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 : Discussions about Eredan iTCG » About lockdown decks » 31-01-2013 11:25:07

blackwaltz a écrit :
al_vh1n a écrit :

I think it is now time for Feerik to make more counter cards for lockdown decks. They are hard to beat because there are only few cards that can actually screw their strategy. So maybe make a permanent card that will put 2 cards from your deck to your hand at the end of the turn. Or a weapon that have an extra ability of putting cards from your deck to your hand everytime you deal damage w/ it.

Don't know if those cards that increase draw (paranoia, pirate legend, dream-like encounter etc.) can override the draw x less card the next draw phase and the no cards drawn next turn effect of no hands.

They can override the less draw penalty, except [card]Cutting all ties[/card] because it cancels entirely the draw process. That's why we need cards that can put cards in our hands outside the draw phase.

#2 Re : Discussions about Eredan iTCG » About lockdown decks » 31-01-2013 11:11:15

I think it is now time for Feerik to make more counter cards for lockdown decks. They are hard to beat because there are only few cards that can actually screw their strategy. So maybe make a permanent card that will put 2 cards from your deck to your hand at the end of the turn. Or a weapon that have an extra ability of putting cards from your deck to your hand everytime you deal damage w/ it.

#3 Re : Discussions about Eredan iTCG » January 30th: Zehanie » 30-01-2013 22:06:42

Nurvus a écrit :

[card]Blade from Thebirak[/card] is an overpowered [card]Istaryam Blade[/card].
[card]Zehanie[/card] is an overpowered [card]Urakia[/card].

Not to mention [card]In the hands of the gods[/card] makes [card]Surrender[/card] obsolete as well as [card]Naptys' mask[/card] to [card]Desertification[/card].

Though I think Immortals really need a strong update. But what Feerik should have done is not to release it all at once. Maybe they should have release 3 cards first then another 2 in the next Nomad update. With all these new cards for Immortals seems a little overwhelming. At least they can't win the game in 2nd turn like the one from last week's update tongue.

#4 Re : Discussions about Eredan iTCG » January 23rd: Lazar Zackarov » 24-01-2013 13:22:42

Dimizar a écrit :

Kotoba : asian (not specificaly Japan).
Sap : just Sap.
Noz : like European Renaissance.
Pirates : at the start French, but now just Pirates XVII steam.
Nehant : nehant look like himself.
Mercenaries : many styles, avalonian = Arthurian legends.
Runic : age-old Greek and Roman.
Zil : gothic-psychedelic Circus.
SL : Mongol (gangnam) style.
Nom : arabian nights.

Nomads can also be associated w/ Egyptian lore/mythology since some of their characters are derived from the Egyptian gods. Though the weird part is the Stone Linkers battle soundtrack reminds me more of an Arabian (belly dancing) music than anything else.


Also I like to add:
Kotoba - combination of Chinese and Japanese cultures
Sap - nature-lover / forest-dweller theme
Pirates - industrialized Western / steampunk style
Nehant - underworld theme

#5 Re : Discussions about Eredan iTCG » January 10th: Card Modifications » 16-01-2013 17:55:50

And now more unnecessary crystals will be floating around in this game. More crystals = inflation. Imagine if 10 players would sell their Ourenos. That's 3.5 million crystals being dumped into the game. Feerik stop doing this kind of $h1+ it's bad for the game.

Edit: Ourenos shouldn't be exchanged in crystals imo. Instead players should have an option to exchange him for 10, or maybe even 15, new comer boosters since he is now available again in new comers. Adding more cards in the game is beneficial for the players while adding crystals is not.

#6 Re : Discussions about Eredan iTCG » January 16th: Gnarl » 16-01-2013 16:44:29

I don't think this week's release is weak, rather it's balanced. Maybe we have this notion of weak updates because we are used to of getting op cards. And I believe this is the way it should be. New cards should only have a subtle increase in power that will help a deck to get stronger rather than new cards that will make a deck to suddenly burst on top of the meta.

I want to say good job to the Feerik staff for having balance updates in the last past releases. We haven't gotten yet a broken card so far and I hope it will stay this way. It seems like they are testing the new cards more thoroughly now.

