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Messages - Ragnoraok

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31
General Game Discussion / Re: Counting the days is bad design
« on: June 22, 2015, 12:42:27 AM »
The Calamity needs a buff, it is way too slow in this meta. Ive noticed that ever since Oppression launched most games end by turn 9. It would also logically make sense, if you get hit by a Calamity then your purpose or "mission" should be diminished greatly or gone.

Off topic but I do feel Forerunner needs its base stats nerfed to 3/1. For a 1 cost it is way too viable. As its ability allows its buffs to stack and is not a one time thing compared to Master of Demons. By turn 4, Forerunner is already way too strong to get killed by a Winds of War.

Counting the days is fine currently. You have to spend a turn to find your way, and if you dont then you are lucky or risked enough dead draws by putting 3x Find Your Way and 3x Counting the Days in your deck. Counting the Days is way more interactive than Veroria. Counting the Days gives the opponent a deadline to win the game instead of stalling.

1) If Calamity gets a buff, then I'm done......

2) Since its a common, it would be more appropriate to give Forerunner 1/1 base stat and keep everything the way it is. This way, it is still susceptible to early removals such as Firebolt, as well as vulnerable to being destroyed by good defenders. I am against the overly aggressive new Overseers, because it encroaches too much on FD territory. I would prefer if the card was used to bait removals and get in early damage rather than a standalone powerhouse. Remember that the deck excels at buffing, so by turn 4 expect Lucca, Ascended or another Champion.

3) I agree that Verore is way less interactive than Counting the Days. What some do not consider is that one would have to devote 6 cards to getting this combo to work (3 CTD and 3 Finding Your Way), thats a pretty big commitment, and then a good portion of the deck goes into draw power. That leaves little room for putting in viable cards for a good defense.

32
General Game Discussion / Re: Superior Symbiote + The Last Sleeper
« on: June 22, 2015, 12:30:25 AM »
I was just thinking actually, as the Superior Symbiote counts as being played from hand (or at lest is meant to) should the Last sleeper be transforming? is it a bug or intended?

Good point; I personally would stick hard to the wording, but its probably intended to behave as though it was revived from the graveyard.

33
General Game Discussion / Re: Counting the days is bad design
« on: June 21, 2015, 07:53:00 PM »
I have never claimed that there were no mass removals before turn 5; I asked what other viable mass removals there were before turn 5 besides Winds of War. I also never claimed that there were no means of countering angels, just that there lacked enough viable means to counteract the burst power of the Forerunner/Tempus combo. Coupled with my experience of this card outrushing FD, a nerf is in order.

IMO, Counting the Days is not as OP as you have made it seem, or else there would have been a direct nerf to the card, instead of a pseudo-nerf to the Exile variaton of abusing Counting the Days. While I do agree that the card needs to be controlled better, I do not see the purpose of directly nerfing the card; rather, the same can be achieved in the form of a generic factionless removal of any non-creature. Then, more people will run the removal, wait until its turn 9 since activation, then destroy it; a deck truly built around CTD will have NOTHING to fall back on, hence why I do not see anything inherently wrong with the actual design.

Your stance/claim that the card promotes an interactive playstyle is flawed, because the Verore faction has long been known to promote the exact same thing you seem to hate, but in much worse fashion. Verore has more AOE spells at its disposal than DoD, so much so that it promotes an even more confining non-interactive playstyle. Hell, Veroria literally restricts the options an opponent has if a location removal is not in hand. You seem to fixate on the win condition on the most visceral of levels, when in actually the large amount of removals electrically permit most Verore decks to achieve the same results, but without a single "you win" card. CTD is really only an issue when played on turn 5/6, but Verore decks are consistent enough to emulate the non-interactive style, albeit through the abuse of removals, to win frequently.

34
General Game Discussion / Re: Counting the days is bad design
« on: June 21, 2015, 06:47:53 PM »
I would much rather see Forerunner and Tempus get nerfed before this card, as at least the card does not encroach upon another faction's territory.

Other than that, this expansion does not seem to be well-received from the players.

forerunner/tempus has good damage but until u can get them buffed, you are VERY weak. they get more powerful around turn 4-5 if you can play companion turn 3. They actually have counters- kill the forerunners.

Pretty powerful yes, but not completely faceroll like board clear stall is-- just blind throw out mass wipes and win

What mass wipe is there by turn 5 other than Winds of War? Also, it is extremely easy to powerup  those angels in a triple or even double purity angel deck. Having two Forerunners (or replacing one with Lucca Ascended) and Tempus is good game by turn 6 (I have lost 4 matches each by turn 6) unless a deck is devoted to removal....or you play with Verore. Those two additions have made angels much more effective at rushdown than FD...that alone warrants somewhat of a nerf.

The way you type it feel like you tend to not think at all. It's hard to even respond to your inane posts cuz you don't seem to consider what the other person means at all. Anything you type appears to be very biased and off-topic. There are enough AOE mass wipes before turn 5 to scale with characters that might be played. If you don't know what they are then I have no idea what to say.

