain energy as normal. stats changed to 11/11, 11 HP.
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Yeah. I had the feeling giving a monster regen was going to be too strong. Maybe it should just be a combo monster heal + blessing.
**Bloodletting** - 3 energy. Gain 2 poison. Monster gains 4 attack, defense, and HP.
**Prosperity** - just seems too strong. Probably gonna rescind that one.
I do not think spite is "absurdly overpowered". Attack UP gives 8 attack, and costs nothing. Berserk gives 9 attack, and costs monster HP, which, vs the right decks, is equivalent to nothing as well. Your HP is always valuable.
Aside from munch, I've heard nothing but good things about the symbols. I'll probably leave those alone for now.
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The symbols are getting the most love and the most feedback. Thus, here's the third draft of the symbols. I'd still like to talk with a few more people before calling them done, though.

BASE: Holy Symbol: 14 energy for Heal (6), 75% blade (2.25), and 75% Defense UP (4.5). 14 energy for 12.75 cost worth of effect.
**Growth Symbol**: Heal (6), 33% Regen (2.33), 66% Poison Arrow (4). 14 energy for 12.33 cost worth of effect.
**Infernal Symbol**: Heal (6), Blade (3), Firebolt (3). 14 energy for 12 cost worth of effect.
**Philosopher Symbol**: Heal (6), 75% Defense UP (4.5), 50% of Time Warp (1.5). 14 energy for 12 cost worth of effect. (Including the effect of the OP Time Warp)
**Unspeakable Symbol**: Heal (6), Rainbow Generator (7), Energy Supercharge. 14 energy for 13 cost worth of effect (Plus a free supercharge).
Don't sweat the smaller details, like "Defense up has TWO parts and you're only accounting for one!", but rather "Would you use this card if it was in your colors? Would you force it into your colors? Would you use it in every deck you make? Is it overpowered/underpowered as it is?"
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Second draft of the avatars. If these guys start getting love, I'll come up with art for them.

"Discard your hand" happens only once, when you play the creature. This is necessary both to offset the high power/cost value of the creature, and to prevent these from being the new permamonster targets.
**Miasma Avatar** May synergize well with berserk and/or final strikes, but you'll have to get to them, and the creature itself is still twister/floodable.
**Rage Avatar** is best played after increasing your defense, regen, or HP total.
**Invisible Avatar** will make it hard to come back after casting, but remains a very beefy creature.
**Psionic Avatar** is like "Rage Lite", except you can't Defense UP your way around this guy.
**Avarice Avatar** is comparatively small, but has the smallest drawback, and functions as a different Big Daddy.
Third draft of the acolytes. Note to self: Give them backgrounds. Maybe.

The small ones have an effect they use when they come into play, take a generator, and after that, are modest as far as stats go.
**Yellow Acolyte** Time warp glued to a defense buff glued to a snail.
**Red Acolyte** Half a firebolt, may kill a critter, and is a red ant after that.
**Green Acolyte** The combined efficacy of a 7 mana spell, with a 3/0 left over afterwards.
**Blue Acolyte** A pointed, weakened stat wipe.
The bigger ones have the smallest stat:cost ratio in the game, and entice you to leave them in play longer by applying a beneficial effect every turn.
**Wisdom Acolyte** You might not be killing with this guy, but all the swords you're drawing can fix that.
**Fire Acolyte** Three sources of damage. The critter itself, the applied poison, and your growing swordhand. Two of these stay after he dies.
**Growth Acolyte** At first, I thought this guy might be too strong, but you know what? Screw it. Mosquito is 6 energy. Flame mosquito is 10. This guy is a reverse mosquito with a steep cost. Can always be nerfed later, right?
**Temporal Acolyte** looks like a lot of fun, but the slow burn of the effect still means you'll have to gain stats to win a stat race (That *IS* why you're playing him, right?) without the assistance of useful permamonster targets.

