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Messages - DeathBySnuSnu

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1
General Game Discussion / Re: Dual-Purity Cards as Commanders
« on: April 19, 2014, 08:54:43 PM »
Nope. Trust us, we on the QA team are looking forward to this as much as you guys are. There is no ETA but it is on the horizon sooner than later.

2
Suggestions / Re: Veroria keep change suggestion
« on: April 19, 2014, 08:50:10 PM »
Not a horrible idea but from listening to multiple people at lightmare, they have said they have no intention of reworking any of the core cards or older sets. Not saying that changing rarity isn't a change, but not wholesale changes like those that happened to Calamity and Wall of the Dead. They really want to stay away from those kind of changes which I can understand.

Cards like this only become a problem when lots of people use them.

When I started playing, no one hardly played Verore as the main faction, just as a splash. Now that new cards made it so much more playable, cards that were always strong become more so because of the amount of times you see them played.

3
General Game Discussion / Re: In-game Title Giveaway Final Round!
« on: April 16, 2014, 06:36:40 PM »
Derp!

4
General Game Discussion / Re: In-game Title Giveaway Final Round!
« on: April 14, 2014, 02:34:20 PM »
Admiral has a nice ring to it...

5
General Game Discussion / Re: My own balancing
« on: April 13, 2014, 03:18:33 AM »
Dark Wish - The only thing that can or MAY happen if it becoming made to be like Calamity. Other than that, they pretty much said they are NOT going to touch any older cards in that way so no sense in these posts about any Core or Rise cards. This includes Mass Death.

Trust me, Verore is not mindless to play. Make the wrong choices and you lose. Period. If you played ranked, you would see that Verore decks are really not that prevalent. In draft, there will be lots of Verore but not so much in constructed.

6
General Game Discussion / Re: In-game Title Giveaway Round 4!
« on: April 13, 2014, 03:12:27 AM »
Reply!

7
General Game Discussion / Re: In-game Title Giveaway Round 2!
« on: April 11, 2014, 03:12:47 PM »
So much spam. Need some eggs with this...  :P

8
Pretty good write up. A couple of things that I disagree with but not the article as a whole.

I actually think that Call should be dropped to 4 cost to bring it in line with the other cards that do the same. I think that it would help FD to be more of a force than it is now since they basically fold pretty much to every other faction if they don't have the perfect draws and your opponent pulls the worst hand.

I have no issue with the purity going to two to make it harder to splash. I think that it would keep the token generation in line with its faction.

Call is so bad compared to the other token generators. Jinhi Militia is flat out better and can wreck a Call line with only losing 1 creature. Yes they are only 2 power but what they do for 4 cost they are infinitely better.

Infestation trades 1:1 and still has 2 left to block again for 4 cost.

The obviously best one is Scouting Mission at the same cost. 3/4 fyers are better than 4/2 ground pounders that can get buffed very easily.

Xi is good where she is. I would hesitate to do anything to her that would change how she works. Maybe and only MAYBE make her ability not work from command but even that would almost make her unplayable.

Lastly about Pras. He is horrible in his current iteration. Unfortunately, I do not think that anything will ever happen with the art on it (maybe the cost also) as it is card made by a contributor from the kick-starter I believe.

There are so many ways to make his mechanic better (flyng, untouchable, haste) but it seems that it will always be relegated to the "crap rare" binder.

As for the rest of your article, you were pretty spot on. I guess the bottom line is that they cant make every card playable. Even in other game, there were cards that just plain stunk. Vanilla creatures that did nothing more than give you something to put in your deck in draft. So I guess even then, they have their place.

9
Yes, they will be only to be replaced with a proper ranking system. When that will happen is anyone's guess but it will happen and I personally cant wait!

10
General Game Discussion / Re: Post 50 Rewards
« on: April 09, 2014, 02:01:30 PM »
Not there yet either but I feel the pain of those at 50. There definitely needs to be an adjustment of rewards, prestige post 50 considering the amount of time/xp it would take to level after that. Adora's suggestion is a great start.

11
General Game Discussion / Re: 2D Clay Card Model: Mass Death
« on: April 09, 2014, 01:56:52 PM »
So cool! 8)

12
General Game Discussion / Re: looking for clans
« on: April 09, 2014, 01:07:49 AM »
Check out this stream http://www.twitch.tv/novablue353
Lots of players there, help with decks and learn the game.

Hope to see you there!

13
Just because a DEV likes a card does not mean that they are going to skew the card pool towards that faction. That is a ridiculous assumption. The bottom line here is that before this expansion, no one hardly played Triple CoV, so Dark Wish was not an issue. Now with the new set, triple CoV is playable and now folks are coming out and calling for a nerf and thats exactly what it is.

If anything, we need to wait on the new cards that are coming to flesh out each faction so that we can see how strong those cards will be going forward. A player should be rewarded with something great if they play triple purity. Right now Verore has those cards. I feel that Lightmare will see that the other factions need those kind of "bomb" cards at triple purity for them also.

FYI, they already said that they are most likely not going to go back and make any changes to any older set cards. Except may to balance the rarity in draft. Those cards are going to stay the way they are.

Wrath of God, Terror, Counterspell complaints never went anywhere in MtG because the Devs realized that those cards although over powered (4 cost and 2 cost respectively), they knew the game needed those mechanics and kept putting them out in future sets. Sometimes renamed to something else or cards with similar effects.

It is up to us as players to find ways to get around those "hated" abilities or effects.

14
Getting back to verore being ridiculously efficient in general, how silly is it that both annihilate (4 resources) and perils of command (5) can both target the command zone? Of course anni is 3p only, but I think it's still pretty silly. If you run 3p, is there one reason not to use 3 annis in the first place? And if you put a peril of command or two in there, GL enemy commanders.

And you know what? After all, who gives a puffy if they have plenty of ways to kill commanders? BUT IT COSTS 4 AND 5 RESPECTIVELY (aka peanuts for killing commanders), WITH NO OTHER DOWNSIDE. AAAAH! /runaround

When did Perils become a good enough card to put into a deck other than MAYBE Rift Runs?

I guess if you are splashing, you have no other real answers the command zone. Otherwise, it is terribad card in most situations as they are either pushing out their commander on turn 5 or it wont matter if you kill it. To even warrant playing it you would need to run 2 or 3 which means dead cards in most matchups.

15
Maybe I missed it while skimming, but why on Talich is Kidnapper on a list of kill cards?  Last I checked kidnapper is just a prolonged temporal anomaly...
You started talking about kill cards, implying cards that send the target to the graveyard.  I see kidnapper more as delay/suppression instead.  Am I missing some mechanic that lets kidnapper kill the target?
If you have no removal to kill the Kidnapper, then the character he targeted stays removed.  Not every faction can kill off a 5 hp character in the support zone.

Granted, but not everyone can kill off a 15/15 with Haste and Unstoppable either. It is a matter of perspective. At the most 3 (kidnappers) vs a deck with 20+ threats.

I would take the 20+!

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