#7 Re : Suggestions » An all female guild, new class, and new playstyle » 14-01-2013 10:36:05

Xervos a écrit :

No, I mean, if the character has already Amnesia then the new Amnesia would be ignored. You should wait until the amnesia status is over before you can inflict it again.

I like it. I think it makes more sense.

#8 Re : Suggestions » An all female guild, new class, and new playstyle » 11-01-2013 16:29:22

Yes, the same status can't be stacked on one character. If you used a card that inflicts Amnesia and the opponent already has that status, the first one will be cancelled out and will be replaced by the second.

Another thing I forgot to mention. This guild will also utilize the gender stat of the opponent to help them in battle, just like how Crow utilize Initiative in their strategy. So most of the cards they use take into consideration the opponent's gender and have different effects depending on it.

Ex.
Sexy Wink
Attack +2
If the opponent is male his next card is ignored.
If the opponent is female draw 2 additional cards next turn.
If the opponent is unknown a card attached to him is discarded.

#9 Re : Discussions about Eredan iTCG » January 11th: Special January Bargain! » 11-01-2013 15:59:42

kmilea a écrit :

20000 Fee'z: A legendary card picked at random and The King of sales title!

For the title I think "The Milking Cow" sounds better.

#10 Re : Discussions about Eredan iTCG » January 10th: Card Modifications » 10-01-2013 20:05:15

I wish this will be the last time we have this kind of nerf. I mean I hope in the future releases Feerik will test longer and thoroughly the cards before releasing it to the public. As the saying goes "prevention is better than cure". And allowing this nerfing just makes Feerik lazy to playtest cards because they will just say "nah, we don't have to test them we'll just nerf them if things go out of hand" w/c I think is a very bad mentality.

Iirc this is their 3rd time to nerfed cards and it seems they haven't learned their lesson from previous mistakes and still keep on making op cards. And there seems to be a pattern here:

1st card modification:
*Dec. 19, 2011 - nerfed Sol'ra Avatar, Living Nature, etc.
*after two card updates they've released Ecstacy

2nd card modification:
*June 20, 2012 - nerfed Ecstacy, Wild buds, etc.
*a week later they've released Kan-del, Compendium secret

3rd modification:
*January 16, 2013 - nerfed Kan-del, Compendium secret, etc.
*I will not be surprised if in the next updates a new batch of op cards will be released that will take months before it will get nerfed.

This practice needs to stop. Don't get me wrong I support rebalancing of op cards but what I don't agree w/ is they do it months after releasing these cards, and after they milked every cent out from these op cards. Why do they have to wait 7 months before nerfing Kan-del and Compendium secret when in just weeks we can already feel and see their brokenness. 

Not to mention Feerik buying cards from players are bad in the game. When Feerik buys card from a player, they are adding unnecessary crystals into the game w/c results in an excessive amount of in-game crystals as opposed to when players buy cards w/ each other where crystals are just being transferred. Not to mention the cards will be deleted in the game w/c will make these cards fewer in circulation and since getting older cards from boosters are harder (particularly the rares) it may result for some of them to be overpriced.   

Again to be clear  I like this kind of rebalancing and changes, but what I don't like is the way they implement it.

#11 Re : Suggestions » An all female guild, new class, and new playstyle » 09-01-2013 00:40:21

Santuros a écrit :

perhaps there should be a limit of status effects per character, perhaps a limit of 2, and if you inflict another one, the oldests status is removed

You are right maybe there should be a limit for balance reasons. But maybe increase the limit to 3 since some of these abnormalities require chance to be activated.

Btw, yeah some of these status ailments was inspired from Final Fantasy in the PS1 era. In the future going to add some more ailments from Suikoden smile. Gonna love those ailments from those classic games.

#12 Re : Suggestions » An all female guild, new class, and new playstyle » 09-01-2013 00:08:33

Teremune a écrit :

anyways, it's a decent start but you might wanna refine them and make it a card stating how long the durations will last, and such.  and with toungue Tied you might wanna state that the spell is ignored or it's a good status affect on the opposing team.

Hey you are right I overlooked that part going to edit it now.

About the duration, as i mentioned on the Special Note, each abnormalities have different duration depending on the card it was created from.

Ex.
Blinding Charm
Inflicts Blindness to the opponent for 3 turns.
Inflicts Charm to the opponent for 2 fights.
This card is discarded at the end of 4th turn.