Others are trying to convince me that I'm overvaluing defense as a stat, and as such, the other symbols need to be toned down to match with holy symbol. It's possible.
**Infernal Symbol** Gaining HP just didn't seem to match red at all. Instead, we'll be going with a "spreading wildfire" approach. While Holy Symbol had an immediate effect (tons of HP+defense. I'm suddenly harder to kill!) this guy will shine as the battle goes on. Holy symbol says "Go away!". Infernal symbol says, "Deal with me or die."
**Philosopher Symbol** Back to the first draft with this one. It's Holy Symbol, minus 3 attack, plus a card. A fair trade at best.
**Growth Symbol** probably has the lowest cost/efficiency ratio of all the cards, but frankly, I'd play it. Monogreen decks use regeneration and heal. Why wouldn't they use MORE regens and heals?
**Unspeakable Symbol** Although it's got a great cost:effect ratio, the effect is "You get more energy!" when you already need 14 to cast it in the first place. I'd love to replace this effect with something else, but nothing seems to fit.
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parsee, kong forums use markdown now. You can still use imgur, it's the third share link.
Your pic insert will look like ! [imgur] (http://yourpic.whatever) except without spaces.
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A simple and probably easy to implement thing that would be very useful:
Holding shift on the "Use" button of Career Potions (and Mega Career Potions?) should consume them faster, the same way we use to quick sell items in Fishing, or to open Mystery Boxes.
It is always a bit bothersome to manually click a hundred times or so to use them all, and I don't necessarily want to convert them to Mega ones.
(This might however be a problem since career activation time caps out at 99:99:99, so I guess people would have to be careful).
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It would be great if it could be made so we can use energy refills until they would give more energy than the cap instead of only making them available when we have 0 energy.
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Thedem, you can tab to the use button and hold enter or space to use them rapidly.
pimhazeveld, the reason refills that work that way is because adventure energy max is refilled by a refill, however your cap energy is 5 * energy max
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As far as I know, Mnch, you're wrong on both counts. I just tried selecting things in the Career menu using Tab and the arrow keys, and the selector didn't want to have anything to do with it. It just selected all of the other elements underneath the menu instead. And then energy refills only refill 20% of one's maximum energy, not all of it. C'mon, man.
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career screen is bad with tab, but you can do it, just poorly.
and in the code tukkun left energy stuff from the old AA version with max evergy 15, it's now * 5 for how high your energy can go, refill still gives max energy, while your energy can go above max, because reasons.
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Oh. Interesting.
Still not sure how using Tab on the Careers screen is supposed to work, though.
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> *Originally posted by **[Mnchngrngs](/forums/60/topics/478628?page=17#10706254)**:*
> pimhazeveld, the reason refills that work that way is because adventure energy max is refilled by a refill, however your cap energy is 5 * energy max
I confirm that this indeed is the case.
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how about a button cyborg task? like : prnt.sc/cg8idu
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> *Originally posted by **[Neil1961](/forums/60/topics/478628?page=17#10709795)**:*
> how about a button cyborg task? like : prnt.sc/cg8idu
Would be a waste of cyborg points tbh :/
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also goes against the general idea of cyborg
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And we already have Grandpas.
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Imho the auto ant sprayer in FCG should be removed, at least when playing on the small screen.
It essentially punishes me for playing FCG between BA raids, because want to use the Doom Ant Sprayer to prolong my freeze duration.
So either I lose the exp from the extra freeze duration (and thereby nullify my experience gain from FCG, or worse, lose experience) or I have to spend an extra 1-2 Megaboost potions during the upcoming raid.
Thus, I can either just not play fcg or constantly feel and be punished for doing so because i have to get extra mega boost potions more frequently which is either time in which i'm not doing ascensions or resources, that I could have spent on other things that would help me progress.
Players who see value in the auto-ant-sprayer (which I don't outside of idling) may very well buy it in the special shop.
