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Messages - Ragnoraok

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1
General Game Discussion / How dead is this game?
« on: July 04, 2018, 06:01:51 AM »
The last major news I heard was when a mod told the community that the developers were not focused on the game, which was in a way an admission to abandoning the game.

This game used to be fun as hell and had arguably the best mechanics in any card game; shame to see it fall from grace. LOL, even the boards have been taken over by some guy posting links to an essay-writing site, which leads me to believe that even the mods have abandoned the boards.

Anyways, when was the last expansion or meaningful patch?


2
NTL - thank you very much for the information :D
I am currently 10 in the ranking :)

The game is dead though, so that means nothing.

3
General Game Discussion / Re: This game needs more media coverage.
« on: August 18, 2015, 08:59:51 PM »
Noble Protector was op, then made even stronger and is now (I don't think they changed him again, since I left)still able to shut down down 2 factions (dod and verore) entirely.
Lighting blast, death ray, blood arrow, overcharged bolt, chain lighting, verore kidnapper, firebolt, the calamity. Noble protector has 4 health, he is easy to kill.

I agree, Noble Protector is probably the only nerf that was necessary and handled properly.

4
General Game Discussion / Re: This game needs more media coverage.
« on: August 18, 2015, 08:58:28 PM »
Don't forget that there are other card games competing and beating IW. Hearhstone has become a run away hit and I would say is the most popular online card game, EASILY more profitable than IW. Magic is just getting into the online scene (thanks to Wizards' incompetence), but has a strong enough core playerbase to become profitable and outsell IW after a few expansions. Yu-Gi-Oh...well, that card game will ALWAYS be relevant thanks to the anime, and, in general, due to the exciting, albeit volatile, metagame.

I like IW a lot, primarily because of Lightmare's fantastic business practices (free rewards every day with little to no grinding)....probably a little too great. Off of coming from Hearthstone and before that the Magic: Duel of the Planeswalkers series, I was happy to experience a game which had so much freedom and a reasonable method in acquiring cards. However, LM gives too much imo; I have yet to drop a single penny, yet was never felt impeded by a drought in cards/boosters because of the steady influx of in-game currency and rewards - a feature that is unheard of in any other card game.

Personally, I left because I did not like the direction of certain factions (DoD, Exiles, and Overseers) following the latest expansion. Hell, currently a number of cards (Forerunner, Counting the Days, Box of Wonders, Avatars, etc.) are the topic of heated debates, with both sides almost polarized in how to handle those cards. I imagine that veterans are leaving because of this imbalance, in favor of other established, albeit just as imbalanced card games. As for the lack of newcomers....them glitches man........

5
General Game Discussion / Re: Best set ever?
« on: August 06, 2015, 03:59:53 AM »

That is nowhere near a true representative of either faction at the moment. I have lost against 3p OS by turn 4 multiple times, and have not survived past turn 5 at all. I have NEVER....NEVER...NEVER lost against 3p FD, even when the matchup was clearly against me. FD typically wins by turn 7, maybe turn 5 if the draws are godlike. Either way, 3p FD are seldom seen for a reason....the deck has huge flaws. With Forerunner, Tempus, Cassiel, and a host of rather powerful angels and defensive spells like Banish, 3p OS can win by turn 4 on a consistent basis.

Yea I didn't realize how good OS was when I wrote that.

But what are the huge flaws of 3P FD? It's in a really strong place at the moment, a stumble heavy FD is almost an auto win against Tinker and Ramp decks. Flagbearer really shuts down a lot of ways people played around FD with Haste and Vigilance characters.

OS literally can't win on turn 4, it's just not possible.

But people are really getting good at OS now and I wrote that before people were doing things like turn 1 box, or switching champions back and forth. I didn't realize how much potential the deck had.

My apologies, I was being a little overzealous. I have lost by turn 6 on a consistent basis against the Forerunner nonsense. However, your claims of FD winning by turn 5 is unfounded as well, as that combination is not as powerful as you mention it. The standard is that FD typically wins by turn 7.

The flaw with 3p FD is that the deck is very susceptible to blocking since it has few fliers, and most of the lower resource creatures have terrible defense making trading advantageous for the defender. Plus, FD has an issue with spells that do direct damage....unless Noble Protector is out, but even then the nerf really hurt its application. Also, Stumble and the other bounceable cards are best used when the FD player has a nice amount of monsters on the field, which is usually mid-late game; by then, the opponent should have enough removals or bodies to outlast the onslaught.

3p FD sizzles out WWAAYY too quickly, and its tools boil down to rush and bounce creatures. The former can be stopped by blocking and trading; the latter is truly only useful once a player has tempo, because bounceable cards require resources and are useful primarily for advancing the rush game.

