RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (Full Version)

All Forums >> [Artix Entertainment Games] >> [Oversoul] >> Oversoul General Discussion



Message


DarkLore -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/15/2013 23:23:50)

Labyth forgot THIS and THIS!




Labyth -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/15/2013 23:25:47)

@darklore I did include them read my post carefully where i mention about the phoenix I mention other characters that are in the gallery but you know that list is for the thing I am waiting for or hopping for. Not a list of thing that will be coming but list of thing I am waiting for.




DeathGuard -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/15/2013 23:39:13)

Card Customization should be fixed in one aspect, it should have limits in the cards we should get from each pack, I mean x25 204 attack cards? What will I use so much cards for? The limits should be set to 5 per each card having restrictions on other 1 per limit too. I have spend +165k gold meaning I have gotten 11 packs with pure gold and I'm still missing 3 cards, plus the 204 attack card isn't the only in high numbers, I mean, all those gold wasted into packs of cards I won't even use, and I'm not the only one who has spend a lot of gold and are quite annoyed of this.
Making normal cards be 5 limit per deck series would probably attract more people plus why have more than 5? Configurations saves for other characters so no need to be equipping or unequip if you use only the card element characters. Please hear my words, I have been working for more than +10 hours per day to get so much gold in 1 week and a half along with trying to catch up with hws, I'm dedicating my time to OS because I know it has potential but this type of stuff must be fixed so please make normal cars limit 5 per Deck, not let it be more than 5.

Current cards:
1x 101 attack
x25 204 attack
x7 515 attack
x4 101 unblockable attack
x13 defense 515
x1 Ice Wall
x1 Ice Orb
x2 Snow Orb
x1 Ice Needle

So in total, I got x20 useless 204 attack, x2 515 attack cards and x8 defense 515 cards which in total are 30 useless cards= 6 ice packs which are 90k gold wasted, cool isn't? Please fix this, it is all I ask, please make a limit to have 5 cards in one specific deck.




Jmagician -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 0:07:57)

@DeathGuard: Okay, a limit of 5 per card. Then what, once you hit a the limit new cards should start rolling in? I think not. It would defeat the purpose of booster packs because then the amount of purchases required to obtain each card would seem rather fixed.

Honestly, it is your fault and your fault only if you waste all your hard earned currency on booster packs. I was smart about it and made a limit to how much I would spend on booster packs and kept on refilling everything I lost. I ended up getting every single card bar 5 star 5 damage card LONG AGO. Just saying though, no need to complain. Just be smart about it. Its like real life Yu-Gi-Oh/Pokemon, you don't constantly buy packs until you get all the cards right?!?

EDIT: Even if it is just for normal cards. It would make the other, more rarer cards seem much less rare




TheSage -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 0:33:01)

@DeathGuard : the point of having hard to get card is so that people keep getting the packs and keep trying. If you could get all the cards easily then there would be no point in having some harder to get then others. Play a CCG like Magic the Gathering and you will be buying lots of packs trying to get at least 1 of every card and end up with dozens of common cards when you are only limited to 4 (non-land cards) of the same card per deck.




Megadragonknight -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 1:01:59)

Hello everyone. Haven't been posting that much for 2 days. But now I may post more often since I will be free. Anyway, I heard of Ancient Shogun being drawn by Rev this week. Shogun will be an awesome character in OS not to mention its an Undead ancient shogun! Unfortunately, I will have a very hard time to train him unless I have all the 20 permanent boosts to back me up.




Lemonus -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 1:06:22)

It has been raining hard lately and this is a bad time for me to play OS so... I MIGHT talk out of nowhere.

So how ya guys doing?




almanac01 -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 2:34:45)

Alas, thy Ogre Maiden is hidden from sight.
But frost shall forever consume the land.

EDIT: I just realised that Snow Orb, Ice Orb, Ice Needle, refresh, Power Flow, Death Flow, Freeze (don't hit me, it isn't worth it unless 2 turn shatter + freeze), Shatter (OMG seriously, 2 extra turns then Mountain Strike?), Life Drain, Mark of Death, Charged and Stone Strike are UP as hell.

For the Orbs, make them either free to use (don't hit me) or very low costs.
Ice Needle and Stone Strike should be 5 energy, because of the 1 price decrease for 5 damage attacks.
Refresh should be free and heal 400-500.
Flows should cost 13 energy.
Freeze should cost 4-5 energy
Shatter should have 2 turn.
Life Drain should either give 400-500 hp or cost 6-7 energy
Mark of Death should be 1000 damage.
Charged should cost 0-1 energy (because the chances you are going to get 3-4 attack cards in the same draw is pretty unlikely)




clintonian -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 4:29:18)

@al no to everything u just said the game would be VERY unbalanced except refresh that card needs fixing.




Baron Dante -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 4:42:35)

Almanac: Freeze? No. Given proper timing, you could literally use it, spend 7 energy, gain 5 back, then refresh your hand and gain another 5 more. So, using it, by the time your foe acts, you GAIN 3 Energy. Onbiosuly, they get Energy too, but that's where the timing comes in.




necro rouge -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 4:45:08)

@almanac
What you are forgetting is that all of these cards are not balanced against each other, but rather around their deck. The only ones that needs a buff/lower energy is life drain and refresh. life drain because it needs to be able to neutralize sacrifice and refresh because it is just bad. I am not sure if refresh is bugged anymore, but i don't fancy paying 8 mana and 2 cards for 3 heal.