In contrast to that, I can see autoharvesting trees make sense while using the arcade, since arcade games generally demand more constant attention than fcg and if you're playing UA you can't even click the harvest button without losing your game (especially when you're playing some opponent who tends to draw his whole deck in a single turn while you sit and wait to move on with your life)
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An option to auto-use the Adventure Reminder's shift + click function.
This would be great if you spam a lot of Insta-progs or Progress Boxes and are lazy to shift + click the reminder it every single time, or even for idling to gain more EXP(maybe with increased cost?)
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> *Originally posted by **[Axiss32](/forums/60/topics/478628?page=17#10710335)**:*
> An option to auto-use the Adventure Reminder's shift + click function.
> This would be great if you spam a lot of Insta-progs or Progress Boxes and are lazy to shift + click the reminder it every single time, or even for idling to gain more EXP(maybe with increased cost?)
Yes please :D
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**Skipping Entry Room In Prehistoric Mission at a cost for convenience**
For anyone farming chips, the entry room becomes bestiary 6 and fully ULTRA very quickly. It essentially becomes 150 seconds of waiting for the next rooms. I suggest making it possible to skip it at a certain cost. It would speed things up a bit for chip farming, not be a viable solution for first time to r500 because of the cost (To keep things balanced) and be an alternative to the much better Special Area already extensively used in Rebirths, both the free and bought entries.
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Seriously, the AI in TFCG plays too slowly. If it has cards to play, it should play them fast enough to actually get them all played before the turn ends, and if it has a monster killer in-hand, it should instantly play it if the player plays a monster instead of awkwardly waiting until the instant before the player tries to play a Perma-Monster. *C'mooon,* Tukkun.
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> *Originally posted by **[E_102_Gamma](/forums/60/topics/478628?page=17#10711301)**:*
> Seriously, the AI in TFCG plays too slowly. If it has cards to play, it should play them fast enough to actually get them all played before the turn ends, and if it has a monster killer in-hand, it should instantly play it if the player plays a monster instead of awkwardly waiting until the instant before the player tries to play a Perma-Monster. *C'mooon,* Tukkun.
I'm on the fence here. While it would be nice not to waste a perma, as we all have done many many times, knowing exactly what the AI will do and when would make the game much easier, as you can simply game the system. "Okay, I played a weak creature and he didn't pop it? I'll just play a stronger one now, since I know he has no flood for it", and such.
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Shift-U should be at least ten times faster in order to be useful (except for Daily Quests but then I still have to manually go through each page to validate the other quests). That or it should work even if done from the normal game screen (as in, not in the Quest screen).
And yeah, after trying using tab in the Careers screen, I stand by my suggestion of having shift holding on the "Use career potion" button. You need to press tab around 50 times to get there, so it's really, really not worth it.
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> *Originally posted by **[Parsee](/forums/60/topics/478628?page=17#10711312)**:*
> > *Originally posted by **[E_102_Gamma](/forums/60/topics/478628?page=17#10711301)**:*
> > Seriously, the AI in TFCG plays too slowly. If it has cards to play, it should play them fast enough to actually get them all played before the turn ends, and if it has a monster killer in-hand, it should instantly play it if the player plays a monster instead of awkwardly waiting until the instant before the player tries to play a Perma-Monster. *C'mooon,* Tukkun.
>
> I'm on the fence here. While it would be nice not to waste a perma, as we all have done many many times, knowing exactly what the AI will do and when would make the game much easier, as you can simply game the system. "Okay, I played a weak creature and he didn't pop it? I'll just play a stronger one now, since I know he has no flood for it", and such.
Yup, I'd like to mention that the slow playing speed of the AI is actually intentional for the same reason that Parsee stated. Rather than being slow, I'd say that it's *random*, in order to make it more unpredictable. Sometimes the AI plays it right away, sometimes it even waits until the next turn.
Just consider it the AI's strategy? :P
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