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Messages - Poga

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31
News and Developer Talk / Card text update. 10/09/2014
« on: September 10, 2014, 01:02:10 AM »
The following changes are text only, to increase consistency or clarity. The actual effects of the cards have not been altered.

Unending Drone
“At the start of each turn, Unending Drone raises one other Unending Drone to your Support Zone.”
Has been changed to...
“At the start of each turn, Unending Drone raises one other Unending Drone from your Graveyard to your Support Zone.”

Verore Channeller
“When you play Verore Channeller, choose target Character. While Verore Channeller is on the Battlefield, target Character has +5/+2.”
Has been changed to...
“When you deploy Verore Channeller, choose target Character. While Verore Channeller is deployed, target Character has +5/+2.”

Cartographer
“When you deploy Cartographer, target Location card in your Deck is placed into your Hand.”
Has been changed to...
“When you deploy Cartographer, target Location card in your Deck is shown to your opponent, then placed into your Hand.”

Explore
“If you do not control a Location card, search your Deck for a Location card and put it into your Hand. If you control a Location card, draw 2 cards.”
Has been changed to...
“If you do not control a Location card, target Location card in your Deck is shown to your opponent, then placed into your Hand. If you control a Location card, draw 2 cards.”

Gowron
“At the end of the turn, if Gowron has taken damage this turn, he creates an 11/10 Yan-Isleth in the Support Zone.”
Has been changed to...
“At the end of the turn, if Gowron is deployed and has taken damage this turn, he creates an 11/10 Yan-Isleth in the Support Zone.”

Breeding Grounds
“Exhaust Breeding Grounds and two target Beast Characters you control: Breeding Grounds creates a 6/6 Beast.”
Has been changed to...
“Exhaust Breeding Grounds and two target deployed Beast Characters you control: Breeding Grounds creates a 6/6 Beast.”

Ultra-Unit
“As an additional cost to playing Ultra-Unit, sacrifice a deployed Mega Unit 1, Mega Unit 2 and Mega Unit 3. All deployed Characters are killed and a 72/72 Artificial Character with Shield 2 and Unstoppable is created in your Support Zone.”
Has been changed to...
“As an additional cost to playing Ultra-Unit, sacrifice a deployed Mega Unit 01, Mega Unit 02 and Mega Unit 03. All deployed Characters are killed and a 72/72 Artificial Character with Shield 2 and Unstoppable is created in your Support Zone.”

We are constantly reviewing card text, and understand there is still more work to be done. We appreciate your feedback as always and will continue to work towards a more complete, consistent experience.

32
General Game Discussion / Patch 1.0b mini patch
« on: September 04, 2014, 03:23:06 AM »
Here are the issues we were able to sort out asap.

- Defense Golem and Jungle Giant can now properly block flying characters, as they now both have Reach.

- The log in screen has been slightly slowed down.

- Resuming planning will no longer return cards to your hand that were discarded in previous turns.

- Fixed a bug where the chat would slightly protrude the chat box.

- You can no longer log out while requesting or accepting an invite to a game.

- Fixed a bug with evolving parasite that was causing an endless turn in most games involving him.

- On field states are now slightly larger, and don't get as blurry on smaller resolutions when further from the camera.

- Golden Tickets should now give a more detailed message as to how to claim your gold border.

- The issue that was causing people to not be able to claim rift run rewards has been sorted out.


We will be keeping an eye out for anything that comes up, and fixing as we can.

33
lol I just saw that Soulseller was finally damaging himself in command. Wasn't aware of the change.

This is actually a bug, which is being fixed, he was intended to give +1/-1 which does not count as damage, and therefore does not activate brute. Sorry.

34
General Game Discussion / Re: On recruiting, Evellee, and strangeness...
« on: August 25, 2014, 06:06:12 AM »
If a card says "When deployed" but can be activated again by CTA or Evellee, then that is a bug and should be reported as such. I have made note of Master of Demons and Cassial. Thanks guys, we are always watching.

35
News and Developer Talk / Hot fix 0.98.5c
« on: August 22, 2014, 07:22:49 AM »
To get the hotfix, please close your client and restart, also make sure Steam has applied the update.

Here are the notes for what we changed in today's hotfix:


- Agent Coyle, Immovable now evolves as intended.

- Agent Coyle Mechborn now evolves as intended.

- Inter-dimensional Phase Bot now works as intended.

- Vasir, the Chained Prince no longer bugs out when attacking into a Ruins of an Ancient Civilization.

- Dehumanize no longer creates the demons in the graveyard.

- The revised Genesis Industries campaign has been reverted until a later date.

36
News and Developer Talk / Hot fix 0.98.5b
« on: August 21, 2014, 06:32:53 AM »
Here is a couple of issues we consider important enough to send out a mini patch to resolve asap.

  • Fixed a bug where commanders sacrificed by Nysurgh the Hungry would return to the support zone instead of command.
  • Zom-B-Gone 4000 has been fixed, and no longer causes a null reference exception.


37
News and Developer Talk / Re: Patch Notes 0.98.5
« on: August 20, 2014, 03:16:58 AM »
I wonder if you can run Shirazius and Gowron in command to endlessly spawn tokens. I also wonder if that'll be possible in this upcoming patch... Hmm.... I don't have Gowron or Shirazius, though.

