Estarh | 2013-04-08 14:21:25 |
New version (1.32) is released. It contains some balance changes, other improvements and bug fixes. Changes and fixes: - fixed bug with JPG replays. - fixed issue with Szeplax replay. - player name auto-completion in lobby for quick private message implemented. - incorrect damage prediction in special cases fixed. - "Chrono Hunter+Hasten" and "Chaotic Wave+Cursed Unicorn" issues fixed. - statistics in player's profile updated on iPad, fixed clipping issue in player's profile on PC. - typos and other minor fixes. Here are the game balance changes: Faerie Apprentice, +1 hp. Phoenix, +1 hp. Divine Intervention, healing was reduced to 10 life (down from 12 life). Steam Tank, -2 hp. Insanian Lord, +1 hp. Insanian Catapult, +2 hp. Scrumbled Lemure, -1 hp. Three-headed demon, -1 hp. Greater Demon, -2 hp. Healing Spray, healing to main target was increased by 1 life. Fireball, damage to main target was increased by 1. Basilisk, +2 hp. Ratmaster, +2 hp. Justicar, -1 hp. Magister of Blood, -6 hp. Blind Prophet, -1 hp. Golem's Justice, healing of the Golem was removed (only its neighbours are healed). Army upgrade, healing was decreased to 3 life (down from 4 life). Dark Sculptor, -1 hp. Golem Guide, +1 attack. Golem Handler, +1 attack. Modified by Cooler on 2013-04-29 16:11:58
nice job,C00ler.Thanks!Id like to see the change of Golemâ¦
GrimJ0ker | 2013-04-08 15:14:27 |
I agree especially for Blind Prophet, Magister of Blood, Justicar(My hard battle, altought -1 is too little nerf) ,Greater Demon, three-headed demon, insanian catapult,insansian lord,faerie apprentice and divine intervenation.
But I am disappointed because Magic Hamster had no nerf and It's still overpowered in my&many other opinion. Also about Dark Sculptor's nerf.
sweet! i really like most of the changes!!
ps: in fact scrambled lemure got -2 hp (instead of -1 hp mentioned above) Modified by filip on 2013-04-08 15:22:24 Lankaras | 2013-04-08 15:23:35 |
My game tells me 'version mismatch' when I try to connect, and when I choose to download the new version, it shows 'Gathering information' for a while, then tells me 'cannot connect to server'. I can't play now, any idea what's up?
GrimJ0ker | 2013-04-08 15:25:10 |
Time Class No Nerfs
I think blind prophet need more Nerf...
My game tells me 'version mismatch' when I try to connect, and when I choose to download the new version, it shows 'Gathering information' for a while, then tells me 'cannot connect to server'. I can't play now, any idea what's up? I have the same problem.
just close the game, retry and you'll be fine
also, close them torrents first
alternative solution: download the latest version from here ( http://spectromancer.com/index.cgi?p=3) and install over your existing game (make sure you keep a copy of lookup.dat and restore it after installation) Modified by filip on 2013-04-08 18:16:09 Arslan | 2013-04-08 18:03:37 |
Golem's Justice, healing of the Golem was removed (only its neighbours are healed).
... May I ask why? The point of the Golem Master is to keep the Golem alive, not its neighbours.
Time Class No Nerfs agreed. time needs a little nerfing in some way and this is the most serious balance issue remaining. my only other issues worth mentioning right now would be: mana burn (a bad use for your sorcery mana in most cases, at least make it damage the opponent for 3), angry angry bear (seriously, give this guy an extra HP for god's sake), magic hamster (needs to be nerfed but give beast some other buffs to compensate/improve overall, perhaps make some creature abilities slightly better)
but don't get me wrong, i like the changes - it feels like we're getting closer and closer to the perfect balance at last
Modified by filip on 2013-04-08 18:10:06 roycelin3 | 2013-04-08 19:15:16 |
Any move is a good move! Hope to see more excitement from Beast!
Nice update overall. Bit sad to see iPad vs iPad LAN games are still not possible. Only iPad to PC. Will this ever be remedied so I don't have to play hotseat on one iPad?
roycelin3 | 2013-04-08 19:20:55 |
... ... May I ask why? The point of the Golem Master is to keep the Golem alive, not its neighbours.
