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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
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Definintely need to be able to have at least one switch of starter cards. When you first choose them you have no idea what you are doing...its only once you start to play a few gmes that you realise which characters and stat cards you would want.
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zina's eye of the tiger is off balance, the energy to strength is way out of wack, the energy should be lower to about 60 at least...
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It would be interesting to have a type of game where you offer a card up for ante. It would be cool to have a card that has a high defense and low, if any attacks, but have special effects for its attacks.
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RandomTaskMan: You should probably then switch to a character with decent physical defense, and it hardly does any damage.
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Andromeda or whatever is broken. from what i can see Rain of arrows does a bunch load of damage and it easy for her to get far and just launch it all the time
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Just played it for the 1st time.
I think the art is really nice! But maybe you could make it even more beautiful adding extra character "positions" (for example: one art for "defense/absortion" and one for "attack").
I'll keep playing and leaving my impressions on the game... ;)
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it would be pretty damn cool if you the cards you earned (not the starters) can level up! and maybe if you had a level overall so that when you face someone you youll know if he has higher level cards than you or something like that! i think the game would be a lot more interesting with some experience points or leveling (:
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There needs to be some way to pick up older cards than just the starter cards. The game becomes pretty imbalanced otherwise. This is especially important if you ever plan on doing balance tweaks later as cards people chose as their starter cards getting nerfed would be pretty crushing.
Other than that the only suggestion I have is agreeing with the random starting positioning and that there should be more than 3 cards in a 3 card deck to provide a little variety. It'll get pretty stagnant when you see the same 3 cards every time.
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Gameplay seems to run smoother, believe it or not, on High quality. On low or medium, I often get loading screens and false disconnect errors. Other than that, it seems to have gotten better over time.
Also, has anyone else died to a dark magic attack while your person has a Death Mask? Made me furious, it's supposed to be a 100% "You can't die to dark magic", no?
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What about starting matches w/ a random close/far positioning...changes the balance of starting cards some plus makes the "random all or random your" card selections more worthwhile
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@Danking re: lag
The game slowing more and more over time is not a problem with server-side lag but, instead, I'd think is more indicative of some kind of memory leak.
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I think that the game speed should be increased, it laggs gradually more and more over time.
The toturial should be better, what about a test match?
The last thing is that the touch of doom doesn't work if the enemy player changes card and then changes back to it.
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We should definitely be able to change our "starter" deck cards.
Touch of Doom is too powerful.
I'm not sure the dodge percentage is being calculated correctly. Almost every character with the feather seems to dodge a lot more than 25%