Doh. I listed a whole bunch, like, 60 pages back. I'll see if I can find it... Guess that means he hasn't been keeping up with, or keeping notes on, this thread...?
Game cut out :/ Sorry dude, but I don't have time for another match. I guess we'll have to play some other time.
About a half-dozen times this last week I've been on the verge of victory (will win the next turn unless a miracle happens for my opponent), and the connection is lost. Is that a coincidence or is there some way to break the match without surrendering? Its pretty unsatifying after a 30+min game.
Yeah there are. It makes no sense considering you don't even lose anything if you lose as opposed to disconnecting.
No, it means he is full on to his next project. This is not a major studio. He does seem anxious to get an update out there, so whatever we can do to help may have a significant impact. Bear in mind this is an extremely active thread, over 1400 posts in 36 days.
Won a match with Forbidden Magic! Some of these useless cards mightn't be so useless after all! Although I'm still not casting an Elementalist in any circumstance, and I still have yet to find a good use for Fire Burst or Scylla. I've been blissfully proven wrong about Forbidden Magic, Cure Wounds and Raise Dead.
Used Elementalist today against enemy's Manticore - it was very useful. Fire Burst seems to be quiet useless.. I don't remember I used it. p.s. tip: Silence is useful after Blind.
I suppose Silence is useful after Blind, but it needs to heal more imo. Elementalist isn't worth it 90% of the time. One of each element cost is huge, but in some rare cases, it can be useful to get rid of a super unit, but only if you're winning the mana battle. The only thing I can think of Fire Burst being useful is in conjunction with Diablo's +5 fire for spells as well ability. Even then, it hurts your own creatures, so it just flatout sucks. If it did your actual fire, hurting your own creatures for half that, it might be useful, but even then, I think it'd be weak.
Check your game center account so that you are not logged into the sandbox. If so log out and log in again.. Then try orions again.
That was an insane game against Galtus. He seemed to have no inclination to attack whatsoever, so it was a mana stockpiling war. I had two Druids on the field at one point, but even then, his 20+ life rejuvenations took him above 130 health regularly. Still though, I was dealing 50+ damage per turn. Two Druids, a Manticore, a Diablo, and casting Unholy Word. 30 damage from the spell alone, then 29 damage from the creatures. The game cut out unfortunately, but it would have gone on forever if it had continued. He had 32 fire, but seemingly no inclination to use any of it at all. Don't know what he was playing at really. Had dispercer, wings of wisdom and blood ritual to boost his mana insanely high, but barely pulled any units out, and used chaos vortex to clear the board once in a while.
Bug Reports Ok, please respond or be satisfied with whatever happens. This is what I have so far - in bold. 1) Last pick for Death in Draft, sometimes player winds up stuck with only three cards, missing the last one, or four cards with duplicates of one of the cards chosen. 2) several instances reported of first player in draft starting with 19 elements vs. 2nd player at 25. When the 2nd player takes his turn, his elements are upped to 31. This could be due to players alternating picks but I think it has happened at other times and even in beta testing. 3) Hermit description should say "Kills opposing creatures if they less than level 4." 4) Blademaster opposite Blademaster triggers a loop and crash. 5) There are still rare reports of negative mana being shown. Can't pin those down. 6) See this post http://forums.toucharcade.com/showthread.php?p=1789796#post1789796 from n1k170n re phantom effects There have been a huge number of nerfing requests. There's no way I'm going to list them. Too many and if I only list what I think, then I'm going to take some flak on it. No thanks. Feel free to add to this (or not). I have too much work to do to get deeply involved in this. I'm beta testing for a huge new IOS board game release, writing the AI for my own game and then there's my real world job. Too much. Add to it and I'll tally them up and send them on to Pavel. Re nerfs, I'm not going to list them since he didn't ask for that. Sorry. I'll be emailing Pavel on Wednesday evening (EDT).
Sigh... I thought we had a consensus that Spider needs to be nerfed. Make its cast cost 1, easy fix. I think everyone would benefit from that. Also, one more bug. Diablo increases owner's fire by 5 when fire spell is cast as well. It doesn't say that on the card, and is kind of overpowered. 3 Diablos can constantly buff each other while you cast Forbidden Magic for 9 damage each turn.
What is a consensus? A majority of those who have commented on this list? A plurality? In any event, he asked for bug reports, not nerf requests. Besides, the list for nerfs is growing larger exactly as I said it would, including pms to me ("please tell Pavel....". I will mention that Spider is the most sought after nerf and will leave it that. Again, he's not asking for nerf requests.
Aaaarggh. He is not asking for nerfs, just bugs. Re Blood Ritual, it was already nerfed from the beta, so I'm not sure he'd even be interested in nerfing it again so soon. And please understand, what am I supposed to do here, mention every card that's been suggested to nerf? Benefits for each? Arguments for and against? Sorry, way too much.