RE: =OS= Card Mechanics/Combos Discussion (Full Version)

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The Finnish Phoenix -> RE: =OS= Card Mechanics/Combos Discussion (7/2/2014 23:02:31)

I'm sure Legend Reborn is too. [8|]

Duel different people then! Player button is for Level 7 Void Incarnates looking for leaderboard wins.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (7/2/2014 23:41:40)

No one else to duel[8|] not enough people playing




BJEBLE -> RE: =OS= Card Mechanics/Combos Discussion (7/2/2014 23:48:55)

@Gorillo People are playing, just a lot are farming. Because this games takes a lot of farming. I mean I would love to test all my new characters in PvP, but the higher the level the more interesting the fight. Unless it's Cosoma Titan vs. Barbarian Master, because that's too many shields.




The Finnish Phoenix -> RE: =OS= Card Mechanics/Combos Discussion (7/3/2014 0:36:27)

Plus 5 Ice Wall CC's on each for 9200 shields. [;)]




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (7/3/2014 1:25:10)

High level duels are boring and dragged out.




BJEBLE -> RE: =OS= Card Mechanics/Combos Discussion (7/3/2014 2:08:04)

@Gorillo Certain duels are. Other's(My style) aren't usually. Volt Engineer fights are anything but dragged out, at any level. In other words, they're only as dragged out as you make them to be. Don't like long fights? Don't base strategies around Counters, Shields, Iron Hides, and Corruptions. Things like that and shielding and healing excessively drag out fights longer than needed.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (7/3/2014 2:22:19)

Thats not my strategy I go all 525 attack cards lol




Blynx -> RE: =OS= Card Mechanics/Combos Discussion (7/5/2014 5:33:47)

hey guys i thought it would be a good idea to give certain characters a unique passive effect. the passive effect could be anything really, like "3 hit combos heal for 1/4 of damage dealt" or an effect of the sort that would be unique to that character and would suggest a certain play style for it also. the ideal would be that each character in the game would have a unique passive, but i don't know if it's possible at this point. what do you guys think?




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (7/5/2014 9:50:52)

@ Blynx I suggested the same idea give each character a special ability it comes down to them finding the time to come it in though.




The Finnish Phoenix -> RE: =OS= Card Mechanics/Combos Discussion (7/6/2014 1:40:47)

Short duels are boring. Anyone who doesn't know to load their glass cannons with a Neutral attack by now doesn't make for a very satisfying kill. Besides that, glass cannon shootouts are determined by the initiative/luck. Longer fights have a greater skill margin.





BJEBLE -> RE: =OS= Card Mechanics/Combos Discussion (7/6/2014 2:33:56)

@TFP While I agree they can be fun, I think ultra-short fights are less rewarding. But mid-length duels like with DoT focused characters(Arcane Ranger, Lich , Minotaur) and characters with mostly equal offense and defense(Genesis Warrior, Soul Wyvern, Aqueous) are the best type of duels. This way they aren't too long to make it seem like I'm not getting anywhere, but long enough that the person with more skill would usually win(Unless you get a 2 Power Flow and Fresh Start or something like that on SW/Aqueous). I know I'm getting at a very specific group of characters, but this is just ideal for me and that's why certain people are more defensive and would naturally be better at some elements than others.




yuno44907 -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 13:15:48)

Now i will talk about all of cards: firstly, armor ignoring cards are weak bcause you have to destroy armor but they can work against timed armors so if armor will disappear you may use piercing cards until its disappear. First combo is OP so we will calculate combo too...

Source: http://oversoulgame.wikidot.com/card-series

1=10dmg(20)
2=20dmg(30)
3=40dmg(water spell)
4=50dmg(60)
5=70dmg(cant use in combo since cost is high, holy card)
7=80dmg(cant use in combo since cost is high, need buff you must buff this card)

8=100dmg (fireball, need buff)
8=120dmg (earthquake)
12=150dmg
13=150 3 hit combo(chain lightning)
13=150 5 hit combo(power flow, best combo card)
15=150 5 hit combo(death flow)

0=discard a card give +300 to an attack card
2=discard a card give +600 to an attack card (best card in the game)
2=all attacks +20
8=all attacks +50

3=20+20+20 (burn)
4=20+20+20+20+20+20 (6turns, OMG its greatest card)(electric arc)
5=0 0 0 0 100 (shatter)
6=0 0 100dmg (mountain strike)
6=20 20 20 20 (frostbite)
6=30 30 30 30
6=0 0 90
7=40+40+40
7=50+50dmg
10=50 50 50 50 (corruption)
12=0 150(5combo)(retribution)
5=30 30 (cat reflex)

Dragon only 2=30dmg 4=60dmg(dragon cant make combo)

3=50armor
6=100armor
5=110armor for 2 turns
5=100hp for 4 turns
7=50 counter armor
13=100 counter armor
4=armor becomes HP
5=100 armor becomes 100dmg
10=200 armor becomes 200dmg

2=10 pierce(20) (worst card in the game)
6=50 pierce(60 you can use in combo) (can be great with a lot of piercing cards, never attacking to enemy armor, lepid OP)
5=50 pierce(must be spell, cant use in combo) (lightning only)
4=30 pierce(spell, cant use in combo)
5=adds 30 pierce to an attack(blessed strike)

3=40heal
4=30 30heal
5=40 40heal
2=30heal only works with defense card
3=60 heal, discard a card

i will not add some cards bcause always 100 health=1 energy

As you can see many cards needs buff and some cards need nerf. But dont nerf cards bcause players not know OP cards, they thinks Nulgath and Dragons are OP but this is too wrong. Electric Arc and Incirnate are OP.