It is very difficult to judge... The different adjustment of the cards lead to different style of the game play of Golem Master, and different defense/counterattack style of the opponent. I guess not keeping the Golem alive will give more benefits from opponent' action of blocking the Golem, which may lead to more aggressive double-rush, or more conservative healing plan for Golem master. In the previous version, it seems that it is always difficult and wasting of resource to attack/block the Golem during the beginning turns.
toofou | 2013-04-08 19:24:37 |
Hello, on iPad golem handler still have no big picture on the left when selected.
Modified by toofou on 2013-04-08 19:30:52 Cooler | 2013-04-08 19:45:01 |
Bit sad to see iPad vs iPad LAN games are still not possible. Only iPad to PC. Will this ever be remedied so I don't have to play hotseat on one iPad? We didn't forget about this issue and made a step forward here.
FORESTRY | 2013-04-08 20:11:55 |
... It is very difficult to judge... The different adjustment of the cards lead to different style of the game play of Golem Master, and different defense/counterattack style of the opponent. I guess not keeping the Golem alive will give more benefits from opponent' action of blocking the Golem, which may lead to more aggressive double-rush, or more conservative healing plan for Golem master. In the previous version, it seems that it is always difficult and wasting of resource to attack/block the Golem during the beginning turns.
When Golem went first, and they opened with any Mana Generator it was a very harsh and cruel decision to make... a) block off the Golem? b) Sea Sprite the generator? c) place a generator of my own in front of Golem? problem with A: generator goes uncontested problem with B: very high vulnerability to get rushed down problem with C: generator will get slaughtered It was particularly disgusting vs. Golem + E5
... When Golem went first, and they opened with any Mana Generator it was a very harsh and cruel decision to make... a) block off the Golem? b) Sea Sprite the generator? c) place a generator of my own in front of Golem?
problem with A: generator goes uncontested problem with B: very high vulnerability to get rushed down problem with C: generator will get slaughtered
It was particularly disgusting vs. Golem + E5
Ignore golem. Plenty of time to get back for him. If you're second it's pretty sound advice to ignore golem early doors.
... We didn't forget about this issue and made a step forward here.
Cool... I think... ;)
Nidhoggur | 2013-04-08 20:32:03 |
Wow, I agree with every change on the list I
would still like to see a slight time nerf (T7 probably... -1 attack to
make the T7+T4 chains a tiny bit more survivable?), and a mana burn
buff (countered by a -1/2 damage on disintegrate). roycelin3 | 2013-04-08 21:39:29 |
... Ignore golem. Plenty of time to get back for him. If you're second it's pretty sound advice to ignore golem early doors.
Unfortunately, sometimes the best decision still lead to failure, especially when Golem Master plays first and rushes aggressively. Healing cards become crucial nowadays.
FORESTRY | 2013-04-08 21:56:59 |
Its just that the Golem Justice + Generator rush was too strong, thats why im happy with the nerf. If GM opened with generator, and you threaten Golem with A2, and threaten generator with F4, and he pulls a GM3, then not only are you behind in Life, but you are also behind in Mana generation and ALSO behind on Mana expenditure. Normally one can do a local sweep, or even a rushed mass destruction, but thats not effective against Golem... Im just happy for nerf HeadphonesGirl | 2013-04-08 22:24:04 |
Really great update in my opinion! I would have preferred to see Magister of Blood's damage get nerfed a bit rather than his HP, but I definitely think this is a step in the right direction. Only changes I'm a bit confused about are to Golem's Justice and Lemur, I thought those were both just OK as they were. Always interesting to see where those perceptions diverge from the stats, though.
Thanks for continuing to work on updating the game, Estarh. :)
... Unfortunately, sometimes the best decision still lead to failure, especially when Golem Master plays first and rushes aggressively. Healing cards become crucial nowadays.
