On June 12 2013 14:24 mTwRINE wrote: The problem which made me stop playing: In lategame both players have 9(+) ressoucres while holding 1 card, so you have to go for 2 new cards and if you roll 2 lowlevel/enchants ur basically dead. Games change/end within 1 drawing round. I get that there has to be high level of RNG and that its more about big hits instead of getting small leads here and there, but maybe thats not the case with other Cardgames?
you need to put cards in your hand that increase your hand-size rapidly. There seems to be quite a few cards that do this.
Anyone messed around with hybrid decks? I thought it was neat until I found out your "global" spells only seem to effect their specific color and not all the pieces on the board. So there's basically very little synergy to be had.. at least that's what I'm finding so far
edit: and Energy is most definitely completely overpowered. It pisses me off to no end that you have a game board where positioning/blocking seems to matter, and then people can throw out spells that completely wipes out your defenses in one turn. Just the core of this game is completely trash, it seems like.. why have a board if it really doesn't do anything of importance? It's just a gimmick
Wait so you're saying something like Bombard would not work on a crossbowman? That would be silly if it is the case.
Regarding Energy I disagree. Every colour can completely turn around the board state in a single turn.
I haven't played much with multi color decks so far, but considering that spells like decimate, that does 1 damage to all creatures in a row, hits your own creatures too, I would also be very surprised if they didn't effect cross faction.
On June 12 2013 21:38 ShloobeR wrote: Is that really true about Spells not being inter-faction?
I'm 99% sure I've seen that happen but I can't exactly recall when I Would be incredibly surprised if that isn't true..
some spells work and some spells don't.. like rally only worked on growth cards, not on the cards of a different color. Or maybe I missed something, I tried this at 3 am.
On June 12 2013 14:24 mTwRINE wrote: The problem which made me stop playing: In lategame both players have 9(+) ressoucres while holding 1 card, so you have to go for 2 new cards and if you roll 2 lowlevel/enchants ur basically dead. Games change/end within 1 drawing round. I get that there has to be high level of RNG and that its more about big hits instead of getting small leads here and there, but maybe thats not the case with other Cardgames?
you need to put cards in your hand that increase your hand-size rapidly. There seems to be quite a few cards that do this.
Anyone messed around with hybrid decks? I thought it was neat until I found out your "global" spells only seem to effect their specific color and not all the pieces on the board. So there's basically very little synergy to be had.. at least that's what I'm finding so far
edit: and Energy is most definitely completely overpowered. It pisses me off to no end that you have a game board where positioning/blocking seems to matter, and then people can throw out spells that completely wipes out your defenses in one turn. Just the core of this game is completely trash, it seems like.. why have a board if it really doesn't do anything of importance? It's just a gimmick
Every colour can completely turn around the board state in a single turn.
that's not a good thing. Basically, the board doesn't really matter that much if you get lucky with the draw. So you're trying to be strategical, but then dumb luck fucks it all up. It's extremely aggravating
On June 12 2013 21:38 ShloobeR wrote: Is that really true about Spells not being inter-faction?
I'm 99% sure I've seen that happen but I can't exactly recall when I Would be incredibly surprised if that isn't true..
some spells work and some spells don't.. like rally only worked on growth cards, not on the cards of a different color. Or maybe I missed something, I tried this at 3 am.
On June 12 2013 14:24 mTwRINE wrote: The problem which made me stop playing: In lategame both players have 9(+) ressoucres while holding 1 card, so you have to go for 2 new cards and if you roll 2 lowlevel/enchants ur basically dead. Games change/end within 1 drawing round. I get that there has to be high level of RNG and that its more about big hits instead of getting small leads here and there, but maybe thats not the case with other Cardgames?
you need to put cards in your hand that increase your hand-size rapidly. There seems to be quite a few cards that do this.
Anyone messed around with hybrid decks? I thought it was neat until I found out your "global" spells only seem to effect their specific color and not all the pieces on the board. So there's basically very little synergy to be had.. at least that's what I'm finding so far
edit: and Energy is most definitely completely overpowered. It pisses me off to no end that you have a game board where positioning/blocking seems to matter, and then people can throw out spells that completely wipes out your defenses in one turn. Just the core of this game is completely trash, it seems like.. why have a board if it really doesn't do anything of importance? It's just a gimmick
Every colour can completely turn around the board state in a single turn.
that's not a good thing. Basically, the board doesn't really matter that much if you get lucky with the draw. So you're trying to be strategical, but then dumb luck fucks it all up. It's extremely aggravating
The idea there being that board control is not the be-all and end-all of the game At heart it's still a TCG
Yes, you have to strategise both on the board and in your hand. Discard cards that aren't useful for the current board state so they get replaced with cards that are. I agree that there should be slightly more card filtering effects (like Eye of Eagle or Summons) around so its less luck based.
You have to be careful with these kind of mechanics or you will end up with decks that can completely control their draw which is obviously bad for the game. This is what happens when card draw in this game gets too strong:
On June 12 2013 21:38 ShloobeR wrote: Is that really true about Spells not being inter-faction?
I'm 99% sure I've seen that happen but I can't exactly recall when I Would be incredibly surprised if that isn't true..
some spells work and some spells don't.. like rally only worked on growth cards, not on the cards of a different color. Or maybe I missed something, I tried this at 3 am.
On June 12 2013 21:23 ain wrote:
On June 12 2013 21:02 Quotidian wrote:
On June 12 2013 14:24 mTwRINE wrote: The problem which made me stop playing: In lategame both players have 9(+) ressoucres while holding 1 card, so you have to go for 2 new cards and if you roll 2 lowlevel/enchants ur basically dead. Games change/end within 1 drawing round. I get that there has to be high level of RNG and that its more about big hits instead of getting small leads here and there, but maybe thats not the case with other Cardgames?
you need to put cards in your hand that increase your hand-size rapidly. There seems to be quite a few cards that do this.
