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Messages - insaninater

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Deck Building / Re: Decks you can build
« on: March 14, 2017, 07:04:09 AM »
Any way to submit deck ideas. I've got tons of reasonably effective decks with very basic cards.

2
Warpath i think. Martyr of life is completely insane. Maybe too strong tbh... Between regular warpath ramp and 1-use ramp like that one epic WP has, it's a bit much. I remember when WP was the junk faction.

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General Game Discussion / Re: How to Save IW (The oversimplified version)
« on: November 29, 2016, 08:23:16 AM »
Remove calamity? Un-nerf death blast, or at least take another look at it to make it playable again? I haven't seen it played at all since the nerf. A card that's so bad it's never played might as well not be in the game.

In general, i think control has gotten entirely too strong. It happens with a lot of games over time, and every time it bums me out. I don't expect much, since calamity is still exactly as it was, and is still completely oppressive.

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General Game Discussion / Re: Game is too hard
« on: November 29, 2016, 08:19:03 AM »
Wow, i'm legitimately impressed. How did you do this?

5
Overseers probably. Beyond just having good cards, the "blue" cards they got gives them an identity beyond "worse flame dawn that flies sometimes".

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General Game Discussion / Re: To The Balance Team: Death Blast
« on: November 10, 2016, 09:36:18 AM »
Quote
If anything, I think it would make more sense
as something like this:
Death Blast
2 Cost
2 CoV
At the end of the turn, deal 1 damage to the
enemy fortress for each character killed this
turn.


I like this idea better than the current version of the card.

To take the idea in a bit of a different direction, what about a creature that does it at the end of turn every turn? do 1 damage for every 2 creatures maybe, not sure how the balance would work out, but it seems a lot more playable than the one-time-use version. Maybe it's too similar to scallus.. idk. It just feels like that version is completely unplayable when there's stuff like dark blast that doesn't even really see much play.

7
The direction the game is going in is toxic. If you like playing creature strategies, get out now. If you like constant board wipes and the player who dares actually do anything looses, you'll love it.

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General Game Discussion / Re: To The Balance Team: Death Blast
« on: November 10, 2016, 09:28:09 AM »
I disagree heavily. It gives token decks a chance to come back after getting blown up, which is pretty much all that happens in the current meta, constant creature removal and removing things from the game. Yea, death blast was good, but you still had to siphon creatures into your grave, and there's this tiny teeny little thing called morale that makes you loose if too much of your stuff gets killed. Death blast is also completely useless until late, late game, and can only be used once, after which time you've lost your entire grave and can't use another even if you have 3 in your hand. As if taiga's Nerf wasn't bad enough...

And on a more general note, how about embracing creatures again? How about we stop all the constant control cards and creature hate and give non-FD creature aggro a damn chance, eh? If the devs don't like creatures in the game, let's stop beating around the bush and just ban all creatures. If you really want to do this, just take away graveyards, reduce max moral to 20, and if anyone plays a creature they loose. I've seen this crap too much with magic, where the creature hate creates a toxic meta where all anyone does is blow everything up. I don't want it to happen to this game, but apparently it already has.

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General Game Discussion / Re: How to Save IW (The oversimplified version)
« on: November 10, 2016, 09:14:34 AM »
So basically nuke everything.
I mean why not, that's the game meta right now anyway.  :-\

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General Game Discussion / Re: How to Save IW (The oversimplified version)
« on: November 10, 2016, 09:09:01 AM »
They could stop screwing over the token players too. I'd really appreciate taiga and death blast back... I'm sure summoner of the deep and all the rita's are up too, while calamity gets a buff and everybody's max morale is reduced to 20.

11
General Game Discussion / Re: Calamity kills all the fun...
« on: September 23, 2016, 08:38:30 AM »
Hello I am Mr.Designer man as you can see from this post I now make this game. http://forum.lightmare.com.au/index.php?topic=66599.0
I would like to thank you all for your constructive criticism on how calamity should be reworked and thanks to all the comments and these poll numbers we as a group have decided the 1st card we will rework is calamity. Here is a sneak peak and this card should be implemented into Infinity wars in the next week or two. Have fun everyone!