Agreed! I still think there's some balancing work to be done to avoid healing screw. Forest or Golem Master and you with a healing screw can lead to some futile battles. Jeronimo | 2013-04-09 00:21:12 |
Arslan | 2013-04-09 00:27:08 |
Only changes I'm a bit confused about are to Golem's Justice and Lemur, I thought those were both just OK as they were. Always interesting to see where those perceptions diverge from the stats, though. True. With the continued addition of more classes, the balance will stand progressively shaky, these updates always help the classes find a closer middleground. However, not all will agree in the same direction the balance takes. So long as the balance does not slip into retrogression! Ha! Perhaps the other Golem boosts will level out the Justice. The new version balance is mostly progressive. I am particularly pleased with Faerie Apprentice, Healing Spray, Fireball, Insanian Lord, and Three-headed Demon. FORESTRY | 2013-04-09 00:54:02 |
FORESTRY | 2013-04-09 02:38:17 |
... Youtube cant visited in China...
Is a song by band Erasure, called "Oh L'Amour"... which is a homophone word-play for "Oh, Lemure".
FORESTRY | 2013-04-09 04:34:58 |
Uh, i did some playing with Archmage, and Divine Justice doesnt seem to have changed, it still heals for 12
roycelin3 | 2013-04-09 04:45:08 |
Uh, i did some playing with Archmage, and Divine Justice doesnt seem to have changed, it still heals for 12 Did you mean Divide Intervention? I tested just now and it indeed heals for 10.
FORESTRY | 2013-04-09 05:27:35 |
... Did you mean Divide Intervention? I tested just now and it indeed heals for 10.
Yes, Holy4/Spirit4; maybe its just that Archmage is different.
suckstobehere | 2013-04-09 05:52:34 |
divine intervention is holy6, holy/spirit4 was not changed
also:
what is Szeplax replay? Modified by suckstobehere on 2013-04-09 05:53:24
divine intervention is holy6, holy/spirit4 was not changed
also:
what is Szeplax replay? Holy 5
FORESTRY | 2013-04-09 07:21:27 |
I got Holy4 and Holy5 mixed up, sorry guys, im dumb.
FORESTRY | 2013-04-09 07:30:42 |
And uhm, i watched an old replay, and in that game Fairy Apprentice had 12 hp instead of 11...
So i think this means that certain replays will have different outcomes because change of stats...
What would happen if in a certain turn, the creature was already dead from older lower stats, but now it isnt, and in the old replay the player played a card in an empty slot, but that empty slot is now occupied????????
roycelin3 | 2013-04-09 08:17:25 |
divine intervention is holy6, holy/spirit4 was not changed
also:
what is Szeplax replay? It is one of the opponent in the Campaign mode, who can play 2 cards each turn. However, when you play the replay, it still treats it as a normal game where each player can only play one card each term. This incompatibility leads to some problems.
And uhm, i watched an old replay, and in that game Fairy Apprentice had 12 hp instead of 11...
So i think this means that certain replays will have different outcomes because change of stats...
What would happen if in a certain turn, the creature was already dead from older lower stats, but now it isnt, and in the old replay the player played a card in an empty slot, but that empty slot is now occupied????????
i guess that was the reason why replays from an older version were not visible in a later version. you're telling us this is no longer true? you can actually watch replays from an older version while you have 1.32 installed?
Modified by filip on 2013-04-09 08:27:14 roycelin3 | 2013-04-09 08:46:15 |
... i guess that was the reason why replays from an older version were not visible in a later version. you're telling us this is no longer true? you can actually watch replays from an older version while you have 1.32 installed?
This is true during the period of beta test. Wield things will happen for sure.
LaoTse | 2013-04-09 16:21:31 |
Yes, all replays from version 1.3...and yes, A7 has 20 hp for example...
What would happen if in a certain turn, the creature was already dead from older lower stats, but now it isnt, and in the old replay the player played a card in an empty slot, but that empty slot is now occupied???????? Lol! I think you just see A1 has 12 hp, but in the replay it has 11 hp...but I´m not sure...Has someone a replay, to see what really happens? Wavelength | 2013-04-09 17:34:33 |
It seems like the "Overpowered Cards" topic was taken into consideration with this round of changes, in addition to whatever data you guys have collected on the back end. We really appreciate that!
Almost all of the changes look good and I think will make the special classes more internally balanced. Additionally, seeing Faerie Apprentice finally get the bump into general playability is awesome!
