Scrolls by Mojang is in open beta - Page 16
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karazax
United States3737 Posts
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tsangan
United States19 Posts
Instead I wish they can buff some of Energy's card such as End of Reason to make it playable at the very least | ||
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Quotidian
Norway1937 Posts
On June 25 2013 22:06 karazax wrote: Growth/Order draw is also gaining popularity, though I don't think it will work any more if the changes to Noaidi go live. www.youtube.com/watch?v=02_2qpNGoqM man.. that was a boring game. Are most games like this now? constant board wipes and just sacking for draws/cards/resources all the time? I've completely stopped playing this game, so I don't know... From the look of things, I certainly feel like my early assumption that the board really doesn't matter in terms of strategy is still holding true (in which case, why have a board at all?) | ||
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tsangan
United States19 Posts
On June 26 2013 04:51 Quotidian wrote: man.. that was a boring game. Are most games like this now? constant board wipes and just sacking for draws/cards/resources all the time? I've completely stopped playing this game, so I don't know... From the look of things, I certainly feel like my early assumption that the board really doesn't matter in terms of strategy is still holding true (in which case, why have a board at all?) Why have a board when you got cards like Quake? Not like you need all your totems to win in the early mid game you usually won't lose more then 1-2 so the Quake just resets the game and you proceed to get lots of card and resource advantage and then over run your opponent in late game | ||
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karazax
United States3737 Posts
I get that some people don't like it and that's fine. Plenty of other games to choose from. But I have enjoyed playing so far, and look forward to seeing how the new Decay resource work out in the near future. | ||
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mTwRINE
Germany318 Posts
Things that suck: Drawing no Quake at all, playing vs 3 Braves Round4, getting ur only unit for fertile soil wiped by a spell. | ||
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NB
Netherlands12045 Posts
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whoso
Germany523 Posts
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Simberto
Germany11641 Posts
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Jugan
United States1566 Posts
On June 26 2013 15:27 NB wrote: personally i dont find noaidi thats broken.... Im already starting to use metempsychosis in my GO draw deck to resummon everything: hatse, sister of the fox, even to memorials =))... The most broken part about go draw the way i see it is quake. It wipes the board way too fast that you not only benefit from enemy unit being killed but also from your heritage being popped. I think instead of damaging your own unit with quake, they should just make it to increase cd of units on your side by an absurd flat amount(3? 5?) or skipping your next turn.... I agree. Quake is just way too good. Basically every growth deck runs Quake because it helps you recover so much. I can't recount the number of times I have my openent dead to rights. I outplayed him the entire game, he has 0 scrolls in hand. Then he casts 2-3 quakes in a row and I lose. For starters, quake needs to cost more. It should be something like 7 Growth Deal 2 to all Decrease your growth mana by 2. | ||
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DonKey_
Liechtenstein1356 Posts
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Jugan
United States1566 Posts
On June 25 2013 21:42 tsangan wrote: I am going to have disagree with that, Growth is so overpower in all stages of the game at the moment, their early game is non comparable with the other 2 colours. Their late game they have 2 super OP cards that allow them to regain control and advantage, those cards being Quake and Fertile Soil. If we were to compare those cards to other 2 colours for Energy we have End of Reason/Thunder Surge and Clock Library, while Thunder Surge is quite good you can definitely play around it, next we have End of Reason which is such a godawful card in the current state due to Energy needing a board to win so basically you're sacing a board full of expensive units to basically restart the game. This would NOT be too bad if there was a way for Energy to replenish their hand which besides Clock Library they don't, Clock Library requires 4 turns to turn into a +2 and protecting that for 4 turns is not a easy task. You can of course speed up the process with Overdrive but in the end you would only be netting a +1 for 6 resources and STILL 2 turns which makes it all not worth it. For Order they do not have a reset card such as Quake/End of Reason/Thunder Surge so once they lose the board control it is hard for them to regain it, they do have a pretty good draw engine in Heritage which nets you for a +1 but this is not in your control sadly it is in your opponents as you do not have any spells that can help you trigger it ie. Frost Gale/Quake Now compare both of those colours to Growth, their early game is really strong with Sister of the Wolf, Vaettr of the Wild, and Kinfolk Brave, if they do run out of steam by mid game they can always reset the game more or less with Quake. In the late game you have access to Sister of the Wolf + Fertile Soil which basically is 6 cost for a net gain of +2 advantage on the same turn. Growth should always play for the late game because the other 2 colours cannot compete with them with their advantages with cards which will lead to other good spells such as Rallying + Crimson Bull combos and so on Growth/Order is so strong because most of what's good about Order are their low cost spells such as Speed, Heritage, Kabonk, Focus, Pother, Decimation and so on. In the late game you can easily go Sister of the Wolf + Heritage + Heritage + Fertile Soil which is 6 resource for both colours for a net gain of +4 This is a beautiful post. Pretty much sums up all the problems with growth right now. Also like to point out that Kinfolk Brave is the best 2 drop, and is ridiculous if you can't deal with him after he gets enchanted. Kinfolk Veteran is also a kick in the balls, and is almost always a kill a creature + get a really good creature for 5 mana. | ||
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heartlxp
United States1258 Posts
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Jugan
United States1566 Posts
On June 27 2013 14:10 heartlxp wrote: anyone know if the multiplayer quick matches are based on MMR too? or just ranked quick matches are based on a hidden MMR. Ranked matches are based on the displayed MMR. | ||
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NB
Netherlands12045 Posts
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Jugan
United States1566 Posts
On June 27 2013 21:15 NB wrote: nah, quick match isnt based on mmr at all. It is completely random. You could install mods to check your enemy mmr before the match. http://www.scrollsguide.com/summoner I doubt that, as every single person with whom I've talked to has reported playing people just starting out and, as they win more, slowly getting better opponents. I only play against draw go players in quickmatch. Also, the thing about a hidden MMR is that it's... HIDDEN. | ||
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BliptiX
Canada324 Posts
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heartlxp
United States1258 Posts
On June 28 2013 01:28 BliptiX wrote: Yeah, when the game released I would exclusively play quick match and the queue went from instant to taking several minutes. I also noticed my opponents were all really good at that point too. Okay I think this makes the most sense. Otherwise people would be farming the crap outta newbs for gold (I've been shamelessly planning on this :D ) It was most noticeable when I played my 3rd ranked game ever and the guy was dropping Obelisks in the back column. I realized then that in the past 50 games of quick match, not a single opp made "glaring" mistakes like that. | ||
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Jugan
United States1566 Posts
On June 28 2013 02:16 heartlxp wrote: Okay I think this makes the most sense. Otherwise people would be farming the crap outta newbs for gold (I've been shamelessly planning on this :D ) It was most noticeable when I played my 3rd ranked game ever and the guy was dropping Obelisks in the back column. I realized then that in the past 50 games of quick match, not a single opp made "glaring" mistakes like that. He just said the same thing I said. | ||
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zazen
Brazil695 Posts
Probably gonna be surprassed by Hearthstone but I'm having fun. Currently at ~1000 rating. It's really a matter of getting luck with scrolls and getting the good cards - or just spending IRL money and buying them out.... | ||
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