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This is possibly one of the simplest suggestions out there...
[card]Change it so that the game only charges the Energy after the battle begins.[/card]
The moment the battle successfully begins, the Energy is charged - NOT before...
The most recurring bug is Replay Mission -> Confirm -> Charges energy -> nothing happens.
With timed events, and limited energy, it's unacceptable to have random energy losses like that...
Dernière modification par Nurvus (22-01-2012 20:29:09)
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Adventure mode is beta so it has its bugs
Personally I think the most important bug for them to fix is being able to beat most of the final bosses in two turns.
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Adventure mode is beta so it has its bugs
Personally I think the most important bug for them to fix is being able to beat most of the final bosses in two turns.
A lot of people cant do that anyways so that should be fixed. The only people who can beat the bosses that fast are the ones who spent *cough*waytomuchmoneyonthisgame*cough*
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What about comments on this topic?
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Personally I think the most important bug for them to fix is being able to beat most of the final bosses in two turns.
I completely agree. It's stupid that we have to develop strategies or use different decks for boss fights. There should also be a guaranteed rare for beating each boss, two for the Zahal boss.
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Definitely agree with taking the points after the match has started. And since it was mentioned that its still beta then it should at least be an option Feerik is considering. Beta or not, its not right to have an event that requires energy, with a good chance that that energy could be wasted. I find the adventure mode fun to play but id never spend money on energy but im sure there are those who have. What about those players. Feerik, like any other company, loves to cater to the paying crowd so why not switch it up. It would be more enticing to those who spend money.
Don't go into the jungle dressed like a banana if you don't like monkeys!
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TPPK a écrit :Personally I think the most important bug for them to fix is being able to beat most of the final bosses in two turns.
I completely agree. It's stupid that we have to develop strategies or use different decks for boss fights. There should also be a guaranteed rare for beating each boss, two for the Zahal boss.
I disagree on the guaranteed rares sir, we have to be realistic here.
One guaranteed rare for Zahal boss should be good.
After all on the spirit of the "guild" bosses there is guaranteed a spirit card and a good item card. on Zahal boss there is a mediocre card only. so making a single guaranteed rare would even things out with the spirit quests, leaving the chance of dropping that mediocre card.
After all what we seek is balance.
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