There are two changes I find myself very surprised about:
* Lemure: Essentially a vanilla 3.5/18 or so, it has very little going for it compared to some other Special 1's, such as Fanatic, Insanian Peacekeeper, or Crusader. I don't even need to mention the damn Hamster! I'm guessing that the overall quality of Demon has kept Lemure's winrates high, but I feel like the comparison to a card like Fanatic (at worst a vanilla 4/16 after the +9 damage from a sweep, and at best a full 4/25) makes nerfing Lemure a really strange move.
* Ratsmaster: It got a buff, while its paired card, the terrible Goblin Raider, didn't. Does this mean it actually had a lower winrate than Goblin Raider? I'm shocked!
Tiapoka | 2013-04-09 21:13:20 |
I feel like the comparison to a card like Fanatic (at worst a vanilla 4/16 after the +9 damage from a sweep, and at best a full 4/25) makes nerfing Lemure a really strange move.
Last time I checked Fanatic was 4/26 and gets double damage from sweep making it 4/8 after sweep (which by the way is still better than Fire1)
roycelin3 | 2013-04-09 22:00:46 |
Last time I checked Fanatic was 4/26 and gets double damage from sweep making it 4/8 after sweep (which by the way is still better than Fire1)
Wave meant that when facing a 9-damage sweep, Fanatic would lose additional 9 life, so Fanatic is equivalent to a 4/16 (16=25-9) creature when you know that it would be damage by a 9-damage sweep, and less than 4/16 if the sweep is more than 9 damage.
Edit: Alright, now that Fanatic is 4/26, so it is equivalent to a 4/17 creature. It should be of course better than Fire 1, but Wave was comparing it with Demon 1. By the way, I am interested to know the win rate statistics of Demon 1. Modified by roycelin3 on 2013-04-09 22:03:31 Wavelength | 2013-04-09 22:42:20 |
Roycelin explained exactly what I meant. Thanks, Roycelin!
My point here is that Lemure is just barely better than a 3.5/16 (with exceptions for rampant global destruction), while Fanatic generally acts like either a 4/26 or a 4/17, depending on the sweep. Both seem better than Lemure, but my instinct is that the winrates don't show this because Demon is very good in general.
HeadphonesGirl | 2013-04-09 23:35:37 |
Well the thing about lemure is that the "break" between its two sets of hit points counts for something extra. If it's at 1 HP in its first form and you hit it with stone rain, it takes 1 damage for the 25 the spell deals, as a sort of extreme example.
FORESTRY | 2013-04-10 01:24:09 |
As ridiculous as the premise of needing to Tornado a Lemure to win is, it CAN possibly win a game - for a single turn there is no way a creature is going to hit the player with a creature in that slot. (And no, having 3 hydras and using F6 does not count :P)
AgraveiN | 2013-04-10 12:12:20 |
Thz for making this game more balanced! Good Job! A.// TheWillofSauron | 2013-04-10 13:17:51 |
Time Class No Nerfs Weird indeed ... and disappointed as well,
mm75
Cooler | 2013-04-10 13:27:11 |
"Players profile" window on the site/forum is updated: now it can show personal statistics of that player against you.
"Players profile" window on the site/forum is updated: now it can show personal statistics of that player against you. thank you!!!
Arslan | 2013-04-10 15:56:00 |
Much appreciated, Cooler.
Wavelength | 2013-04-10 21:16:41 |
"Players profile" window on the site/forum is updated: now it can show personal statistics of that player against you. Great!! Thank you for putting this info back. It would be especially cool to have this available in the lobby, too.
roycelin3 | 2013-04-11 00:44:48 |
"Players profile" window on the site/forum is updated: now it can show personal statistics of that player against you. Great~
LannisterHouse | 2013-04-11 02:02:43 |
I can't play now with my Ipad. When I click yes to update the new version It doesn't work and It appears again the same window with yes or no. luciferPrime | 2013-04-11 06:52:40 |
i can't play as it says games need a update . and when i tried to update says connection to server is lost /cannot connect server. so i m downloading it again now . hope it will resolve the issue.
Cooler | 2013-04-11 07:10:16 |
I can't play now with my Ipad. When I click yes to update the new version It doesn't work and It appears again the same window with yes or no. Tap "AppStore -> Updates -> Spectromancer HD"
FORESTRY | 2013-04-12 07:19:29 |
Here is an example of how older version replays are affected:
1) Golem's Justice changed, so in replay Golem doesn't heal and dies to Sea Sprite, so Golem respawns in a different slot...