3 OS can swarm and bait removals very early on using Forerunner, clear troublesome defenders/attackers using cards like Banish and Box of Wonders, stall the game using the new Healing cards (I kid you not this strategy is just as efficacious as rushdown) then use fliers to clean up. It wouldn't be as bad if there were more viable answers to fliers, but unfortunately most are faction locked. For some reason, this faction perpetually stands on the fine line between meh and OP, for the reasons Captain Korea mentioned.

6
General Game Discussion / Re: Is OOS healthy for the game?
« on: August 06, 2015, 01:00:02 AM »
I suggest nerfing Forerunner to

2 resources 1/1 "Gain +2/2 everytime a Champion is summoned."

That's a bit harsh to kill base stats, boost, and cost. Choose 1, choose 2, but smashing all 3 is in all likelihood not the solution.

You're right, keep it at 1 resource, but the rest should stay. I am heavily against the card being used to promote rushdown strategies, when the faction already has a myriad of other tools to rather easily end the match: the most fliers, synergy/boosts from other cards, and removals (Banish, Box of Wonders, etc). Allowing this faction to get off 20+ damage by the end of turn 3 is not balanced at all, because of the aforementioned reasons.

7
General Game Discussion / Re: Is OOS healthy for the game?
« on: August 05, 2015, 04:00:33 AM »
No hasted champions are cool, the champions are not usable without haste.

See, this is why trying to balance things sucks. With haste and swapping stuff? Incredibly strong. Without it? Weak.

Also, I think I just have this reaction to refer to all rush as mindless, in spite of the fact that there's actually quite a bit of decision making that goes into a proper rush game.

The thing is that most rush games are mindless because they tend to follow one playstyle/creed: hit the ground running. I have yet to play a card game where aggro decks were not absurdly powerful, yet easy to abuse; its the nature of this type strategy, and newcomers tend to gravitate towards aggro since the strategy is demonstrably simple.

Considering that a deck is built 100% aggro, then there isn't much flexibility other than throwing cards down. I guess one challenging part is knowing how to react to blockers and mass removals, but even then the options are not as numerous and comprehensive as those experienced using control, ramp, etc.

The Forerunner rushdown deck is arguably more mindless than a triple FD deck, with the bonus that it is definitely more sturdy and capable of lasting longer should key cards be countered. Of course, the support cards solidify the efficacious-ness of this strategy. I suggest nerfing Forerunner to

2 resources 1/1 "Gain +2/2 everytime a Champion is summoned."

8
General Game Discussion / Re: Best set ever?
« on: August 02, 2015, 07:40:24 PM »
I think it's fairly plain to see that OoS Tempus+Forerunner(s) is currently in a better place than FD.

If you're talking in terms of aggro, I don't think it is 'clearly better'.

Yes it has an amazing turn 2. But often it's super vulnerable on turn 3. The 6/6s trade poorly against a lot of things that can come out on turn 3 (Infected Monk, Buffed Accolytes, Ramp into Adaptive Hulkier etc.). Oversears don't have charge and the lack of charge defines a lot of how they play, because they can't afford to loose board presence. While FD has a tone of super good 2 cost chargers.

And then there's finishing moves which Oversears completely lack, compared to FD which has more options available than it can fit into a deck.

In terms of just stats, the fastest 3p OS can win is turn 5. The fastest 3p FD can win is turn 4.

I just don't see how you can justify 3p OS being "currently in a better place"

That is nowhere near a true representative of either faction at the moment. I have lost against 3p OS by turn 4 multiple times, and have not survived past turn 5 at all. I have NEVER....NEVER...NEVER lost against 3p FD, even when the matchup was clearly against me. FD typically wins by turn 7, maybe turn 5 if the draws are godlike. Either way, 3p FD are seldom seen for a reason....the deck has huge flaws. With Forerunner, Tempus, Cassiel, and a host of rather powerful angels and defensive spells like Banish, 3p OS can win by turn 4 on a consistent basis.

9
General Game Discussion / Re: Is OOS healthy for the game?
« on: August 02, 2015, 07:26:43 PM »
I complained about this when Oppression first dropped, and the general consensus was that the overly aggressive OOS was balanced, or at least not an issue. Foreunner, Tempus, Box of Wonders, and a few older angels, such as Azrael, have to be nerfed, because as it stands now, OOS is more effective at aggro than FD.