2 6/6's can easily be taken down turn 3-4 if the opponent is trying to atk with them many people for some reason focus on the champions rather than the forerunners. I admit they may be a problem but for now I'll have to experiment with it more. For people that dont have early answers i can see why it may be a problem

How can you criticize me and then agree there is a problem? If I recall correctly, we had the same issue in the Noble Protector thread, in which you resorted to attacking my character. I have played against this strategy 5 times, and have lost by turn 6 in all cases (one by turn 5). I even contacted the players afterwards, and they expressed that their only loses had been against control decks heavy on removals and drawing out the match, and that if Tempus was allowed to live past the first turn, then victory was all but assured.

The aforementioned combo allows for early/ easy burst damage early on, whereby removals are needed to focus on taking out those powerhouses before more Champions can be summoned. The issue is that there are NOT many mass removals before turn 5, and I use that term in the sense of simultaneously destroying both angels; before then, the most a player can do is try to defend, or use single instances of removals to take them out, but by doing so, have wasted removals on a 1 resource card. Then the player can just swarm with other champions, or hell, summon MORE Forerunners to recapitulate the strategy. Don't forget that there are other angels that are capable of buffing each other, and that the angel faction also has removals in the form of Banish. Unlike FD, where options diminish the more drawn out a match is, the nature of the angel faction allows the player to easily recuperate if the strategy is stopped by turn 5, because by then the player has an immense lead in life and in most cases field advantage.

As I have said, a deck would have to devote itself to removal or stalls; in the case of the latter, the opponent would need air stalling as well which is very hard in this game, unless its a mirror match. As I have stated, this strategy outrushes FD easily; FD typically has a win range around turn 7, but from my experiences, the above strategy wins by turn 6, and that's if one puts up a defense.

I am not saying that your suggestion is bad, but you attenuate the effectiveness of this deck at swarming. Everytime I see the deck, I also have a hard time believing that I am helpless against the strategy, but it truly does happen. Next time I am going to set my sights on just surviving to see how long I last.

35
The issue really isnt removal. Veroria is just a stupid, binary card where you either have removal and win, or don't and lose. It's not the kind of card that frankly deserves to exist in Infinity Wars, in my honest opinion.


^This. 100 times this. There is no skill involved in this. There is no deckbuilding finesse. Its just a stupid game of "who can draw better". At that point you honestly may as well change everything to 4 suits, make your deck 52 cards and see who can draw all the aces first. And if your opponent already happens to have all 4 aces its a slow grind to defeat.

There are some another stallish cards I'm not going to mention here that can frustrate me for similar reasons, but at least they don't bring the game to a grinding halt to go fish.

I also agree. The need for artifact/mission/location removal is more of a long term response for existing and future very powerful non-creature cards that have the potential to shut down an opponent's strategy with little to no effort on the part of the user. Like some have said, there are even more ridiculous and toxic strategies out there, a good amount abusing non-creature cards.

I would much rather see factionless generic non-creature removal(s), before seeing Veroria nerfed. I suggest the following.

1) 4 resource "Overcharge once. Destroy target artifact or mission."

2) 4 resource "Overcharge once. Destroy target artifact or location."

3) 4 resource "Overcharge once. Destroy target location or mission."

4) 6 resource "Either Overcharge twice or reduce your maximum amount of resources by two. Remove target non-creature card from the game."

36
I've beaten pretty much all the decks that use the cards you listed (aside from Veroria and Dojo) without maindecking any direct removal.

I guess I hack the game or something?

If all decks could remove the ones that are actually win conditions without sideboards, then all of those will never see play. Bad design.

I've beaten decks that abused these cards too, but the ones who have actually dedicated an entire deck to them tnd to win.

Putting in removals for these cards will encourage more diverse playstyles, because playing Counting the Days turn 5 will not automatically result in a win; using Box of Wonders to remove a troublesome monster, using Junkyard to give a behemoth flying and shield, using Lanstead to effortless build an army of 15/15 Neverending drone, or using Solace's Gate to make Martyr Golem even more of a nuisance, or abusing Veroria to easily control the pace of the match will not result in domination over those who decks lack the means to stop those artifacts or locations. 

Also, playstyles will be less linear, as counting on one artifact, location, or mission to win will be a huge risk.

Those cards will still be used, albeit to a lesser degree. By your logic Annihilate should be nerfed since it is a generic removal, but even worse, it is faction locked.

37
General Game Discussion / Re: Equilibrium query.
« on: June 21, 2015, 03:56:55 AM »
I thought so, because that would be one hell of an ability. Its still one hell of an ability if used as described above but with a ton of creatures.

38
General Game Discussion / Re: Equilibrium query.
« on: June 21, 2015, 03:42:11 AM »
So is it viable for an opponent to use "Equilibrium" turn 1 or two, and then "Heat Wave" on turn 3 to effectively wipe out an opponent's commanders?

If your opponent deploys all their characters in command on turn 1, then yes, you can kill all their commanders. Of course, it would be a really weird command setup having 2-3 Cannon Fodders/Distraction Drone in command.