2) Where the Sea Sprite that now killed the Golem is supposed to be unblocked because Chain Lightning and Golem combo originally kill the Sea Sprite, but one can clearly see how a Fire Drake is summoned on top of the Sea Sprite, effectively replacing it.
Conclusion: It is a big step that replays still work from older versions, but since stats have changed, it does not guarantee that the player that originally won will win in the replay.
Wavelength | 2013-04-12 07:24:58 |
Here is an example of how older version replays are affected:
1) Golem's Justice changed, so in replay Golem doesn't heal and dies to Sea Sprite, so Golem respawns in a different slot...
2) Where the Sea Sprite that now killed the Golem is supposed to be unblocked because Chain Lightning and Golem combo originally kill the Sea Sprite, but one can clearly see how a Fire Drake is summoned on top of the Sea Sprite, effectively replacing it.
Conclusion: It is a big step that replays still work from older versions, but since stats have changed, it does not guarantee that the player that originally won will win in the replay.
That's actually... awfully cool.
LaoTse | 2013-04-12 11:43:23 |
Conclusion: It is a big step that replays still work from older versions, but since stats have changed, it does not guarantee that the player that originally won will win in the replay.
Awesome!
Thx for the replay.
TrickMaster | 2013-04-12 19:20:10 |
* Ratsmaster: It got a buff, while its paired card, the terrible Goblin Raider, didn't. Does this mean it actually had a lower winrate than Goblin Raider? I'm shocked! Wavelength, i have some ideas about the buffs to Ratsmaster and please correct me if I'm wrong. 1. Ratsmaster could join Cultist army because he has a negative effect. And i think everybody would agree that creatures with negative effects have less good moments to be used than other creatures. Therefore, did Ratsmaster get buffs because he had been used MUCH LESS than its brother Raiders? 2. Do you guys think increasing a creature's life is really a buff to it ? What would happen if Wall of Fire's life became 10 or more? I mean the problem with Ratsmaster here might not be its stats but its ABILITIES. The abilities might be balanced but the times when they are used often lead to players' losing. Could anyone having some games to win by using Ratsmaster effectively post your replays in this thread? Wavelength | 2013-04-12 20:29:45 |
... Wavelength, i have some ideas about the buffs to Ratsmaster and please correct me if I'm wrong. 1. Ratsmaster could join Cultist army because he has a negative effect. And i think everybody would agree that creatures with negative effects have less good moments to be used than other creatures. Therefore, did Ratsmaster get buffs because he had been used MUCH LESS than its brother Raiders?
Interesting post. It's true that his usage rate will be lower because he's a situational play. However, when he's good, he's really good. I think they balance based on winrates primarily and usage rates much less, which makes sense. Again, this is why I was so surprised at the buff, since Goblin Raider is a really crappy high card to hold. I could actually see Ratsmaster fitting quite well into the Cultist set, though the random element on it would have to change. Maybe (and I'm just spitballing with ideas here, since Cultist is fine as it is) it could reduce your highest element by 3 each turn, and cost just 6 mana to play, effectively replacing the controversial Blind Prophet. 2. Do you guys think increasing a creature's life is really a buff to it ? What would happen if Wall of Fire's life became 10 or more? I mean the problem with Ratsmaster here might not be its stats but its ABILITIES. The abilities might be balanced but the times when they are used often lead to players' losing.