10
General Game Discussion / Re: Martyr Golem inquiry
« on: June 30, 2015, 03:53:25 AM »
I played against an opponent who had 2 Martyr Golems out. However, when one of hen's monster received damage, only one received damage, while the other did not. The card specifically says that Martyr Golem takes damage, therefore, both cards individually named Martyr Golem should have taken damage. In other words, only one of the card activated; the newer card took damage first, which makes even less sense. Why did the card resolve as though only Martyr Golem was on the field at a time, and the other was not?

The damage redirects to one martyr golem, and then the 2nd martyr golem procs and redirects the damage to itself. I guess the way martyr is coded is that it only takes the damage once and cant pass it onto another one in order to prevent infinite loops. Seems to be working as intended though.

That is not what I mean. Both cards are name Martyr Golem, by that logic, then the damage should keep on bouncing back indefinitely. The way it is worded, it makes no sense for one to take damage and the other to not. At the very least, it should be a unique character since thats a fairly abusable strategy.

11
General Game Discussion / Martyr Golem inquiry
« on: June 30, 2015, 03:21:00 AM »
I played against an opponent who had 2 Martyr Golems out. However, when one of hen's monster received damage, only one received damage, while the other did not. The card specifically says that Martyr Golem takes damage, therefore, both cards individually named Martyr Golem should have taken damage. In other words, only one of the card activated; the newer card took damage first, which makes even less sense. Why did the card resolve as though only Martyr Golem was on the field at a time, and the other was not?

12
Occurred for a fourth time; is there anyway I can be "refunded" for those four lost days?

13
General Game Discussion / Re: Best set ever?
« on: June 29, 2015, 02:27:59 AM »
I'm just gonna leave this here. Melosia costs 5. So you have to spend 5 resources setting up your win con of morale. The other deck that does that is CTD, which needs bonkers amounts of removal to stay alive while spending 5 on something like that.

To add to that, a player would really have to spend the last 4 turns setting it up, and then play Melosia to sneak in as much damage (fortress and morale) as possible, and then use removals/treading bodies to finish it the opponent off. Hell, the difference between a total aggro and combination aggro and morale degradation deck would literally be the addition of Melosia.

On the contrary, with Counting the Days, an opponent would have to completely devote the deck to stalling or removals, which like you mentioned is a huge investment.

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General Game Discussion / Re: Best set ever?
« on: June 29, 2015, 02:24:27 AM »
@Grinnin_Gin

You do bring up a lot of good points. I respect your opinion as you are a council member, and have aided me in some of my other admittedly rash rants.

However, I am adamant about Forerunner being toxic. My experience with Forerunner/Tempus is one in which a deck would have to build a control deck just to have a chance to stop it. I am not exaggerating, I have contacted 3 people abusing this strategy  inquiring how to stop it, and they have told me that the only decks to stop them involved those devoted to removals (interestingly enough Exiles came up a lot). One player even divulged that hen skyrocketed to the higher ranks using this strategy, but since that level is filled with stone cold control decks, hen has difficulty preceding further.

My issue, which noone STILL has yet to comment about, is that Foreunner and Tempus allow Overseers to outrush FD. That is not acceptable considering that that these two cards essentially out perform the strategy of an entire faction. Its very easy to abuse; deploy your command zone (Temus and 2 Forerunners) by turn 2, then turn 3 play Casiel, then turn 4 switch out Tempus for a four cost Champion; repeat step 4 to create two powerhouses. How is that skillful? Lets not forget that this faction excels at powering up its monsters.

In regards to Counting the Days, I fail to see the purpose of nerfing the card, other than making it a unique mission. Most of the complaints stem from it being used in conjunction with removals long despised for taking the "skill" out of the game: Combustion, Mad Monk, Yuanshi Wrath, etc. These cards prolong the match long enough to play CTD and automatically win. However, the truly ridiculous aspect of this strategy involves these AOE cards and the efficacious nature of their uses, not necessarily CTD. Without those cards, CTD is nothing more than a time limit, and probably wouldn't even get played until the DoD player had established a safe defense (around turn eight). Nerfing the card will still leave the true culprits in full vigor, and will undoubtedly be used later on in another strategy. I suggest dealing with the root of the CTD strategy, not the win condition.

15
General Game Discussion / Re: Best set ever?
« on: June 29, 2015, 01:51:01 AM »
If you already have a swarm of creatures to attack (and lower morale) with, why would you need to win based on morale?

If an opponent manages to finally get rid of the angels, or at least manage it, the player can then use removals (Banish or any of the numerous removals from other factions) to destroy the opponent's high morale monsters to whittle away what remains of the morale of the opponent. The worse part is that one would not even have to commit to build a morale degradation deck.....they would just need to add 3 copies of Melosia (in case one perishes) and the standard removals. Its an easy contingency plan. Thats why I perceive it to be unbalanced.

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