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really???? I though asajiro is pretty decent in terms of defense/hp..........xin on the other hand IS pretty weak since it has like no attack and its defense is essentially useless against [card]magic attack[/card] or [card]implosion[/card]
Value is not determined by adding Stats or measuring effects, but those do have their weight.
For example:
- Lv6 Abomination will obviously have more value than Lv5 Abomination, but not necessarily more value than Lv5 The Shadow or Lv3 Fenrath.
- Lv3 Lightning Bolts will obviously have more value than Lv1 Lightning Bolts.
- A rare does not necessarily have more value than an Uncommon or even Common, it really depends on how useful a card is overall.
And this value is often, if not always, represented by the price for the card. There are a whole bunch of rare cards that are pretty useless and NONE of them sell for a high price. Unless all the ppl playing this game are dumb and don't realize the cards for their actual value, I don't see the problem in grading cards by their marketplace value........with the rare case of cards such as the [card]watchmaker of destiny[/card] a player's deck is usually proportional to the amount of money they spend on it
NOTE: a foiled card should be graded according the normal card's price since all its extra value goes to the random color + extra exp gain, not the card's actual usefulness.
Besides, who said you had to stay in said matches anyways? What i'd like to see is a room where we could just play matches just to play. No exp, no crystals, just playing to test decks, fight your friends, etc.
Isn't that just the training room????
I think we should add more rooms in the level room section to give ppl more options. Because right now after level 12 you are basically stuck in the level 11 min. room which is full of the strongest players in the game.......BUT not all level 12+ ppl are actually good in terms of skill/cards. Plus eredan level systems works on a relatively exponential scale so a level 16 pretty much fights at least 2 times the battles a level 13 has.....and u group them together!?!?!
Basically there has to be more level seperation rooms, such as a level 11-14 room, 13-16 room, 15-19, etc.
Also there should be 4-5 extra rooms where it's just really slack in terms of level seperation, so like a level 11 min., lvl 15 min., lvl 7 min., lvl 3 min., which is basically like the elo room except there's no pressure for u to take out ***bip*** best deck for elo points, but u can still play relatively competitively. These types of rooms should allow u to gain experience, but experience/crystal gain is reduced when there is a level difference of 4 or greater, and there should NOT be a winning/loss tally on the actual winning percentage if there is a level difference of greater than 7.
I like the grade rooms idea but it should not really be all centered on the characters.
Generally u can just run them through the training rooms these days, and especially now that xp is pretty high u can easily have rank 3s in 2 weeks even when u lose every single game on purpose
(which is what I do since I just want to train my characters and don't really feel like putting another seperate, well-constructed actions/items/etc for the training deck)
(I don't know how this may work but I'm just putting it out there )
Grade rooms should in fact be based on the sum of average crystal price(in marketplace OR store) for all the cards in that deck.
This is more accurate than charcter ranking cuz let's face it, a rank 3 cigue/mashtok(zil) is on a whole seperate plane from a rank 3 big rage.
And this seperates ppl who own legendaries from other players since these cards obviously will sell for a LOT more than most cards.
The better a card is, it is natural that the price for it will be higher, so using this way to determine a deck's strength makes a lot of sense to a certain degree.
Though this can get a bit fishy when it comes down to collector cards, which needs to be assigned a arbitrary which may throw the system off
However I don't think level rooms aren't that bad before level 10 because eredan's experience system is exponential, so a level 11's experience is easily 5X less than that of a level 13/14.
Also another way to avoid playing against strong players after level 11 is to not look at their lvl which is pointless but to look at their winning percentage. This is possible if u challenge ***bip*** oppenents instead of clicking "random confrontation" because the game allows u to look at a player's stats (aka elo, winning %, level) and the winning percentage is pretty much accurate after level 10 because I have a winning percentage of 58% and against ppl with 50+% winning chance, my chance of winning is around 50/50, but against ppl with less than 50% winning chance, I easily have a 80% chance of winning ^^
this can really work if u just want more options for a sap heart deck and all the cards are perfectly resonable
Character gets +X/2. Where X equals the number of "powder" Tokens on this card. (Max +5 attack)
This ok except ALL THE TOKENS needs to be removed from the character afterwards
yeah 4 packs are better cuz in a 12- card u will definitely have ONLY ONE rare card. But usually the rare card probability in basic boosters are high enough that u get a rare card every like 1 out of 2 packs.
I'm lucky cuz so far I get like only 2/3 packs without rare cards out of 6/7 packs and they are good to sell cuz the cheapest rare card is like 2k so even u get a shitty one u can still sell it for big bucks to get the cards u actually want
damn..........guess it's time to keep saving up for those rain of deaths......
yeah wording is really bad for this card...........it means double or higher.......and I think even for spirit 0 opponents ***bip*** priest needs to have 2 spirit, spirit 1 requires u to have 2+ spirit, spirit 2 requires 4+ spirit, spirit 3 requires ***bip*** character to have 6+ spirit..........but it's still a useful card considering there are lots of zils/kotobas/etc out there with high printed attack and 0/1 spirit so as long as ***bip*** priest has 2/3 spirit u'll be fine
this seems ok.....except drako's stats needs to be dragged out to 4 ranks cuz right now it's stat growth is too high I think for just 2 rankups especially witht the recent XP upgrade
Fiero probably don't need the "attack +1 to other dragon guelimites" at the end cuz that just makes it look like a cheap ripoff from kounok the prophet I think instead at that stage it should get an attack 8/10 and defense 3 or just attack 9/10
I don't know how to play against that card.....help ???