Yes. Any creature that's not a void slot (Wall of Fire being the biggest void slot in the game) will be buffed when its life increases. Often, a point or two is actually enough to balance an otherwise-imbalanced card. I definitely understand your argument with the fact that with a card like Ratsmaster, which has a "malus" effect, you could actually want it to die quicker. Those times are uncommon, though, if the card is played correctly. The original look of Ratsmaster did 7 damage each turn. It was too powerful, so they made it 6. Could anyone having some games to win by using Ratsmaster effectively post your replays in this thread? I don't think I have any Ratsmaster replays available, but they key to using him is that you get all or most of your valuable creatures on the board before using him, ideally, and you also pay attention to your opponent's ability to drag the game long. If the game goes on a long time after Ratsmaster, you've almost definitely lost. If the opponent can never regain board control once you've played Ratsmaster, you'll almost definitely win. When I say long, I think "four or five turns without the opponent needing to worry about healing" is a good rule of thumb. Obviously, Giant Turtle and Ice Golem (as well as Steel Golem) are good creatures to consider - if your opponent can play these and you don't already have significant board control, Ratsmaster becomes dicey. You need to think about global destruction as well (the opponent can wipe out the board control you've seized and leave you at a mana deficit), although if you can play enough big creatures, you'll usually be okay even with a single Stone Rain or Armageddon from the opponent. GrimJ0ker | 2013-04-12 20:58:17 |
I think that Ratsmaster is good. Must know how to play it and when to play it, sometimes he can be devasting.
Does anyone feel like Greater Bargul is a bit too strong? Always much happier to see it than Reaver, and unless I'm already down a lot of HP when I play it, I rarely lose. The stats are just so ridiculously huge, no creature can stand up to it and its so hard to take down. As long as I use some cheap creatures to hold the line for a few rounds, I usually also gain massive cost advantage on what I kill.
FORESTRY | 2013-04-13 02:05:39 |
No, GB aint too strong, its just a gigantic Sea Sprite.
What you really need to worry is:
-Reaver + MindMaster (AstralGuard is banned combo, why not MindMaster?)
-Blind Prophet (a.k.a. Blind Profit)
HeadphonesGirl | 2013-04-13 04:30:43 |
I think gigantic sea sprite is a bit of an understatement. It only does 1 more damage than the sprite and it has nearly 3 times the attack and HP. Sea sprite also doesn't wipe the board.
That said I don't exactly think it's overpowered, but I think its value is too heavily determined by the rest of your draw. If you can play a resource game in the first few turns and have decent healing, it's amazing. If you can't and your healing is bad, it's a terrible play. Unless I'm missing something. Modified by HeadphonesGirl on 2013-04-13 04:42:36 Balancer | 2013-04-13 05:55:23 |
I think gigantic sea sprite is a bit of an understatement. It only does 1 more damage than the sprite and it has nearly 3 times the attack and HP. Sea sprite also doesn't wipe the board.
That said I don't exactly think it's overpowered, but I think its value is too heavily determined by the rest of your draw. If you can play a resource game in the first few turns and have decent healing, it's amazing. If you can't and your healing is bad, it's a terrible play. Unless I'm missing something. Greater Bargul should damage player for 4 damage x turn, as if were 2 sea sprites. Or he can damage himself -3 hp per turn (like Unicorn when blocked).
ratsmaster is good! i think it's more important to play him in an already ripe board (with many opponent's small to medium or even some large creatures for him to damage) and/or in a situation that the opponent will have to play non-golem-turtle creatures to avoid getting behind in a life/board race. usually i'm not too worried about his mana-draining drawback, since when he works he really works it's just an issue of knowing when NOT to play him. btw he owns the mad hermit (forest class) all by himself
Modified by filip on 2013-04-13 08:27:19 Nidhoggur | 2013-04-14 20:12:44 |
GB is certainly a very situational card, but I don't see how it's overpowered. I'd MUCH rather have, say, a Greater Demon available to use. That -3 life per turn can really end up killing you in late game situations, especially if they throw an air 5 in front of it. You can also block it fairly easily with e3/10/11/12.
I find it hard to play effectively, especially because it's so obvious to an opponent when it's coming out. GB and Reaver will have opposite looking setups, so it's easy to plan for from an opponent's perspective. Most other 7/8 pairs are much harder to predict (sorc, death, mech, etc).
Valentyne | 2013-04-14 22:34:12 |
GB is certainly a very situational card, but I don't see how it's overpowered. I'd MUCH rather have, say, a Greater Demon available to use. That -3 life per turn can really end up killing you in late game situations, especially if they throw an air 5 in front of it. You can also block it fairly easily with e3/10/11/12.