Anyone messed around with hybrid decks? I thought it was neat until I found out your "global" spells only seem to effect their specific color and not all the pieces on the board. So there's basically very little synergy to be had.. at least that's what I'm finding so far
edit: and Energy is most definitely completely overpowered. It pisses me off to no end that you have a game board where positioning/blocking seems to matter, and then people can throw out spells that completely wipes out your defenses in one turn. Just the core of this game is completely trash, it seems like.. why have a board if it really doesn't do anything of importance? It's just a gimmick
Every colour can completely turn around the board state in a single turn.
that's not a good thing. Basically, the board doesn't really matter that much if you get lucky with the draw. So you're trying to be strategical, but then dumb luck fucks it all up. It's extremely aggravating
The idea there being that board control is not the be-all and end-all of the game At heart it's still a TCG
it's the thing you interact with the most, and it should be much more important to the game. You win by dominating the board and killing your opponent's idols after all. It's like having a chessboard where the other player can at willy-nilly completely rearrange the board. It's just bullshit and blatantly bad game design.
But there are a ton of really bad/dumb cards in the game. Like you can be playing a buffing style, and then suddenly your key unit is worthless because your opponent was lucky enough to get a purify card. And then there's those structures that only take 1 damage, so you basically have to rely on the horribly mechanic of shifting the board around to make any progress. And it's not like SC2 where you kind of know the scope of strategies your opponent can do ahead of time. This piece of shit game is the most random, retarded thing ever and I'm not going to give it many more chances. There are better CCGs out there and the novel things this game tries to introduce aren't actually working in a good way at the moment. Nor do I suspect they ever will.
Sounds like you have made up your mind, but personally I think there are degrees of what you are describing in every card game, and part of "knowing" what is going to be in the other deck is the meta game, which only happens after the game has been out a while and you are in the upper tiers of rankings where the players aren't just throwing together decks with random cards because they have limited card pools.
It's not really "random" if someone purifies your unit with multiple enchantments on it though. It means you put too many eggs in one basket, and should have spread your enchants across multiple creatures, or stacked them at a time when the damage they would do is worth the risk. Since only order even has purify, you also know if there is a risk of them playing it ahead of time. Pretty much every CCG card game I can think of has cards in almost every faction capable of getting rid of a single creature, so stacking all your buffs on one guy is often a bad idea.
I do kind of agree that cards like Rumble which just randomly move multiple cards in different directions are not great though. I'm still having fun with the game so far, and it's still in beta so things will change over time. And I'm not investing nearly as much money as I would on almost any other CCG that isn't a free Ipad game. In the end every game that has ever been made is going to have someone who hates it, which makes it great that there are lots of games for us to choose from.
On June 07 2013 12:07 TheYango wrote: Yeah I'm really apprehensive about this, seeing as the only thing I have to go on is that it's a Mojang game (and one that's totally different from Minecraft). I would have loved to have a way to try this without paying $20.
This is going to have to really do some big things if it expects to turn heads away from Hex, Solforge, or Hearthstone.
This. I've already heard a lot of bad things about the game itself, let alone with the people bringing it to us. I'd be very careful before buying in to this; I'd rather play Hex a couple months from now or Magic Online, which is having 11th anniversary events and Modern Masters events soon.
I guess I just don't see them as mutually exclusive. $20 is trivial compared to the costs of Magic or Hex, and I would say that I have gotten my money's worth even if it may or may not be something I am still playing regularly in the long term.
From what I gather, for $21 you get access to the game and a preconstructed deck? The rest is grinding for new cards, or spending real money to get some? Anything else included with initial purchase that I missed?
For $20 you get one preconstructed deck and 2000 gold. You can spend $30 and get all 3 precontructed decks and the random cards for the week, but there is no option to buy packs or gold for real money. So the only other thing you can spend real money on is 5 random cards that are available each week. If you play thru all the ai challenge trials will get you a bunch of extra gold, and every game vs people or AI decks gives you gold, so it builds up pretty quickly.
On June 13 2013 01:00 karazax wrote: I guess I just don't see them as mutually exclusive. $20 is trivial compared to the costs of Magic or Hex, and I would say that I have gotten my money's worth even if it may or may not be something I am still playing regularly in the long term.
$20 is trivial without any other costs in mind.
If you enjoy card games I don't see why anyone would wait for another to come out. You will very easily get your money's worth on this purchase. How cheap does a game need to be for someone to buy it these days? Free it seems.
i've been having a ton of fun with this game, its also my first CCG Question, are 2 race decks viable? I messing about with energy/nature, but im not having very much succes. And if you go pure energy, what are cards that you just have to have, or that you never put in your deck?
On June 13 2013 01:25 TheYango wrote: It's not so much that I think it's too expensive, more than the fact that I have no way to try it and can only go based on word-of-mouth.
$20 is cheap enough for me to buy, but it's not cheap enough for me to impulse-buy. There's a difference.
I see what you're saying but is it really only word of mouth at this point?
All other tutorial/introduction videos aside, Totalbiscuit has produced 1.5 hours worth of content on the game. There are community forums for the game that you can read (scrollsfans.com) and 7 pages of criticism here as well.
The only restricting factor for me would be the lack of cards but there are still enough intricacies with the current card pool that will leave you sitting at the deck builder thinking of the perfect combinations for every situation.