I tried and no you can't. Gowron only counts when he is deployed. It was changed this way because of Diseased Zombie.

It has been brought to our attention that his current text does not reflect his intended ability, and will be updated soon. Gowron's ability should only work while deployed.

38
News and Developer Talk / Balance Dev Report
« on: August 06, 2014, 04:03:14 AM »
As we move closer to the official release date, now is a good time to look back on the cards that have been released thus far, and explain some of the big card changes that you will be seeing in this latest patch.

Before we begin, why now? Why wait on some of these changes when they have been relevant for such a long time? There are two reasons. First of all, we wanted to provide adequate explanation to these changes, to help give all of you a better insight into how we go about balancing cards. Secondly, modifying a card has an inherently negative side effect, which is shaking the confidence of our players. When you buy a booster pack of Ascension, hoping to get the elusive Sol, or when you trade for one with a friend, we want you to feel confident that what you are paying or trading for, is what you get. The last thing we want to do is create an expectation in our player base that the second a card is seen as powerful, it is artificially modified from 'on high'.

Now in saying this, we do understand that we have a unique advantage as a digital trading card game to go back and fine tune some of our less balanced cards, which is why we are here today. The following list is only a sample of the total amount of changes made to cards in the latest patch, but these are the ones made with direct balancing in mind, and most deserving of a more in depth explanation.

Verore

Veroria the Lone Keep: New effect: "Pay 10 Health, Exhaust: Your opponent cannot attack this turn."

For far too long Veroria has been sapping the fun from all levels of play. At the lower levels of play, this card creates confusion. Countless times has the phrase "wait.. what?" been uttered as an army of Aspirants been reduced to a feeble lone attacker without warning. At higher levels of play, this card is an absolute powerhouse, rarely a double Verore deck is seen without at least one of these bad boys in it, and with good reason.

One of the biggest problems that we sought to address was its fire and forget nature, where one would simply play this card on turn six, and forget that it was even there (until they mysteriously died of morale loss). We like giving the player decisions, while still retaining the late game defensive location we always wanted Verore to have, we feel this new design will have players psyching out their opponents a bit more frequently, and make Veroria a much more dynamic part of the game.

Demon of Fear: Now costs 6 and has had its health and power reduced to 7/7

Verorian Hydra: Has had its health and power reduced to 10/10

Dark Wish: The Demon created by Dark Wish has had its power and health reduced to 10/10

These three changes are being made for the same reason, so we'll be treating them as one for explanation's sake. We want to make each faction feel unique in its own way, through not only its artistic direction and lore, but also its play style. Moving forward we plan to more clearly define the strengths, weaknesses and overall identity of specific factions, starting today with what has, for a long time, been seen as the faction with it all: Verore.

With its A-list lineup of removal, utility and efficient characters, it's not hard to argue that Verore might have had the best of all worlds. We wanted to bring them back down to earth while still retaining what it meant to be Verore. For us, that means utility and control, and not its mid-range character strength. Cards like Verorian Hydra, Demon of Fear and Dark Wish meant that a triple Verore player only had to stave off defeat for five or six turns before being able to efficiently turn the tides of battle with its efficient large characters. Experience has shown that even ineffecient characters in Verore can be quite viable, such as Beast of Burden. We want Verore players to have to control the game state for a bit longer, before turning up the damage and closing out a game, and have to splash some more aggressive factions to replace what Verore now, and always should have, lacked.

Flame Dawn

Sacullas: Has had his purity increased to 2

Many late nights have been spent pondering the fate of Sacullas. We have considered everything from straight up number nerfs to complete reworks. But in the end, we decided that simplicity was the key to toning down this beast of a finisher. We like where Sacullas is in terms of his ability and synergy with Flame Dawn and rush tactics, but we feel he is able to be taken advantage of in too many decks, and is often thrown in decks as simply an extremely powerful card. Bumping his purity up to two will make predicting a Sacullas attack easier, as well as mitigate his overall presence in the current metagame. He does now comes with a new flashy visual effect, to make bringing down the hammer that much more satisfying.

Genesis Industries

Lucca: Now grants +3/+3 to all artificial characters

Some characters just do what they do too well. This change is intended to bring down her overbearing power in Rift Runs while not removing her relevance in Constructed. We are confident she will still get as much attention as her over energetic personality demands.

Lanstead: New effect: Pay 5, Exhaust target Artificial Character you control: Target Character's power and health become equal to the Exhausted Character's power and health.

When Infinity Wars was first designed, a conscious decision was made to not restrict the amount of characters a player can have at any one time. But with great freedom, came great responsibility on our part: a responsibility to keep the character spamming under control. Lanstead, in this regard, was a mistake. A rework was called for and the result was what you see before you. This new design is intended to compliment the Genesis stat manipulation tool box, with its ability to turn your Cannon Fodder into a 32/32 thanks to your Mega-Unit 02 in command, or use that Cannon Fodder to reduce your opponents Skraar to a measly 0/1.

Warpath

Prophet Karani: Now costs 5 and has had her power and health reduced to 8/8.