I find it hard to play effectively, especially because it's so obvious to an opponent when it's coming out. GB and Reaver will have opposite looking setups, so it's easy to plan for from an opponent's perspective. Most other 7/8 pairs are much harder to predict (sorc, death, mech, etc). GB is situational for sure! The 3 life loss per turn is pretty wicked, I've seen just as many games when GB kills the owner as when he wins the game. I still have a lot of practice to go before I can master Papa Bargul! As for the second part... I feel like there are several 7/8 cards that can be predicted with relatively high accuracy. Sorc and death are two of them. Mecha... a little less so. Unless a Dragon pops up. btw, awesome balance changes! Wavelength | 2013-04-14 23:15:19 |
I find it hard to play effectively, especially because it's so obvious to an opponent when it's coming out. GB and Reaver will have opposite looking setups, so it's easy to plan for from an opponent's perspective. Most other 7/8 pairs are much harder to predict (sorc, death, mech, etc). This is a really interesting comment. I agree that Cult tends to "telegraph" its high card more often than, say, Sorcery or Mech (Death tends to be more predictable IMO), based on the way the Cultist is playing the game. The flip side of this is that Cult and Death and such have much more versatility in the way they can play. When playing against Mecha, you know from the very beginning that if your opponent saves his mana, he's going to be able to spike the board at some point, but can't do a whole lot else. When playing against Cult or Death, you don't know whether you need to overrun the board early, or play a lot of chump blockers that don't cost a ton of mana. Only once your opponent gets close and starts to telegraph it can you make this decision, but by then sometimes it's too late. BTW, Greater Bargul has been a fine card ever since the damage on summon was reduced from 40 to 20 and it got banned with Ice Golem. I'd even argue for a bump to 24 damage, but the card is interesting, playable, and mostly balanced as it is. There aren't too many draws with it that feel like dream draws or absolute screws.
Nidhoggur | 2013-04-16 00:26:12 |
BTW, Greater Bargul has been a fine card ever since the damage on summon was reduced from 40 to 20 and it got banned with Ice Golem. I'd even argue for a bump to 24 damage, but the card is interesting, playable, and mostly balanced as it is. There aren't too many draws with it that feel like dream draws or absolute screws.
Yeah, that's what it comes down to for me. GB often doesn't kill 1-2 elementals/special creatures of the opponent (and likely, you will have weaker board control than an opponent if he's been using special mana and you're saving for 8), and I'll never be able to nullify those weakened attackers before the 3 damage per turn opens up a window for the opponent to kill me. I find it a rough card to play, especially because since it's banned with Ice Golem, they're fairly likely to have at least one down on the board by the time it drops. Of course I'd need to see win rates with high level players using GB to really make informed comments, but a boost to 24 damage seems good to me too.
Modified by Nidhoggur on 2013-04-16 00:26:27
personally i rarely use GB. dunno why but i usually avoid setting up my game around him. i will setup for reaver more often than for GB Modified by filip on 2013-04-16 07:30:44
personally i rarely use GB. dunno why but i usually avoid setting up my game around him. i will setup for reaver more often than for GB I not really a fan of Reaver. His lack of being able to use Spells can be a real drawback and one I've forgotten about until it's too late...
The better cards for Cult in my opinion are the middle cards 3 - 6. Quite a few classes (Forest for example) also seem to have better value middle cards. Forest 7 is very situational, and Angry Bear isn't anywhere near as useful as two Racoons and/or Beavers.
The better cards for Cult in my opinion are the middle cards 3 - 6
i agree although i believe Wo2 can also be quite strong in some games
about forest i agree in all except Fo7: i like the bee queen quite a lot (it doesn't seem to me especially situational or very difficult to use). angry angry bear on the other hand... is a total waste of mana Modified by filip on 2013-04-16 10:56:10
... i agree although i believe Wo2 can also be quite strong in some games
about forest i agree in all except Fo7: i like the bee queen quite a lot (it doesn't seem to me especially situational or very difficult to use). angry angry bear on the other hand... is a total waste of mana
By situational all I was meaning is that it's better when it comes to the final race to win in the end game. I find Queen Bee to be easily removed (in general) and if opponent has good healing it can be easily mitigated (unless it's end game). Raccoon and Beaver are for me the most useful, and on occasion I've also found F6 pretty useful.