#13 Suggestions » An all female guild, new class, and new playstyle » 08-01-2013 23:19:30

al_vh1n
Réponses : 10

I know that Stone linkers are still very new but I have this idea for a very long time, even before the linkers were first mentioned. I have this vision of a guild that consists of only girls that uses their charm and beauty to inflict status abnormalities to the opponent.

Possible Guild Name: Domina (it means lady in Latin)

Background: The guild is located in a very secluded area in the outskirts of Guem. The guild members are mostly consists of girls that were rescued from abuse, slavery, or were injured or orphaned because of war. They isolate themselves from the outside because they don’t want to get involved in the on-going skirmishes.

New Class and Playstyle: In this guild a new class will be introduced, the Enchantress. Enchantress’ stats can be compared as same w/ the priest’s. But what makes them different from the other classes is that they can use cards to inflict status abnormalities to the opponents. Also the characters have a chance of inflicting these status ailments just by attacking their opponents physically.

The following are some of the status abnormalities they can inflict:

*Blindness – 1 chance out of 3 that your physical attack will miss

*Tongue-tied – 1 chance out of 4 that the spell card you use will be ignored and will return to your hand.

*Amnesia – 1 chance out of 3 that the action card you use will be ignored and will return to your hand.

*Paralyzed – 1 chance out of 3 that the item card you use will be ignored and will return to your hand.

*Confusion – 1 chance out of 3 that the damage you deal will be dealt to another character instead.

*Charmed - 1 chance out of 4 that the damage you deal will be dealt to one of your allies instead.

*Suicidal – 1 chance out of 4 that you will received halve the damage you dealt to the opponent (rounded down).

*Weaken – the stat bonuses you will receive are halved (rounded down)

*Intoxicated – at the end of the turn, you will suffer 2 direct damage, +2 if you was in combat that turn.

*Wounded – you suffer 2 direct damage every time you play a card.

*Sleep – at the start of the turn you are tapped. The sleep status will be removed if you received a damage, or one of your other allies is asleep, or both of your allies are dead.

*Insomnia – at the start of the turn you are untapped.


Special note:

*These are only the status abnormalities and not the actual card itself. So some card will inflict one or more of these abnormalities depending on the card.

*These abnormalities last for a specified duration, or once the cards that caused these negative status are removed, or if a certain condition is met (ex. received damage).

*Abnormalities inflicted to the opponent by the character’s physical attack will last until the specified duration and cannot be removed, unless the opponent uses a card that specifically removes status ailments.

*These status ailments have different duration depending on the card. So a card can inflict Blindness for 3 turns while others for 2 fights.


So what do you guys think?
What other status ailments can you suggest?
These ideas are open for any changes so if you have something in mind you want to add or think should be changed feel free to say so.

Edit: I've trimmed down the status ailments and reworded some of the description.

#14 Re : Suggestions » Adventure Mode - Boss Rewards Redesign » 05-01-2013 23:38:09

Come on guys lets be realistic here. To implement these suggestions Feerik need to do some intensive and elaborate coding which also require time and energy, and for what, just for players to get better cards? Feerik won't do that. As we all know Feerik would rather waste their energy in making op and broken cards or a milking event for them to gain money. I know it's harsh but that's the truth.

Another case, in a programmer's point of view, when you say that cards will be blacklisted it means each card that each player get from each adventure boss will be saved in order for the system to know what cards to blacklist. That will eat up a lot of space in the game's server. 

But I do agree adventure drop should be amended. I already suggested before an easy and simple system that doesn't require complicated codings. Instead of forcing you to accept random crappy cards, 5 cards will be shown to you and among them you can choose w/c ones to get.

#15 Re : Discussions about Eredan iTCG » January 2nd: Aleshane » 02-01-2013 23:23:35

DrazeA a écrit :

in b4 "arrow to the knee" jokes
Edit: also I predict Falling Branches will be nerfed eventually, either by making bonus only apply to non-AoE or become unique

The way I understand the card description the bonus only applies to the damage done by Falling branches. So if the character who used it is a Dais and has 3 spirit, the total damage will be 7 instead of 4.