In the link below, it says that all characters in play have their defense reduced to one, unless the new patch changed that. Similar to how Calamity operates, then that should mean that commanders are subject to having their health reduced as well.

http://infinity-wars.wikia.com/wiki/Oppression

39
Umm, no. *Bolded are the especially powerful cards*

List of powerful Artifacts:

Descendants of Dragons:

1) Shifting Stone
2) Quest for Balance

Warpath:

1) Ancient Aether
2) Ancient Aggression Emblem

Genesis Industries:

1) Junkyard
2) Warmachine
3) Low Orbit Ion Cannon
4) Omnitron
5) Flux Capacitor (Maybe)

Sleepers:

1) Tome of the Dead

Overseers:

1) Box of wonders




List of powerful locations:

Verore:

1) Veroria the Lone Keep
2) Hellmouth

Descendants of Dragon:

1) Jinhai Dojo
2) Shrin to the Heavens

Genesis Industries:

1) The Dragon Project
2) Lanstead

Sleepers:

1) Kyrallic

Overseers:

1) Solace's Gate



List of powerful Missions:

1) Struggle for Power
2) Counting the Days


A lot of these artifacts and locations are so powerful that entire strategies are built around abusing their abilities. Hell, some of them, such as the topic of this discussion, Box of Wonders, Shrine to the Heavens, and Solace's Gate, to name a few, completely and utterly shut down an opponent's strategy.

Viable removals are necessary in circumventing the sheer power of some of these removals. Putting in a card that removals a card from any category, barring creatures, will actually enhance unique playstyles.


40
General Game Discussion / Equilibrium query.
« on: June 21, 2015, 03:01:31 AM »
So is it viable for an opponent to use "Equilibrium" turn 1 or two, and then "Heat Wave" on turn 3 to effectively wipe out an opponent's commanders?

41
How would one utilize Adaptive Scout? I have one, but always pass on it, because I would rather have Klore, Bromich, and Blood Crazed Initiate as my commanders.

42
General Game Discussion / Re: Best set ever?
« on: June 21, 2015, 02:44:39 AM »
Pre-Oppresion I was running an avatar deck that worked quite well, but I haven't picked it up again. Main reason for this is that every deck with overseers (and there are a lot of those) is running the box. Not only does it stop your avatar, it also resets the stats. For the same reason I deleted balance golem from my list of decks.

To be honest, the new overly aggressive angel playstyle will defeat an avatar oriented deck before the avatars come out.

43
General Game Discussion / Re: How do you kill Aleya?
« on: June 21, 2015, 02:28:08 AM »
Even in constructed most players deal with Aleta, The Immortal Tinker just by ignoring it and messing with its targets, such as taking advantage of having priority and destroying Infected Drone or a non-powered up Never-ending Drone with Lightning Blast. Its a powerful card.

44
i suppose it's too late to do anything now, apart from slowly phasing in artifacts/locations that come with their own removal clauses
Alternatively just adding more location removal cards that are strong enough to be playable even if they don't end up destroying a location. Annihilate is incredible because it can also destroy characters and Consecrating angel provides a decent body for overseers (though admittedly she has trouble dealing with this particular location). Give us (far) more cards like those so that players naturally end up putting location removal in their deck even if they weren't specifically looking for it.

^This...so much this.

I was going to make a topic suggesting this as well, but a lot of the game's imbalances could be ameliorated if more viable artifact and location removals are added. At the least, there should be a factionless card for 6 resources that destroys any non-character card in play. There are so many times when I actually took the risk of putting in Vandalize into my deck, in order to deal with powerful GI artifacts....actually beat the odds to have one in hand, just to have an opponent use "The Dragon Project." -_-

Please, next expansion focus more on defensive options, specifically balancing the amount of viable removals among each faction.

Also, I forgot to mention this in my initial post, but how can a card be toxic in one format and not in another? Double standards on this board seems to be the standard. What sense does it make to nerf a card because it is toxic to pub-play? A card should be nerfed by virtue of its own inertly overpowered abilities.

45
General Game Discussion / Re: Counting the days is bad design
« on: June 21, 2015, 02:15:08 AM »
I would much rather see Forerunner and Tempus get nerfed before this card, as at least the card does not encroach upon another faction's territory.

Other than that, this expansion does not seem to be well-received from the players.

forerunner/tempus has good damage but until u can get them buffed, you are VERY weak. they get more powerful around turn 4-5 if you can play companion turn 3. They actually have counters- kill the forerunners.

Pretty powerful yes, but not completely faceroll like board clear stall is-- just blind throw out mass wipes and win

What mass wipe is there by turn 5 other than Winds of War? Also, it is extremely easy to powerup  those angels in a triple or even double purity angel deck. Having two Forerunners (or replacing one with Lucca Ascended) and Tempus is good game by turn 6 (I have lost 4 matches each by turn 6) unless a deck is devoted to removal....or you play with Verore. Those two additions have made angels much more effective at rushdown than FD...that alone warrants somewhat of a nerf.

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