Annonce

Eredan iTCG forums move. You can find them at this adress: http://forums.eredan.com/index.php.

Eredan GT forums stay here, the same for the old Eredan iTCG forums who pass in read only.

Les forums d'Eredan iTCG ont déménagés. Retrouvez-les à cette adresse : http://forums.eredan.com/index.php.

Les forums d'Eredan GT restent ici, ainsi que les anciens forums d'Eredan iTCG qui y seront toujours en lecture seule.

#1 Re : Suggestions » With more Witchblades and magic stuff » 22-12-2010 01:54:32

You made a point, but you also came across like a total douchebag doing it when "Well, my counter argument would be"...

Sarcasm is the lowest form of wit.

And no... You seem to be babbling and making the same point, more than a good one.

Also, Both DSH and Nehantic Stone only prevent damage from spells. Not the boosts that some spells give to their user. In fact, the only thing that can really do that is Counterspell.

Not only that, but all the physical counters you listed... Don't really have a downside. Sure, TyaB has a boost to defence, but that's to balance, as -5 attack can cripple even the heaviest hitters unless they're using TTD and Assassination. Fallback is suppose to be running away, and giving a boost to defence at a cost of 1 spirit and 1 attack isn't much. Illusionary Reflection... Where is the downside to that card...? You get a boost to defence based on your spirit. Considering the Noz decks have that in a lot, it's going to be mostly used by high spirited characters anyway.
What about the Tracker card (I forget what it's called) that drops your attack to 0 if you have a dagger equipped? That has absolutely NO drawback at all. Illusionary Reflection can make some mages untouchable.

Now, the fact that Deflection can target a random character on YOUR side, and counterspell HALVES your attack.

On to Witchblades - They can equip weapons. They can have attack boosting weapons and armours. Sure it might be low, but it never stays low for very long. They might not be able to chain spells, but the fact they can let off any spell and then attack is still OTT, especially when they do get attacks going into the 10+ attack rating.

#2 Re : Suggestions » With more Witchblades and magic stuff » 22-12-2010 01:09:32

Seraph a écrit :

You should also suggest more ways to deal with Physical Damage.

Given that most decks are based on Physical Damage...

Also, the best cards to defend against Physical Damage have drawbacks too, like Tadaa! You're a bunny and Fallback. So why not some cards to help against Physical Damage? I am sure it would be help you against Witchblades because just like you said they are based on Physical AND Magical Damage.

Because sarcasm helps everywhere!

The point is, Magic seems to be much more powerful in comparison to anti-magic. Boosts to defence aren't always negative, like you're suggesting.

Not only that, but the fact that Witchblades can do magic and an attack? No one sees that as a little excessive? Normal mages don't get that ability. Not only that, but even the Sap hearts who get a second attack only get it at their PRINTED attack.

Now, I have no problem with Noz and stuff. I mean, I've tried a Noz deck of my own, so I've seen it from both sides. But its by playing it from both sides that I've noticed how over powered magic seems to be.

#3 Suggestions » With more Witchblades and magic stuff » 21-12-2010 22:59:31

Wolfun
Réponses : 7

We really need more Anti-magic.

I mean, sure there are things like Deflection... Which can target your own side, and have no effect on spells like Magic Poison (which is 15 damage over 3 turns).
Or Counterspell, which damages your own stats.

Sure, there is the Dark stone heart and it's evolved form, but with Witchblades able to use a spell AND attack, it seems to be getting a little excessive, as the counter-spell cards do more damage to the user than Spells do to their user.

Any other comments?

#4 Re : Suggestions » Higher level = more XP? » 20-12-2010 14:22:14

... But you can have that anyway without an XP boost. ¬w¬
Besides, it's usually only going to be a few points more - and I can't see level 16s purposely going against people that are lower level unless they're actively trying something...

#5 Re : Suggestions » Higher level = more XP? » 19-12-2010 18:58:26

Regardless of if you get Fee'z or not, you're STILL going to have X levels of crystals from both levelling and trophies. That's going to be more than enough to get some cards which are going to be better.

If you just get Fee'z, then that's a completely different problem that's not really related to this one.

#6 Re : Suggestions » Card Ideas » 19-12-2010 13:03:01

I think there really needs to be some anti-magic cards that don't wipe out your own characters, especially with the Witchblades getting a power up.

#7 Re : Suggestions » Higher level = more XP? » 19-12-2010 13:01:38

Generally speaking, even if you use level 1 characters as a level 16 and go against a level 7 - you're going to have a better deck anyway, as you've got an extra 11 levels worth of crystals, trophies and countless other things.

My level 3 (I'm level 11) characters have been wiped out by level 1's just because a level 13 guy had some awesome cards to play.

Character levels are only a small part of your tactics.

#8 Re : Suggestions » Please Check the new Random System » 19-12-2010 09:50:18

Are you in a room with very few people? If there's a small number of people in the room, and you click random - well, you're going to go against the same people.

#9 Suggestions » Higher level = more XP? » 19-12-2010 09:49:08

Wolfun
Réponses : 10

I'm actually surprised something like this hasn't been already implemented.

Quite simply, if you beat a higher level opponent you get extra XP for it. Obviously if the opponent is only a little bit higher, you'd only get a little bit of experience. But if the opponent was a lot higher level, then you'd get more experience for it.

It doesn't even have to be a lot really.

Say you're level 11 and your opponent is level 12.
Beating him gains 2 extra experience for your own level, and maybe one extra XP for each character used.

If you then beat a level 16 opponent, you'd get 10 extra experience and your characters would get 5 extra experience.

What do others think?

#10 Re : Suggestions » Limiting Treacherous » 09-12-2010 14:14:36

bleachman a écrit :

Telendar can chain marauder based cards. So he plays Theft (a marauder card) and can thus chain an additional card after. Nobody said a word because that play is legit. tongue

Curse this being a newbie and not knowing this set up.

COME'ERE, TELENDAR! *Goes to get the card*

#11 Re : Discussions about Eredan iTCG » Buying Fee'z » 09-12-2010 14:12:58

That seems like a stupidly crippling system. I can't afford to pay too much on fee'z, and it if gets to the stage where it isn't cost effective - I'm going to stop.

And free fee'z? That's all based on your location, anyway. I've done a bunch and I got a few packs, but now all the higher ones are gone, and some of the lower ones just don't pay up. I've not go the time to sift through the hundreds of malware based ones. ¬w¬

#12 Re : Suggestions » Limiting Treacherous » 09-12-2010 13:13:01

I'm surprised that no one has pointed out that neither [card]Theft[/card] nor [card]Treacherous[/card] are chain cards, so the first turn couldn't have happened...

#13 Re : Suggestions » Trading Cards for Experience » 09-12-2010 10:54:56

Signed on this idea.

raelian a écrit :

as you exposed it 20 new cards and 3 characters taken to full in say an afternoon more or less will be 200 fresh experience for one char + the exp they got for the plays that's pretty much

Not everyone'll have an afternoon...



I only get to play for like an hour or two every day because I work full time. This would be ideal for me.
Sure there would be people trying to beat the system, but there always is, regardless of what you do.

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