"Players profile" window on the site/forum is updated: now it can show personal statistics of that player against you. thank you so much for bringing this feature back! but this time there is no total wins/losses number displayed i want to know how good am i against this opponent (in total) so i have to add each class result in the calculator, which is very tiring and boring. could you include total wins/losses as well? thanks a lot!
spectrowner | 2013-04-18 21:29:34 |
Guys, i play only beasts and realized that i have 100% lose against mech with f12 mech7. The case is that i rarely have air10. What strategy should i follow to keep control in this match up?
Nidhoggur | 2013-04-18 22:51:12 |
Guys, i play only beasts and realized that i have 100% lose against mech with f12 mech7. The case is that i rarely have air10. What strategy should i follow to keep control in this match up? If you have A10, save it for Dragon. If you have A8, try and force him to use F6 or F9 with an early rush that ends up putting you ahead efficiency wise. If he's truly going for Dragon + Mech7 he will have a very weak early game. If, for some reason, you can't take either of those routes, I'd try and be mindful of creature placement, so that you have 2 large creatures with a gap in between to heal with hamster after the cannonade drops. Of course water 4 can be part of a defense against this as well. If you have 2 Ice Golems out when the cannonade goes down (or E9/F11 for that matter), you can often follow up with fire drakes/etc and quickly end the game that way. Of course, water 4 can potentially be pretty bad if a steam tank hits the board instead, so it's not ideal to rely on this card. If you're preparing for a post cannonade life rush, it can be nice to drop a fresh Beast 5 right before the event, and then pop it into an open slot after the cannonade. Watch for Ice guard on his end. If he follows the dragon+cannonade with an ice guard... well it's over unless he makes a mistake. Rush harder and earlier if you see that coming. Modified by Nidhoggur on 2013-04-18 22:59:44 FORESTRY | 2013-04-19 00:50:36 |
Using Fire for Dragon means that other creatures or spells of Fire will not be available, unless he has Merfolk Apostates...
So either:
a) He will not have Fire available, thus you dont need to worry about F6, nor F9 nor F11, and only worry of F2, W8, A9 or E9 as sweeps.
b) He is using Merfolk Apostates, therefore he does not have Ice Golems like yourself...
spectrowner | 2013-04-19 05:48:26 |
Thx a lot for answer. But seems that mech is clearly counter to beasts because of mech3(mech 0). When opponent place mech generator it is hard to kill him on 2 turns for beasts without overspending of mana. Thats why i often rush with wolverine and energy beasts (scorpin is not good because it is weak card and spend all beasts mana), but they are too valnurables for double sweeps like a8(f6) + mech7 or tank. So opponent can just wait and generate mana and has opportunity clear the board after.
soldat7 | 2013-04-21 22:31:39 |
Those are rendered at a higher res than on the iPad. Use those images, at least for the 'small' view of the card art. Please!?!?
Has
there been any more thought on this? For the iPad 3, using the higher
res card art for the smaller cards would improve the experience
immensely.
Modified by soldat7 on 2013-04-21 22:31:52 Beehive | 2013-04-22 02:43:06 |
... Has there been any more thought on this? For the iPad 3, using the higher res card art for the smaller cards would improve the experience immensely.
I agree RedRook | 2013-04-22 22:54:28 |
I've been gone for a little while, & coming back & seeing these changes... well done! Glad to see Faerie Apprentice finally get a little attention. & I am very pleased to see the Sorcery buffs. Nice work!
Shiritaii | 2013-05-06 20:55:04 |
When I try to connect online, I get "game version mismatch." It asks me
to patch. I do so, it gathers information then downloads a patch. It
tells me to press ok to restart the game and apply changes. I do so, it
closes the game, then pauses for about 20 seconds. Then it comes up with
an error message telling me "Sorry, can't update the game: file
spectromancer.exe is locked."
There is no reason it should be
locked, it's in the install directory it asked to be in (even when I
download the new version whole from the site), I have no UAC controls on
Windows 7, etc. Any ideas? I would post a new thread about this in the problems/bugs section but the forum isn't accepting my password.
LaoTse | 2013-05-06 21:56:18 |
Wavelength | 2013-05-07 18:10:14 |
Doesn't sound like a ban to me.
Like LaoTse said, contacting Support is probably your best option right now.
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