btw the card is [card] solaris [\card]
or is there another thread that has something about this
sorry this forum has no search bar and I can't find any on this yet....
but is there ANY way to counter time to die besides stacking ***bip*** own defense??? just wondering
oops I meant [card] items have a soul [/card]
Yes it is chainable, but why would you choose that over cards like [card]Fight![/card], [card]Protect the Weak[/card], [card]Blessed Bandage[/card] and [card]Weapon Dance[/card], all of which are usable by all classes while offering a bonus of some sort. Then there's [card]Guardian's Benediction[/card], for mages and priests, and [card]Smart Ass[/card] for marauders. Just curious to see why people still use them.
I don't think ***bip*** getting the point that aigle is getting at........he's saying that a lot of items are not chainable for many characters and the cards he stated gives u bonuses regardless of what item u have as long as u have a lot of them so a chainable item is good enough it doesn't really need more functions for ppl with these decks.........
especially [card] items have souls[/card] I see ppl just discarding and throwing away random items like crazy so the pets let u throw them away fast which is exactly what these players want
yeah thanks for the feedback
I thought "scroll of weakness" spirit deduction came from ***bip*** opponent's spirit count which is why I thought it was useless.....
yeah I really need to think this through next time lol
sry if I keep forgetting to tag the cards......but I'm still new to the forum/game and I can NEVER remember how the tagging works = =
dang that is one LONG chain O.O
omg had that error and quickly stopped lol......when will they fix it????
I mean it's not a permanent error but there is prob some kinda server jam that may occur
3-4 Def is average WITHOUT any action. You can easily double that. Especially mages! So why can they get easily rid of the whole Defence of the opponent? It's not much the pure mages I'm on about too, it dualclass mages.
k.......even with magic attack used and chained with some other card, the most a dualclass mage or a pure mage can do is probably like 12 damage max.
eg. rank 3 bomzar WITH turn bonus (att 9/11) using "all's fair in love..." + magic attack then he'll only get like 12/12
rank 4 pilkilm with turn bonus using ...than the sword + magic attack gets 8/12
rank 3 eglatine & moira with turn bonus AND against a warrior using attack dance + magic attack gets like 7/12
SO in the end 12 damage is really NOT that much compared to like tier 1 zil/kotoba/pirate decks which dishes out 15+ damage on a regular basis, and sap heart decks has the items have souls set or the double attack decks to balance it out. and noz decks are self-explanatory, they use magic attack back at you LOL. And for desert nomad decks it's EVEN more useless since half the characters have like 0 defense in the first place.
the only ones who would really worry about this card are ppl using circus decks cuz they CAN get KOed from that kinda thing. Otherwise only ppl who are still using rank 1/2 decks would worry about it lol, I don't think anyone who has a permanent elo of 1800+ cares and unless a lot of THOSE ppl say this card is too powerful I don't think it's leaving the game anytime soon
besides ppl who run high defense to spirit ratio decks these days would worry more about implosion more than magic attack anyway
yeah I know miss those tourneys....... participated a few times and once I was on a roll and gained 120 elo in an hour
k thx........yeah i think I was playing with rank 3 pilkilm when telendar took me out in one hit sry...... though more attack reducers out there would be nice since no matter how much defense I stack up it's all nothing if I play other noz decks or DK decks and they use magic attack
wait how does it work....??? so just the stuff equipped on all characters + the action cards that term are discarded???? I came across that card before while browsing but wasn't really sure how it works.......
I'm just asking if there's some faster way or different place to play for elo points cuz elo rooms are like empty most of the time but there's like 100-200 ppl who somehow gets like 1800+ elo within like 3 days..........
after being inspired by sap hearts KOing my mages cuz the stupid "items have souls" gives them like +15 attack/defense or whatever, then telendar takes my mages out with chained assasinations, THEN armada comes in and gets a whooping +16 attack after a 2 turn setup..........I think it's TIME for everyone to have more cards that can lower the amount of physical damage we receive = =
I know cards like bunny and look away exist but they really don't come to much when every guild has cards that can lead to attack +8 or more.
So I came up with a new card called "mirror shield" so the illustration would be like one guy hitting a illusory prescence of his oppenent or sth. the effect would be "if ***bip*** max. attack is lower than ***bip*** oppenent's min. attack, the opposing character's attack divided by 2 (rounded up)."
That's the normal version but there can also be a mage priest version with "the opposing charcter loses attack -X, where X equals to your spirit". And if that seems too powerful, then the card can be evened out with the secondary effect of ***bip*** own mage's defense being halved or becoming 0.
oh and it IS necessary for at least another decent witchblade to be made for a decent/completely witchblade deck to exist because eglatine&moira is barely considered as decent but on their own as 2 seperate rank 2s they may seem to have enough defense but they are actually pretty useless in terms of damage-making
but some of your card ideas are really good and change the game for noz mages if they are not just restricted to the witchblade class