| Estarh | 2012-10-01 13:23:42 |
Beta version was updated today, here are balance changes:
Holy avenger, +1 hp Templar, +1 hp Angel of War, +2 hp
Ghoul, +1 hp Devoted Servent, -1 hp Vampire Mystic, +2 hp Justicar, +1 attack Vampire Elder -2 hp
Zealot, -1 attack and -2 hp Cursed Unicorn, +2 hp Greater Bargul + Ice Golem combo is banned.
Army Upgrade heals 5 life now (was 7 life). Golem Instructor, -1 hp Golem Guide, +2 hp Golem Handler, +2 hp "Ice Golem + Armageddon" and "Ice Golem + Stone Rain" combos were banned for Golem Master class.
very nice 
steps in a good direction (apart from the V4 buff, which i don't think was justified)
now i am mainly anxious about C8 (greater bargul) and to a lesser extend about V8 (magister of blood)
also, i foresee that G8 will need more buffing if it is ever going to be played at all (perhaps G7 as well)
ps about V7: how about making the initiates 5/14 (so they will have exactly half the HP of their master) Modified by filip on 2012-10-01 13:52:56 | Estarh | 2012-10-01 14:03:05 |
also, i foresee that G8 will need more buffing if it is ever going to be played at all (perhaps G7 as well)
I'm not sure. Golem Master is very strong class and may be there will be another nerfs of G1-G6 cards instead.
why no illusion buffs? mech got back up after being free class, but illusion still at bottom -_-
... I'm not sure. Golem Master is very strong class and may be there will be another nerfs of G1-G6 cards instead.
sure, that is a solution as well
but please don't nerf G1 - it's already too weak (i suggested it should give golem +3 instead of +2 until end of turn) | dimurel | 2012-10-01 14:24:54 |
Very nice changes for new classes.
| Brunestud2012 | 2012-10-01 14:51:29 |
Very nice changes, I can see the game is getting more and more balance. That is the meaning of the beta testing.
| HeadphonesGirl | 2012-10-01 15:00:30 |
Looks pretty good. I feel like nerfing zealot's attack and even more HP might actually now make it too weak, but it'll be interesting to see how it plays out. Like the GB/golem ban and unicorn buff. And I'm surprised golem is turning out to be so strong, I had initially thought it was going to be the weakest of the new classes (except maybe the dark cleric) but I'm glad to see it's really holding its own, I think it's the most fun of the new classes.
| robvalue | 2012-10-01 15:17:45 |
Good work :) Do the devs believe that Momument to Rage is balanced then?
Glad to see poor golem 7 & 8 get some help. Modified by robvalue on 2012-10-01 15:20:07 | Estarh | 2012-10-01 15:45:17 |
Do the devs believe that Momument to Rage is balanced then?
I think it is slightly stronger than average card, but it is ok, since this card is intresting. I'm follower of theory that intresting cards/classes should be slightly stronger than boring cards/classes.
| roycelin3 | 2012-10-01 16:19:39 |
...
I think it is slightly stronger than average card, but it is ok, since this card is intresting. I'm follower of theory that intresting cards/classes should be slightly stronger than boring cards/classes.
Wow... Before this I always believed that all classes/cards can be interesting and useful in some cases and that is why I stick to totally random class always. Now this is like a blow to me.
By the way, don't you think interesting cards/classes should be instead slightly weaker than boring cards/classes? Otherwise people always play them because they are both interesting and stronger, leaving the "boring" cards/classes buried for good.
| robvalue | 2012-10-01 16:52:29 |
Thanks for the reply. but I too am very confused by this. I'm surprised you would call your own cards and classes boring, and I'm surprised that your aim isn't to get every card as balanced as possible. Or at least every class as balanced as possible. I would be interested to know what classes you consider boring!
Maybe I am misunderstanding your point, but I cannot get my head around this. Surely each slot should be balanced for special classes, so Zealot and MtR should be about even. Right now MtR is overpowered, and Zealot is probably only average (good job on him). This doesn't seem right.