#16 Re : Bugs » Fee'z spent does not unlock selling cards in Marketplace » 20-12-2012 12:15:56

Zurga a écrit :

In fact the rule is : Everything you buy in Feez in the store opens the market. (Crystal Packs and Energy are counted in it)
The "favour exception" leads to believe than anything bought in Feez gives access to the market.

Are you sure about that? If I remember correctly I've read a post by one of the staffs about a year or two ago that said everytime a player used feez in this game they will have access to the market. And I've never read anything saying they changed it otherwise. As a matter of fact I've tested that in last year's Advent wall where I spent feez on an unopened latch and got myself market privilege for 3 weeks.

#17 Re : Bugs » Can you check this card out please... » 20-12-2012 12:02:18

Cossette a écrit :

every time i play this card it disappear and never went to the graveyard or become permanent i think there are gremlins in the cards.

http://static.eredan.com/cards/web_big/us/9HZlNsrx.png

It is placed in your deck if you don't have other cards attached to you. Since it returns one of your cards attached to you, it also consider itself as one of your cards so it will return to your deck.

#18 Re : Bugs » Fee'z spent does not unlock selling cards in Marketplace » 20-12-2012 11:45:32

Zurga a écrit :

Bad news, I asked to the staff for this specific case : This is intended.

I don't like this, but there is nothing I can do.

Why and when they changed this rule? It is specifically written that whenever you used feez to purchase anything in this game you will have access to the marketplace. And as far as I'm concerned this has been the case since the beginning of the game and then changing it suddenly w/o even informing the players. Another bad move by Feerik, really bad.

#19 Re : Discussions about Eredan iTCG » Eredan Easter Egg » 20-12-2012 11:31:42

Zurga a écrit :

The art of the card in big :
http://cian.over-blog.net/article-ereda … 38094.html

I know that 2 versions existed but I didn't know that you can see it with Temporalis.

How come there are 2 versions of this card?

#20 Re : Discussions about Eredan iTCG » December 19th: Nard » 19-12-2012 16:14:25

scorvos74 a écrit :

And [card]Aberration[/card] can use his chain armor ability on on it....

It's for mage only.

#21 Re : Discussions about Eredan iTCG » December 19th: Nard » 19-12-2012 15:46:31

kilcosu a écrit :
Zurga a écrit :
kilcosu a écrit :

[card]Shadow cape[/card] really is an excellently designed card. good job smile
but why is [card]Shadow cape[/card] an item armor when it's a piece of clothing?

You can have only one armor when you can stack up to three clothes.

that would be a really good reason why it's a piece of armor then

Or you can just put "One copy per character only".

#22 Re : Discussions about Eredan iTCG » Advent Calendar » 18-12-2012 10:01:18

What is the purpose of [card]Once upon a time[/card] we've got in today's wall? Stone linkers aren't even weapon users. Or are they?

#23 Re : Discussions about Eredan iTCG » December 12th: Moîra, the Great WitchBlade » 13-12-2012 12:39:47

scorvos74 a écrit :
jackal19 a écrit :
Teremune a écrit :

Or Kotoba war guemulite tracker...hehe

or play last word with a high def not that much complicated

The trick is not getting any stat to 12, it is getting them all to Equal 12 by the end of  a turn.   

it is still a good book; cant wait for Vol 2

I think its very hard if not next to impossible to fulfill the 12 on all stats requirement. Not to mention the book can screw up your stats with its random +1 to a stat every fight. I believe the 12 heal was just added to commemorate the 12-12-12 phenomenon, the date when this release took place.

#24 Re : Discussions about Eredan iTCG » Adventure Mode - Loot Nerfed? » 06-12-2012 22:01:58

Yeah I've noticed that too a long time ago but I thought I'm just only having some bad luck. Before, the boss specific loot is easier to obtain but now it seems it became rarer to drop. I've beaten the slimes over 600 times (and that's not an exaggeration) but I still haven't gotten a second slime card.

The worst part is the random loot is always the same crappy common cards. I don't even think the drop is random. I think there are set of cards (mostly crappy commons) that are predetermined to dropped in most times. For me the card I got the most number of times is Winter truce with 27 copies.

#25 Re : Discussions about Eredan iTCG » December 5th: Shengdi » 06-12-2012 09:54:58

I've noticed that in the last 3 updates all new characters are recyclers. I hope it's not a sign that discard deck will get an update in the next Zil release.

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