And how come ice is one of the strongest elements if all their cards are underpowered?




Mondez -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:06:09)

@Almanac
Like necro rouge said, everything revolves around the character's deck. Give Freeze a 5 charge, are you alright? Life Drain needs to change and I'm not sure about Refresh since I never use water characters. Once more Incinerate needs to change as well since it has too low of a cost for a 600 dmg boost.

Shatter is fine the way it is because it is for Ice's deck strategy plus it's a low cost of 5.

Mark of Death is fine where it is as well.

Sorry you're suggesting changes to cards that are already balanced for the character except Life Drain and Refresh.




necro rouge -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:15:52)

@mondez
Right now, refresh costs 5 mana for 3 heal. it also requires you to use it on top of a defence card, so it is 5 mana + a requirement for 3 heal. The card is utterly pointless considering water also has a card that costs 4 mana and heals for 6 over two turns. And just to top it off, it is also bugged, so you will pay the price for the shield that you apply it to and not get the shield effect.

and yeah, i forgot about incinerate, which is just a bt too strong atm.




TheSage -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:19:26)

If you look at life drain its a combination of a 500 damage card and a heal card, but heal alone is a bit weak compared to some of the other healing skills. But with Shadow decks they are heavy damage at the cost of health or mana, so having a slightly higher cost to deal damage and recover mana seems fair because it kind of goes with the theme.

Edit : Refresh has been somewhat broken since Beta Revolution and the battle script was rewritten but not a lot of time has been put aside to go over the cards and balancing them yet. Hopefully with the CC releases some of these balance issues and problem cards can get fixed along the way.




necro rouge -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:22:48)

@thesage
yeah, i see the reason, but right now, using sacrifice+ life drain is basically just a weaker version of double 5 attacks. same damage for an additional cost, the problem is that if sacrifice gets buffed it will be a bit too strong. so i'd want either 100 more heal or 1 less energy cost on life drain to balance it out.




almanac01 -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:27:21)

:3
I awoke the chat again.
But anyway, you have to admit that for Orbs 22 energy for 2000 at maximum is ridiculous.




TheSage -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:27:38)

@necro rogue : if anything life drain's heal may get raised by 100hp and hopefully the same goes with heal, but dont quote me on that because i dont know if it will get changed or not right now.

@almanac01 : yes it is ridiculous for Ice orb to cost 22 mana to deal 2,000 damage, that is why it costs 10 mana to deal (at max) 2,000 damage




necro rouge -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:30:00)

@almanac
its not energy efficient, but it's not supposed to. they are shields, not attack cards, you are supposed to use them to shield. changing them to attack cards should cost a lot.

@sage
and of course the 12 mana for the shields you convert




TheSage -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:35:26)

@necro rogue : i think of using shields separate then using ice orb because you use shields to stay alive not JUST to use for the Orb skills. Basically ice orb is a finishing move, its not meant to be a cost effective damage skill, but as a last resort.




necro rouge -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:36:51)

@sage
yeah, that's what i was saying, but it's still 22 mana for 20 damage, no matter if it's balanced or not. and the shields you use for ice orb are in fact only for ice orb. you have to spent 20 points of shield, so if they are used, you won't get anything from them. the shields have to be unused/not having blocked any damage to be useable.




TheSage -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:49:14)

@ necro rouge : I think you are missing the point if ice decks.... Shields are there to prevent you from taking damage, most Ice characters have Shields to protect them, SOME ice characters have Ice Orb to turn the defense into an attack. The only reason Ice Orb was made was so that the high defense decks could make use of all that defense, and if needed, turn it into an attack. The decks were NOT built around Ice Orb but instead Ice Orb was added to give them a little more damage in a pinch.




necro rouge -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 5:56:16)

@sage
have i phrased myself that bad? we are agreeing, i agree to what you are saying, so there is no need to drill it in. i was simply pointing out that it is 22 mana for 20 attack in contradiction to what you said.
quote:

yes it is ridiculous for Ice orb to cost 22 mana to deal 2,000 damage, that is why it costs 10 mana to deal (at max) 2,000 damage




Andlu -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 13:31:29)

Yes, Life drain should get a buff of +100 hp. Neutralizing Sacrifice is always awesome.




Jmagician -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 13:53:45)

I personally don't find any problems with the the standard 300 HP heal. It is nice to have heal along with a 5 damage attack and I am pretty sure it was not meant to neutralize the damage done from Sacrifice. My only problems with Life Drain is the 8 energy cost. I always found it spoiling my plans.

In any case, if it ever does get a +100 in heal, I would like to think it was because it costs 8 energy, not to offset the Sacrifice damage.




Vagaran -> RE: =OS= Beta Release Thread 123 - READ THE FIRST POST (5/16/2013 14:06:48)

Life Drain is fine with only regaining 300 HP, don't forget you also deal 500 dmg + there will mostlikely be energy raising artifacts coming in the future.




Page: <<   < prev  11 12 [13] 14 15   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
8.984375E-02