Anyhow I am nitpicking, on the whole the changes are very good and I'm pleased to see you listen to our feedback :) I'm glad that you realized Golem 8 was not the problem, and that him and the guide guy were actually weak. Are you able to say whether you are considering a redesign involving lowering Golem's stats and including more permanent buffs from Craft cards? Or is that off the table?
Great job on the bugfixing also!
Modified by robvalue on 2012-10-01 17:00:05 | Estarh | 2012-10-01 17:20:49 |
I would be interested to know what classes you consider boring!
Mech, Goblins, may be Sorcery, may be old Death (before Master Lich was changed).
Maybe I am misunderstanding your point, but I cannot get my head around this. Surely each slot should be balanced for special classes, so Zealot and MtR should be about even. Right now MtR is overpowered, and Zealot is probably only average (good job on him). This doesn't seem right.
MtR is slightly overpowered. "Slightly" is important word there.
| robvalue | 2012-10-01 17:28:48 |
I see, thank you. Why should those "boring" classes be made worse than other classes? I don't understand the logic. Surely it would be better to instead make them more interesting somehow rather than try and stop anyone ever using them because they are both boring and bad? Modified by robvalue on 2012-10-01 17:29:28
I'm follower of theory that intresting cards/classes should be slightly stronger than boring cards/classes.
i don't like this theory either. all cards should be balanced. let players decide which classes they consider interesting or boring, each one for himself. but the power level should be as even as possible. Modified by filip on 2012-10-01 17:40:45 | Estarh | 2012-10-01 17:38:43 |
I see, thank you. Why should those "boring" classes be made worse than other classes? I don't understand the logic. It will lead players will play boring classes seldom. And it will reduce possibility you will play against boring class.
But I consider all these things right only if "slightly" word is used. Classes which are slightly boring should be slightly weaker than other classses.
Situation when some classes are absolutely boring or when one class is incomparably stronger than another class is unacceptable situation.
| WalterWhite | 2012-10-01 17:38:50 |
I still cant play online because impossible to upgrade.....it connects....gathering information and then says cant connect to server....
if i play the 1.2 there is no problem....
any help?
I think it is slightly stronger than average card, but it is ok, since this card is intresting.
i understand you want players to play with the cards that are interesting and fun (at least in your opinion). i can accept this, but only slightly (all cards cannot be on exactly the same power level anyway)
Modified by filip on 2012-10-01 17:40:15 | Estarh | 2012-10-01 17:41:31 |
I still cant play online because impossible to upgrade.....it connects....gathering information and then says cant connect to server....
if i play the 1.2 there is no problem....
any help? You can download again betaversion from this site and then install it again in old folder. It should help.
| WalterWhite | 2012-10-01 17:59:01 |
... You can download again betaversion from this site and then install it again in old folder. It should help.
from this site?
the smsetup13b.exe right?
tried the reinstalling..problem remains.... | dimurel | 2012-10-01 18:00:42 |
I still cant play online because impossible to upgrade.....it connects....gathering information and then says cant connect to server....
if i play the 1.2 there is no problem....
any help? Please try again later. I yesterday or the day before all day was such a problem. The next day it worked. | WalterWhite | 2012-10-01 18:01:43 |
 ok thanks | wiggin | 2012-10-01 18:20:55 |
That's cool. Those changes are pretty much exactly what I would do.
Only card I don't like in the new expansions now is Greater Bargul.
Also, I think Goblin is a great class. Not boring!
| FinalSlayer | 2012-10-01 18:36:56 |
It's a step in the right direction (the Cult 3 nerf might even be enough to make the card "stronger than average" as opposed to "broken"), but there is a lot more work to be done.
