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Messages - Interesting_Socks

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1
General Game Discussion / Re: Cheater report - Neteron
« on: January 28, 2018, 09:48:26 PM »
This issue has been reported by other users and the matter is being looked in to.

It is worth noting that this post technically violates the forum rules. In future please send a private message to one of the moderators with complaints similar to this. I would recommend either ES or myself.

2
Community Events & Contests / Re: [CDC] Epic Balance
« on: January 27, 2018, 09:23:29 PM »
Name: Bloodbath
Faction/Purity: 3FD
Type: Ability
Cost: 8
Rules Text: All your deployed Characters are moved to the Assault Zone. All of your opponents deployed Characters are moved to the Defense Zone. All deployed Characters get +8/0 until end of turn.
Flavor Text: There will be blood

3
General Game Discussion / Re: Player of the Year 2017 Nominations
« on: December 26, 2017, 08:21:44 AM »
I nominate ES

4
There are much more toxic communities out there haha, IWs is one of the friendliest I have been involved with in terms of bad manor.


5
Deck Building / Interesting Socks Decklists
« on: May 01, 2017, 10:01:43 PM »
As promised, here are the three main decks that I've been running in ranked:

Deathblast:


Hermit


DOD EX - Aggro Version





Thought I'd also include a couple of fun decks that take advantage of some of the latest balance changes:


Token Aggro

The first one uses Irial's new ability to work from command. With Irial you can constantly maintain an army of tokens, which you can take advantage of with a massive variety of token abusing cards. This deck has some very polarizing matchups!


Ju-Lin Pain Train

This deck is all about abusing Evellee's second ability, which now allows you to get characters straight onto the battlefield. Turn 1 you can swap Gao Han for a 15/14 Shizarius. Then if you deploy Ju-Lin on turn 7, then you can constantly use Evellee's second ability on him to draw out characters every turn, as Ju-Lin cannot be removed from the game.

6
Now as soon as the game starts I have important choices to make.

- How many fire bolts do I run?

0

7
Bug Reporting / Re: login timing out
« on: April 16, 2017, 01:30:05 PM »
The server is still down, there will be an annoucment on the forums when its back up and running.

8
General Game Discussion / Re: Login unsuccessful anyone?
« on: April 16, 2017, 09:59:06 AM »
Yes an annoucment will be made both on the forums and on the community discord channel.

9
General Game Discussion / Re: Login unsuccessful anyone?
« on: April 16, 2017, 07:31:57 AM »
We are currently experiencing some issues with the servers. It should be fixed soon.

10
General Game Discussion / Re: Why we can't have midrange
« on: March 21, 2017, 06:24:37 PM »
Hermit and 2GI OS have been strong mid range decks for over a year now.

11
General Game Discussion / Re: An untapped resource
« on: March 16, 2017, 09:00:59 PM »
Yea lets make control decks incredibly boring and 1 dimensional??

Strawman that doesnt even make sense. You think that carefully choosing legendaries would make the game boring and 1 dimensional? Whats wrong with you lol.

You don't need to have a win condition, you just purely focus on defending and win by default.

Has literally nothing to do with using moral to help balance legendaries. Unless legendaries are the only cards in the game. Also you just contradicted yourself within the space of 1 sentence claiming you dont need a win condition and then going on to describe a win condition.

Sounds boring AF, you're taking away the intricate balance that makes control a fun style of play. The balance between defending and committing to your win condition, playing a game of how greedy can I be? That's what makes control challenging and interesting to play.

The strawmen you set up sound boring do they? Whats being taken away? How? What are you talking about?

Moral is a failed mechanic. It was designed to prevent people from sending endless armies into each other. But literally no thought ever went into it.

Thought was put into it... and it was great and did its job perfectly when that was the case. Once thought stopped being put into it, THEN it quickly became at best irrelevant and at worst toxic.

Really all im saying is that as a design team we need to be intentional and purposeful about what moral costs go on cards. To the same extent that we consider the other stats on the card like attack or cost or text. And your response is that you find putting thought into card design is boring? Come on socks I expect better from you.

Saying 'strawman' is a 'strawman' argument. As is any metaphor.

Besides I was using my 'strawman' as an opening sentence, I then went on to explain why I thought making moral relevant would make the game worse. You clearly read the rest of the post, so I don't get why you're throwing about degrading statements like that?

Meanwhile your arguments are quite 'trump' like. At no point have you engaged my points or shown any comprehension of them. Instead you have waved them aside with statements like "strawman"

You go on to be almost comically trump like with further statements "and it was great and did its job perfectly"

And just like Trump you have provided no statements to back this up, you just expect people to accept your superior wisdom.

Anyway, allow me to explain myself without the use of metaphors:

You can't just consider tweaking the moral on a few cards in a vacuum, you have view the entire metagame as a whole.

If you make Moral a balancing tool then you have to make moral relevant. If you make moral a relevant consideration you will ruin the game. First let me clarify this by saying that moral is not a relevant mechanic at the moment. Yes moral decks do exist, even at the high level. But no, at no point in deck building does anyone ever consider moral. People do not consider moral, because it is not really a relevant mechanic.

If you make moral 'relevant' in a normal match (with the average game ending on turn 9). Then you have made it so that people could potentially lose on moral with a standard deck by turn 9, yes?

If this is the case then you have made control decks incredibly powerful. All they need to do is kill your characters and survive till turn 10 to win the game. Surely you can see that this would be toxic?

If we extract this further, characters will become less and less popular and you'll get a metagame of decks filled with some uncouterable win condition like Siphoner combos. But just enough control to beat standard decks on moral.

Moral cannot be a relevant mechanic, or it would ruin the game. Characters are an important part of the complexity of this game, you should not discourage people from using characters.

If you are going to reply, please attempt to read and interpret this post more carefully. Because I can't cope with future statements like these:

"And your response is that you find putting thought into card design is boring? Come on socks I expect better from you."

Where did you even attempt to read a statement of mine that even vaguely represents this conclusion?

"Also you just contradicted yourself within the space of 1 sentence claiming you dont need a win condition and then going on to describe a win condition"

I clearly meant a win condition other than just defending and winning with moral. How could you not interpret that? That was literally what my entire post was about!!?

12
General Game Discussion / Re: An untapped resource
« on: March 15, 2017, 10:17:44 PM »
The issue isn't the application of it.

The issue is the mechanic, it does not work as it was intended.

13
General Game Discussion / Re: An untapped resource
« on: March 15, 2017, 06:56:17 PM »
Yea lets make control decks incredibly boring and 1 dimensional??

You don't need to have a win condition, you just purely focus on defending and win by default.

Sounds boring AF, you're taking away the intricate balance that makes control a fun style of play. The balance between defending and committing to your win condition, playing a game of how greedy can I be? That's what makes control challenging and interesting to play.

Moral is a failed mechanic. It was designed to prevent people from sending endless armies into each other. But literally no thought ever went into it, instead of sending endless armies into each other people would just not deploy any characters and suddenly you have the most boring game in the world.

14
General Game Discussion / Re: Alearem, the Fate Twister
« on: March 15, 2017, 06:44:57 PM »
Hi Antideath,

Have you tried using the battlelog? It's a tab which pops up at the bottom of your screen with the chat tabs. It should say which turn you're on in the battlelog (you may need to scroll up a little bit).

Hope that helps!

15
Suggestions / Re: Rebalancing Epics?
« on: March 08, 2017, 06:40:59 PM »
Thanks for the suggestions Hiding, some of these changes I will be pushing for.

It will take a while for all the epics to get balanced and suggestions like this can only help to speed up that process.

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