Wait, you buffed it?! it costs less now?! Is there a joke I'm missing somewhere?

Anyway, on topic, i like the idea that it can't be cast more than once, that seems like a fair compromise, i'd still not like the card, but at least it stops the godawful recycle calamity decks. You also have to also appreciate the irony with getting calamity, a card all about removing things from the game, removed from the game.

Another possible balance would just be to have it make the caster discard their hand, that way they can't just not play things and then do that, or to make it remove locations and artifacts from the game as well. As it is, it's very nearly almost the only viable late-game strategy.


12
General Discussion / Re: Calamity Card
« on: September 23, 2016, 01:37:04 AM »
I know it's an old topic, but i really do feel this need to be said, especially in light of current things.

1) Any "counter" to calamity actually adds to the problem, because the calamity decks will just use it to abuse the card even more, and they're the ones with their finger on the button. For example, cards like never forget the fallen could just be played by the would-be calamity player to wipe the board and then play NFtF next turn and have that much more advantage. I think a possible fix might actually be to make the card even more complete in it's destruction. Remove all creatures, artifacts, locations, all cards in hands, creatures removed from the game (for things like dojo), from the game. That way at least it's a true reset, and not what it is now, which is a broken combo-piece to punish the players who committed the sin of having creature decks, and even then people would just run a bunch of the new remove from the game cards or phase-bot. So many games just end up defaulting to that sort of playstyle over time too, it's why i fell out with MTG, since so many decks were just constant board-wipes, and i like making creatures.

2) The new cards, if they'll at all be useful, are going to make the problem even worse, giving calamity players that much more value out of removal from the game. The remove-from-the-game decks continue to get more and more value compared to other play-styles, so the problem will only get worse.

You are 100% right - Calamity is a busted card that currently so overplayed that 70% of the meta is focused around it. My only issue with your post is that you put it on a two year old thread instead of one of three dozen newer threads on the same topic.

Oh, sorry, i didn't see the new topics, sorry, i'm new to forums. Could you point me in the direction of the new threads?

13
General Discussion / Re: Calamity Card
« on: September 23, 2016, 12:41:30 AM »
I know it's an old topic, but i really do feel this need to be said, especially in light of current things.

1) Any "counter" to calamity actually adds to the problem, because the calamity decks will just use it to abuse the card even more, and they're the ones with their finger on the button. For example, cards like never forget the fallen could just be played by the would-be calamity player to wipe the board and then play NFtF next turn and have that much more advantage. I think a possible fix might actually be to make the card even more complete in it's destruction. Remove all creatures, artifacts, locations, all cards in hands, creatures removed from the game (for things like dojo), from the game. That way at least it's a true reset, and not what it is now, which is a broken combo-piece to punish the players who committed the sin of having creature decks, and even then people would just run a bunch of the new remove from the game cards or phase-bot. So many games just end up defaulting to that sort of playstyle over time too, it's why i fell out with MTG, since so many decks were just constant board-wipes, and i like making creatures.

2) The new cards, if they'll at all be useful, are going to make the problem even worse, giving calamity players that much more value out of removal from the game. The remove-from-the-game decks continue to get more and more value compared to other play-styles, so the problem will only get worse.

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News and Developer Talk / Re: Rebellion Wave 2 feedback thread
« on: September 21, 2016, 12:40:15 AM »
Eh, i feel like these are too easy to abuse. calamity is already pretty oppressive with certain card combinations (looking at you jinhai dojo), and with overcharging being a thing, removal from the game decks might end up completely overpowering any other deck type. I mean jeez, the last mechanic you introduced was also remove-from-the-game-based, and synergies a bit too well with this. there's other things besides removal from the game you know.

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