Monument to Rage is not slightly overpowered. The reason Estarh believes this is the very simplistic statistics they use. In a Cult vs. Cult mirror, Cult 3 was/is a better card than Cult 4. And Cult 4 spam can be beaten with a few Vampire Lord spams, too. (Which are slightly weakened now)
If he will look at the statistics for this version, he will find that Cult 4's flat win rate will jump up considerably. Again, this could have been spotted in the last version if more sophisticated statistics were used, such as the ones suggested on the forums.
And why oh why was Greater Bargul not fixed aside from a single combo ban? Again, it's a better version of the old Death 7, the same class Estarh just told us was "boring". Not only is Greater Bargul easily capable of killing all 6 opponent monsters on the board in a single stroke, but he is a monstrous 12/50 (the most powerful creature in the game) to boot.
And again, I believe that in general, combo bans should be avoided as much as possible. Only as a last resort after a card has been fully balanced. | HeadphonesGirl | 2012-10-01 19:07:48 |
That's cool. Those changes are pretty much exactly what I would do.
Only card I don't like in the new expansions now is Greater Bargul.
Also, I think Goblin is a great class. Not boring! I remember you took issue with it in the past for being excessively vulnerable to mass destruction. are you saying it's great in spite of that, or did you have a change of opinion? Just curious. | FinalSlayer | 2012-10-01 19:13:02 |
Initial impressions of the beta update-
Cult 3 is still a very good card...but you can no longer win by mindlessly spamming it. And it can be countered. 1 broken card fixed, 6/7 more broken cards to go!
Cult 4, on the other hand, is now better than ever, and I think that even the flat win rates for Monument will be much higher in this version.
By the way, is Goblin 1 going to be fixed further? | Wavelength | 2012-10-01 19:15:52 |
Most of these changes are the same ones I would have made, so the list gets a big "thumbs-up" from me! I love the changes in Divine Warrior and Cultist, and the nerf to Army upgrade was SO necessary.
I'm surprised to see Magister of Blood still hanging around without a nerf. This might be because Vampire Elder was overpowered (something I failed to realize until very recently), meaning the other card that can appear in its slot looks worse than it really is. I agree with Filip about Golem 1: +3 attack instead of +2 would be a nice change. Guardian Statue could use a couple more life, too. The strongest cards in Golem (pre-update) were definitely 3, 4, 5, and 6.
One question for you guys: how is Mana Burn looking right now? Does it ever get played when it's drawn alongside Sorcery 7? When it does, can it still win games (especially in hands without Dragon)?
| wiggin | 2012-10-01 19:35:53 |
... I remember you took issue with it in the past for being excessively vulnerable to mass destruction. are you saying it's great in spite of that, or did you have a change of opinion? Just curious.
No, in spite of that. I still have that issue. But I think that, except for G4, all the individual cards are cool.
Modified by wiggin on 2012-10-01 19:36:39 | FinalSlayer | 2012-10-01 19:39:40 |
Oh man, winning with Cult is just too easy! Reminds me of Control in v1.02, and probably better than Time/Demons in v1.2!
Even going up against a fellow broken class like Vampire Lord, I feel like I have the edge. No, Cult 3 no longer wins entire games by itself.
However, I still have Cult 4, Cult 6, and Cult 8 at my disposal! Here's how the ranking of Cult goes;
- If I draw 0 of those cards, Cult is an "okay" class. Probably at the level of Illusion/Beastmaster, neither of which I consider bad by any means.
-If I draw 1 of these cards, Cult is at LEAST a "strong, better than average" class. Like a slightly BETTER Cleric or Control.
-If I draw 2 of these cards, Cult is a "severely overpowered" class. Like a Time, Demons, or slightly better Vampire Lord.
-If I draw 3 of these cards, HAHAHAHAHA. I can counter virtually any draw, and if I lose, it's either because I make a bunch of idiotic blunders, the rest of my draw sucks while my opponent hits a goldmine (Dragon, Tornado, etc.)....or my opponent just picks up a Goblin 1 draw to go along with Water 6.