We are okay with what Karani does, and how she does it. What we don't like, however, is that she does it too fast and lacks the weaknesses that other resource accelerants have: low Health. Having her at 5 resource cost now demands that you have a Wealthy Noble in your opening hand, as well as a Brings Life or other resource accelerant in order to get her out by turn 3. Unlike the current situation of being able to have a Brings Life in command and get her out turn 3 every game without fail.

The reduction in stats makes her more susceptible to being picked off early now only needing 2 command zone nukes (Fire Bolt, Lightning Blast, Yuanshi's wrath), or even a single Banish to get her out of the way before she ramps Warpath into an early and insurmountable lead.

Sleepers of Avarrach

Virus of Avarrach: New costs 14 with the new effect: Place all Characters in your opponents deck into your Support Zone, they become Undead in addition to their existing sub-type.

This change is being made for the same reason as Lanstead. This card was simply making too many zombies, and as appropriate as that may have been, given its name, we felt that this was not healthy for the actual gameplay experience. Its new design follows the core tenants of what we were trying to achieve with the first card, which was a very expensive game ender that makes you feel awesome when you play it, that preferably does not become know as the literal "game breaker."

That just about sums up what we hope to be the first of a series of more informative articles on the topic of balance and design decisions. Thank you for reading, and we look forward to being able to bring you more content like this in the future.

39
News and Developer Talk / Re: 0.98 Early Pre-Gold Preview
« on: August 01, 2014, 06:18:49 AM »
HYPE!!! :O

40
General Discussion / Re: Let's Standardize those pesky Wordings
« on: July 10, 2014, 04:31:34 AM »
Hey everyone,

So this has long been a point on our extensive to do list, and I'd just like to let you all know that, as the one who's job it is to go over the existing cards and clean up text, I am reading and taking note of these posts, keep 'em coming, every observation helps.

Mitchell "Poga" Pryor
QA Developer - Lightmare Studios

41
Game Rules / Re: Interesting Creature design.
« on: June 26, 2014, 04:51:20 AM »
Hi guys,

We have plans to go over old cards with a fresh coat of more consistent wording, as well as an updated rule book. Stay tuned, we'll have it out as soon as we can.

42
Deck Building / Re: DECK BUILDING GUIDE (Poga)
« on: February 26, 2014, 07:00:21 AM »
Poga
Rank 2 in constructed (makes me sound more legit >.>)

Pfft he's currently rank 3 what a noob dont listen to his guide! ;)

Hehe but anyway as a small addition to the section you have on commander curve, you might want to mention that there are 2 ways of doing this. You can put turn 1, 2, 3 play commanders to garentee a good start, or you can put 2, 3, 4 or 3, 4, 5 commanders and fill your deck with 1 and 2 drops so you get a garenteed good start and then are able to use the higher cost commanders to pile on the pressure mid game.

haha yeah i made the mistake of playing a ranked game after getting high up, one i see you and manchy dont make often. and yeah sounds good, more stuff to the update list ^^

43
Deck Building / Re: DECK BUILDING GUIDE (Poga)
« on: February 26, 2014, 04:28:50 AM »
Rank 2 in constructed (makes me sound more legit >.>)

You mean Rank 1 right? Manchy doesn't count he is a bot created by Silfurstar :P

haha it would be awesome if that were the case :P

44
Deck Building / Re: DECK BUILDING GUIDE (Poga)
« on: February 26, 2014, 04:00:32 AM »
I would suggest including some assessment guidelines, since inexperienced players are usually bad at assessing card value.  I usually like to explain card choices in terms of card advantage, tempo, and versatility.  E.g. Battlefield Scavenger = card advantage, Aspirant = tempo, Annihilate = versatility, and each of these examples are lacking in the other departments.  In addition, even experienced TCG players will have difficulty knowing how to assess cards' relative values within the meta, which is what vanilla cards and staples help teach.  E.g. FD gets a 7/7 for 2, 6-drops+ are where cards offer serious power, Calamity exists, etc.

Also, I would list control and combo as important archetypes in addition to the aggressive strategies.  When testing and building, you need to consider whether or not you can go under, over, or through each matchup and have gameplans for all potential opposition.

Otherwise, fantastic.  I can tell without a doubt this was written by a leaderboard star.

Thanks so much for the feed back, I completely agree with this and it'll be the first thing i add in my next update. :D

45
Deck Building / DECK BUILDING GUIDE (Poga)
« on: February 25, 2014, 10:57:32 AM »
Hey guys, so, I love this game as much as anyone and decided I'd put what ever knowledge I have about general deck making down on paper, this will be a living document and is in very early drafting right now but a lot of food for thought is still there.

https://docs.google.com/document/d/1VbFnR1pthU0mrMJDpsa8PH6pnyRuPCtf3zvNv86lBaU/pub

This is more a collection of considerations and thought processes that I personally use when creating decks for constructed. Hope it helps some of you guys.
Feel free to send IM me if you wanna talk some sic strats.

Edit: This was written before I worked for Lightmare, oh how the times have changed.

Poga
Rank 3 in constructed (makes me sound more legit >.>)

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