You must decrease Ice Orb cards cost. I am serious. Snow orb and ice orb worst cards in this game. Decrease their cost.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 13:26:41)

nerf arc I don't care about that card fire would suck if incenerate was changed. I say no nerfs till they add some new cards to make up for the nerfs.




The Jop -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 13:27:46)

I'd rather not have them nerf arc, that would cripple Res. Instead they could boost things like frostbite.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 13:30:08)

Frost bite should freeze one card in the enemy hand from use at random each turn.

Res will be obsolete in time either way.




yuno44907 -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 13:39:37)

They must not nerf, they must buff Ice Orb, it costs too much, worst card ever.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 13:46:37)

Most the cards just filler so they could have enough for 12 card CCs.




yuno44907 -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 14:02:07)

6 energy=1000 armor
8 energy=1000 damage
That card must cost 2 energy but its costs 5 energy.


4=armor becomes HP (tree of life, its must cost 3 energy)
10=armor becomes dmg (ice orb, its must cost 4 energy)

3=400 heal
15=2000 heal
12=2000 armor
Tree of life must cost 3 energy




The Finnish Phoenix -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 14:07:28)

yuno44907:

Electric Arc isn't that good since it can seldom run its full course in a duel because the characters that can use it have relatively weak defence, and for most of them it interferes with their main strategy (that being (Super)Charged combos) since it isn't an attack card which also means it can't be Surged or Energized. If it isn't drawn in your first hand, chances are it won't run its course. Even when it's 200-300% efficiency, it's only a multiplier on 4 energy, whereas a SuperCharged combo can potentially convert 20 energy at over 200% efficiency instantly (over 4000 damage). This is why Resonance with 5 Electric Arc CC's can (and generally does) lose to more conventional Energy characters' attack combos. I tried to make use of Hex Void's second Electric Arc in the Energy Tournament, but most of the time a simple 500 attack was more versatile for the 4 energy. Electric Arc is particularly ineffective when drawn near the end of a duel, where it does 0-50% of its cost.

Incinerate is a good card, but it's not better than it has to be within the context of an element with no charge card, no stuns, and weak defence. Fire as an element is one of the weakest in the game at the moment and needs Incinerate to stay in the hunt. Void Rebirth is by far their best character and it relies on another element. Fire also has to deal with the fact that all of its characters besides dual-elementals, certain Apprentices, and LoveWeaver have two or more copies of Inferno, which is actually the worst card in the game in my opinion as there's no way to boost it, it's so rarely useful, and so often a meagre 75% efficiency.

Ice Orb and Snow Orb are not meant to be used every time they come up. They're finishers that can be discarded when they don't apply without much of a problem since good Ice characters can convert the rest of their energy quite consistently and efficiently through Ice Wall and Shatter. So while it takes 22 energy in total to do 2000 damage through Ice Orb and 11 to do 1000 with Snow Orb, Ice characters can consistently pull this off at times when it's to their benefit (especially on the tail end of a Freeze that's activated their Shatters and gained them 3 energy before their opponent can have a say).




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 14:11:41)

crud my post got deleted by backspace either way I was saying ice/energy ice/nuetral for spam machines.




yuno44907 -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 14:13:51)

So you think best card is SuperCharged. And you are saying, dont use orb until fight ends. For using orb you must have defence and you cant have 2000 defence, your oppennent must be AFK. Also for this combo you must use 2 armor cards (12 energy), 1 orb (10 energy) and that makes 22 energy?? This is imposible and all of ice cards have damn orb. I think strongest ice character is Ninja, bcause its have no orb, have freeze and shatter.


I have a new card idea:
You stun yourself for 2 turns. Costs 15 energy. You also deal 2000 dmg 2 turns later and stun enemy for 2 turn. So it is that:
[1]you are stunned [2]you are stunned [3]deal 2000dmg and stun enemy for 2turn

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The Finnish Phoenix -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 14:33:02)

It's not impossible, as 22 energy in total doesn't mean you spend all 22 energy in one turn, you add defence throughout the duel and at the end you cap it off and Orb. Also bear in mind that you can often finish without doing its max damage, although it's not uncommon to be able to do 2000 with Ice Orb if you discard cards you don't need and slowly accumulate an advantage.

I don't think SuperCharged is the best card but I think it's very good (for the record, I consider Neutralize the best card). Normal Charged is arguably even better than SuperCharged as it's more versatile and has more potential efficiency, but SuperCharged has the greatest potential instant damage and illustrates the point of why Energy characters can use it to greater effect than spamming Electric Arcs.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 17:26:13)

The game needs new cards.




ChaosRipjaw -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 17:34:58)

Probably I'll be working on that after October 25th. The only things about those new cards that are certain are the names xD




The Jop -> RE: =OS= Card Mechanics/Combos Discussion (10/4/2014 23:04:38)

@Gorillo
Yeah, I'm sure she'll be obsoleted with all the new cards coming out in the game.

@TFP
To be fair, electric arc normally works better in long battles than supercharged, where energy efficiency actually adds up and gives you a large advantage. And 5 Electric Arcs are a poor choice of CC, because you know you'll never be able to use all of them. That's the difference between having three cards that may not run their full courses and having eight of those cards. Don't use all your slots, mix in a storm or two, or add some attacks.




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