Modified by FinalSlayer on 2012-10-01 19:40:05 | Soares | 2012-10-01 21:36:47 |
Give the site to jump beta version of the game
| FinalSlayer | 2012-10-01 21:57:57 |
On a completely different note, I notice I am still unable to make smilie faces in this new version! It comes out as "#" instead, heh.
| HeadphonesGirl | 2012-10-01 22:56:27 |
... It will lead players will play boring classes seldom. And it will reduce possibility you will play against boring class. But I consider all these things right only if "slightly" word is used. Classes which are slightly boring should be slightly weaker than other classses. Situation when some classes are absolutely boring or when one class is incomparably stronger than another class is unacceptable situation.
Hey Estarh, if you see this post, could you tell me how you view illusion? I've long thought it was too weak, but is one of the most interesting classes; I saw you didn't list it as a boring class, so does that mean your data says it's on par with the others, or is its weakness still left over from when it was the free class?
On a completely different note, I notice I am still unable to make smilie faces in this new version! It comes out as "#" instead, heh. yeah what's up with that? smilies in the chat are always replaced by '#'
| Estarh | 2012-10-02 07:29:44 |
...
Hey Estarh, if you see this post, could you tell me how you view illusion? I've long thought it was too weak, but is one of the most interesting classes; I saw you didn't list it as a boring class, so does that mean your data says it's on par with the others, or is its weakness still left over from when it was the free class? It's current winrate is 49,2% at Truth and Beauty server. I expect it will grow in Gathering of Power since Illusion seems to be anticlass for Cultist.
| HeadphonesGirl | 2012-10-02 11:28:44 |
... It's current winrate is 49,2% at Truth and Beauty server. I expect it will grow in Gathering of Power since Illusion seems to be anticlass for Cultist.
Interesting. Thanks for the info. | robvalue | 2012-10-02 12:00:50 |
I have another possible way to help balance Golem class.
As part of passive ability, "Golem player always goes second." I think going first is a huge advantage for this class.
Modified by robvalue on 2012-10-02 12:05:29 | wiggin | 2012-10-02 12:09:43 |
I have another possible way to help balance Golem class.
As part of passive ability, "Golem player always goes second." I think going first is a huge advantage for this class.
Why?
| robvalue | 2012-10-02 12:33:46 |
Because when the Golem player goes first, they get a second creature down before you have any. Then you have 2 unblocked creatures to deal with, usually you can only block one. Then they can lay another, and so on. You're always a creature behind, the Golem has a relevant amount of power and it's hard to catch up with sweepers since they don't hurt him.
If you go first against the Golem player, you can keep up with them better by blocking the Golem, then blocking each other creature as it comes out.
I see this as more of a big deal than usual with the Golem class, I'd bet it has a higher winning % when it goes first. Taking this away may help balance it if the class is doing too well.
This is just all my observations, anyway :)
It's the same with Forest. The rush is much more effective when you're playing first.
| robvalue | 2012-10-02 13:14:32 |
Thats true, but its much easier to catch up against forest since the Rabbit dies to spell/ability damage, and when you kill him you get a turn's break from the attack as he has to respawn at end of their turn. So I think Golem has even more of an advantage.
Since I don't think messing with the Golem cards by trashing them all is a good way to try and balance the class, I just thought of this as an alternative. I agree with the nerf to Golem 4 as it was overpowered, but I'm worried they're going to slash into the other cards which aren't.
Maybe it's a bad idea, I don't know. It just seems they need something else they can do to sort out this class other than just tweak cards.
Modified by robvalue on 2012-10-02 13:19:08 | Revival | 2012-10-02 17:46:59 |
robalue, your last suggestion about Golem Master makes totally sence to me.
I personally would like to know very much the opinion of Estarh about these two cards: Goblin 1 vs. Chaos 2, which have similar purposes in the game.
We all know their characteristics in the current state, and arguably now it's Hero > Berserker in a direct comparisson (without taking the cost into account!). I think it's completely inappropriate, i.e. these two cards just can't coexist together as they are.
Please, can you give your thoughts about these two cards individualy and why do you think it's fair to have them both in the game with current stats. | jazzfish | 2012-10-02 18:31:32 |
I have another possible way to help balance Golem class.
As part of passive ability, "Golem player always goes second." I think going first is a huge advantage for this class. So, Golem mirror matches would just kind of stall out since nobody goes first? Or if it's determined randomly in mirrors, then isn't it a huge advantage for whichever player randomly gets to go first in that case?
| roycelin3 | 2012-10-02 18:35:53 |
robalue, your last suggestion about Golem Master makes totally sence to me.
I personally would like to know very much the opinion of Estarh about these two cards: Goblin 1 vs. Chaos 2, which have similar purposes in the game.
We all know their characteristics in the current state, and arguably now it's Hero > Berserker in a direct comparisson (without taking the cost into account!). I think it's completely inappropriate, i.e. these two cards just can't coexist together as they are.
Please, can you give your thoughts about these two cards individualy and why do you think it's fair to have them both in the game with current stats.
In fact, Chaos2 (before severely nerfed of course) often beats (at least frightens) Goblin 1.
It is difficult to deal with the balance between variability and average. Since Chaos2 have high variability (up to 6 damage), the average power of this card should be lower a bit. It seems that the damage range 1-6 will not be changed (dnd-style), but in my opinion, 13hp and 14hp have huge difference. Maybe the last temp is to decrease its attack. Although it is still a big difference (e.g. in attacking the first-turn mana generator), I think it is much more reasonable than decreasing hp to 13.
| robvalue | 2012-10-02 18:45:28 |
... So, Golem mirror matches would just kind of stall out since nobody goes first? Or if it's determined randomly in mirrors, then isn't it a huge advantage for whichever player randomly gets to go first in that case?
Yeah, I realized this afterwards. It should be Golem master always goes second when facing a different class. In the mirror, obviously it's decided as usual who goes first.
| Revival | 2012-10-02 19:20:52 |
... In fact, Chaos2 (before severely nerfed of course) often beats (at least frightens) Goblin 1. It is difficult to deal with the balance between variability and average. Since Chaos2 have high variability (up to 6 damage), the average power of this card should be lower a bit. It seems that the damage range 1-6 will not be changed (dnd-style), but in my opinion, 13hp and 14hp have huge difference. Maybe the last temp is to decrease its attack. Although it is still a big difference (e.g. in attacking the first-turn mana generator), I think it is much more reasonable than decreasing hp to 13.
I asked about all this mostly because I also worry about Chaos 2 nerf. In fact about Chaos 1 nerf too!
Now Chaos 2 ~ Goblin 1, and Chaos 1 is not much better than Earth 1, for instance now it's fine to block Chaos 1 with Elvish healer and then sweep.
I don't get why this changes to lower Chaos were so necessary. I personally rarely used this cards anyway and preferred higher cards, now perhaps it makes even more sence to avoid Chaos 1 - 2. | FinalSlayer | 2012-10-02 21:11:47 |
... Yeah, I realized this afterwards. It should be Golem master always goes second when facing a different class. In the mirror, obviously it's decided as usual who goes first.
I might be in favor of this. Personally, I absolutely hate the design of both the Forest and Golem classes (this has nothing to do with balance), so maybe I'm not the best person to ask.
I can't play old classes online. Only the new ones. And yes, i did put that lookup.dat file in the game's folder.
| FinalSlayer | 2012-10-02 22:26:22 |
I want to add that Cult is awesome and overpowered...except against Golem Master, against which it sucks. In fact, every class (except maybe Forest) sucks against Golem Master.
It's basically a better, more hot/cold version of Forest. Either Golem goes first (HUGE advantage) and has a FORCED WIN as long as it has a card or two (Water 6, Air 10), or else it goes second, doesn't have those cards, and is under a huge disadvantage.
I see that the devs have been trying like mad to balance it, including two whole combo bans. (Which I hate) It's not going to work. The fundamental design of this class is flawed.
You either have to give the main Golem less HP, implement robvalue's suggestion that they can't go first, or something else. | Wavelength | 2012-10-02 22:41:03 |
I agree that Golem always going second would bring its winrate closer to 50%, but it seems like an unintuitive solution to me. Better to simply balance out the cards. The most broken card, Golem 4, has been scaled back to a reasonable level.
It's possible something will need to be done to Golem itself. I haven't played the class enough to say exactly what, but the answer may lie in the instant respawn mechanics, as some have suggested, or it may lie in either raising both the life and owner damage of Golem, or lowering both the life and owner damage. Lowering Golem's attack would be too extreme, unless other Golem special cards (besides 4) also gave it permanent attack buffs.
Whoa, I just saw the "Ice Golem + Golem Master + Armageddon/Stone Rain" bans at the top. Sweet! I was arguing these bans as a way to prevent the most broken combos with this class, and I think this will make the class seem a lot fairer to play against.
| FinalSlayer | 2012-10-02 22:59:29 |
Whoa, I just saw the "Ice Golem + Golem Master + Armageddon/Stone Rain" bans at the top. Sweet! I was arguing these bans as a way to prevent the most broken combos with this class, and I think this will make the class seem a lot fairer to play against.
I didn't play the beta much before this update, but it's still remarkably unfair and annoying to play against. Getting away from balance, there are a lot of match-ups with these new updates that simply aren't fun.
The Cult 3 versus Cult 4 spam? That was awful and soul-sucking. Okay, that's been half-fixed. Playing with or against Goblin 1? Same thing. Playing against Golem Master, when whether you win or lose has nothing to do with your decisions, but rather who goes first, and who has a few important cards? (like Water 6 and Air 10) Also really dull and disengaging.
Playing those dull 15 minute spamfest against Vampire Lord? Ugh. Shoot me now.
It's funny, because people on here complain all the time about how much they hate playing against Death. Well, I find Death to be 10 times as exciting as any of the situations mentioned above.
I only like the Warrior Priest class so far, and that's essentially a different spin on Holy. I actually think Warrior Priests are a good, above-average class (just like Holy is), although its win percentage sucks because the other 3 new classes are so ridiculous!
Modified by FinalSlayer on 2012-10-02 22:59:59 | wiggin | 2012-10-03 00:01:09 |
I don't have the same impression. I haven't thought about a starter advantage that is larger than normal regarding Golem Master. The Golem doesn't attack the first turn. Not saying it isn't there, I just haven't thought about it. Definitely the game doesn't "have nothing to do with your decisions".
I don't see any particular disadvantage regarding the opponent having Tornado if I'm Golem Master.
| FinalSlayer | 2012-10-03 00:49:47 |
I don't have the same impression. I haven't thought about a starter advantage that is larger than normal regarding Golem Master. The Golem doesn't attack the first turn. Not saying it isn't there, I just haven't thought about it. Definitely the game doesn't "have nothing to do with your decisions".
I don't see any particular disadvantage regarding the opponent having Tornado if I'm Golem Master. If Golem Master has the Tornado, they are at a huge advantage.
Far moreso than drawing Tornado in other classes. (And keep in mind, Tornado is the best normal mana card in the game)
Modified by FinalSlayer on 2012-10-03 00:50:51 | robvalue | 2012-10-03 06:29:32 |
I sent in my suggestion by email about Golem player going second. Glad to hear some of you support it, thank you : ) If anyone would like to email the devs saying they think it's a good idea, that would be great.
I really feel that mucking about with the cards just isn't going to cut it. If the Golem player gets a decent draw with regular cards and goes first, sometimes the Craft cards don't even matter that much I find. They're just icing on the cake, and even if they were quite a lot weaker they would still be enough to win with.
So something needs to change fundamentally with the class, either with the Golem himself, going second, or yeah the respawn thing, summoning him at end of your turn like the Rabbit. But just lopping a bit more off the Craft cards is never going to balance it, imo. They'd have to nerf them so hard it would be ridiculous, because I don't think the win % is hugely dependent on them. I can say this with a reasonable amount of certainty having played quite a lot of games now both with and against Golem class.
Going second always might cause things to swing the other way so that Golem starts losing consistently instead of winning; but then I feel that simply improving the Craft cards could remedy this if need be. At least you have the extreme randomness of the first turn under control and can balance with the cards. And just maybe, if he always goes second, the bans for Golem class could be removed. Maybe : ) Modified by robvalue on 2012-10-03 06:48:11
I think Golem Master has now too many drawbacks - first, the he plays Ice Golem his opponent already knows he doesn't have Armageddon and Stone Rain. And it IS a huge advantage for the opponent! Besides, then Golem Master have 2 mass destruction spells less if he has Ice Golem.. not fair tradeoff . Now you want make him always go second. That is a way TOO much. Wiith 50% duels without Arma and Stone Rain this class is half not as strong at it used to be.
| FinalSlayer | 2012-10-03 06:53:12 |
I think Golem Master has now too many drawbacks - first, the he plays Ice Golem his opponent already knows he doesn't have Armageddon and Stone Rain. And it IS a huge advantage for the opponent! Besides, then Golem Master have 2 mass destruction spells less if he has Ice Golem.. not fair tradeoff . Now you want make him always go second. That is a way TOO much. Wiith 50% duels without Arma and Stone Rain this class is half not as strong at it used to be. I don't know what level player you are, but if you have observed and played some duels with Golem Master, you would know he is still an absolute monster that gets lots of "easy forced wins" in the same style as Goblin 1 rush.
In fact, I played 4 duels with a level 28 called "John" just now. He chose Golem Master in all four encounters.
First duel, I choose Cult, and he goes first. He wins easily.
Second duel, I choose Cult, and go first. I win easily.
Third duel, I choose Golem Master. He has Golem 4. He wins a long, drawn-out duel.
Fourth duel, I choose Golem Master. I have Golem 4. I win a long, drawn-out duel.
Were these duels boring and generally devoid of any real strategy? Absolutely.
Modified by FinalSlayer on 2012-10-03 06:56:09
... I didn't play the beta much before this update, but it's still remarkably unfair and annoying to play against. Getting away from balance, there are a lot of match-ups with these new updates that simply aren't fun.
The Cult 3 versus Cult 4 spam? That was awful and soul-sucking. Okay, that's been half-fixed. Playing with or against Goblin 1? Same thing. Playing against Golem Master, when whether you win or lose has nothing to do with your decisions, but rather who goes first, and who has a few important cards? (like Water 6 and Air 10) Also really dull and disengaging.
Playing those dull 15 minute spamfest against Vampire Lord? Ugh. Shoot me now.
It's funny, because people on here complain all the time about how much they hate playing against Death. Well, I find Death to be 10 times as exciting as any of the situations mentioned above.
I only like the Warrior Priest class so far, and that's essentially a different spin on Holy. I actually think Warrior Priests are a good, above-average class (just like Holy is), although its win percentage sucks because the other 3 new classes are so ridiculous!
too bad you're not having fun with beta. i'm having lots of fun already and i believe it will get even better before release. obviously i disagree with several of your above (over)statements. everyone is entitled to their opinion of course. perhaps playing some more could change your mind (since you say you haven't played it much). but probably not, since it's starting to seem like you are prejudiced against it, at least in some extend Modified by filip on 2012-10-03 07:46:04 | robvalue | 2012-10-03 09:22:29 |
Out of interest, has anyone yet drawn Chastiser (vampire 6) and Sea Sprite (Water 2) in the same deal? I realized they would combo really well together but I don't think I've had them together yet, I wondered if they were pre-banned.
| robvalue | 2012-10-03 14:35:02 |
No one? I guess they are banned then. Any comment devs? : )
It is a nice combo, but I would be surprised to see it banned. | Brunestud2012 | 2012-10-03 17:48:35 |
No one? I guess they are banned then. Any comment devs? : )It is a nice combo, but I would be surprised to see it banned. This combo is definitely banned after the Sept 26th update. We have tested 200 plays and that combo never appeared. Actually devs are not responsible to show all the banned combos, almost all the banned combos known for now are tested by players who really interested in statistics analysis and proved by quite a large sample of database.
Modified by Brunestud2012 on 2012-10-03 17:49:52 | robvalue | 2012-10-03 17:56:22 |
OK, thanks : ) I think it would be quite strong and I wanted to try it out but found I never got it! That's pretty conclusive then, you'd expect it to occur about 1 in 6 games or something.
| roycelin3 | 2012-10-03 20:12:43 |
...
This combo is definitely banned after the Sept 26th update. We have tested 200 plays and that combo never appeared. Actually devs are not responsible to show all the banned combos, almost all the banned combos known for now are tested by players who really interested in statistics analysis and proved by quite a large sample of database.
Wow! You have done such data collection! Modified by roycelin3 on 2012-10-03 20:13:29
to FinalSlayer: around what times are you online on the beta server? perhaps we could test out some matchups at some point
| FinalSlayer | 2012-10-04 08:26:56 |
to FinalSlayer: around what times are you online on the beta server? perhaps we could test out some matchups at some point It depends, but usually from 11 pm - 2/3 am PST I can be found playing one of the two versions of Spectro. Is there a convenient time for you?
... It depends, but usually from 11 pm - 2/3 am PST I can be found playing one of the two versions of Spectro. Is there a convenient time for you?
most convenient times would be 10:00->16:00 PST (20:00->02:00 in greece). guess these are working hours for you?
| Wavelength | 2012-10-04 10:25:22 |
Today, I got two disconnects, and both times, was able to get back on the server quickly. When I did, I was brought back into the game I was playing!!
I love not automatically losing. Thanks so much for implementing this feature, it is wonderful.
| Kerchu | 2012-10-04 10:59:08 |
Today, I got two disconnects, and both times, was able to get back on the server quickly. When I did, I was brought back into the game I was playing!!
I love not automatically losing. Thanks so much for implementing this feature, it is wonderful. once i got back in match even after ragequit (alt+f4) Modified by Kerchu on 2012-10-04 10:59:21 | FinalSlayer | 2012-10-05 08:18:10 |
Today, I got two disconnects, and both times, was able to get back on the server quickly. When I did, I was brought back into the game I was playing!!
I love not automatically losing. Thanks so much for implementing this feature, it is wonderful. That's excellent, but by the same token, I was a move away from a win in one of my games, and then my opponent Planetdune decided to disconnect. I noticed that the amount of time it took to register a win was much longer. If only there was some way to punish the griefers while giving the people who disconnect because of Internet more time... | MelkorMorgoth | 2012-10-05 08:29:43 |
...
That's excellent, but by the same token, I was a move away from a win in one of my games, and then my opponent Planetdune decided to disconnect. I noticed that the amount of time it took to register a win was much longer. If only there was some way to punish the griefers while giving the people who disconnect because of Internet more time... Mate, it could happen ... but also, it may happen that someone lost his/her connection for technical reasons. But i understand you point. At the end I believe the feature to gain back the game for a disconnection deserves waiting some more time in the cases above ;-)
MM
| Soares | 2012-10-05 15:32:18 |
when will the full version and in Russian?
| Kerchu | 2012-10-05 16:23:24 |
2 weaks
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