Hi Strangiato, Good to get you here - and sorry for bringing up this subject. Are you getting reports of the app crashing every now and then on the iPad 1, especially when opening the notifications, or when receiving a notification while in-game? Could you look into it for a future update? So far I'm loving the game - and I've had the chance to play with a few TA regulars here already, who have introduced me to many other factions so far Cheers, and congrats on the game! Paulo
I'm loving this game, best iPhone purchase I've made in a long time. Perfect game for async play too, well certainly at least as good as ascension. I'm been playing my last 6 or so games as the cave goblins. They are very cool. I think my win ratio with them ok but will rise for sure. I'm really enjoying the stats and regularly check my opponants. I especially like that you can see your win/lose against them and then yours/their total win/lose.
This happens to me almost every time. The game crashes and goes back to the home screen on my IPad 1 whenever I get a notification.
Summoner wars problem Hello there, I've downloaded and deleted And RDL'ed. I can't get the game for the life of me, to work. No apps running, iOS 5.0.1. Airplane mode on/off. Doesn't matter, it refuses to run. I am JB, But I don't think that's the cause. Any suggestions anyone? Thanks. iPod touch 4th Gen. 32Gig.
Only game that matters Wow I've been waitin forever for this release since last winter! Great job! Had to dust off my TA log-in to comment, I love it that much! I'm confident that the Dev will address all the issues already brought up, why drop the ball now? Congrats!
No, that's pretty much exactly what I was looking for. I feel dumb now. Thanks! This will help a lot.
So, do most people just play TO/PE/GD online? Some of the champions on those factions seem crazy -_- I had a bad game with Pifecta earlier which was mostly my fault in picking a weird FK deck with Magos (who I junked for magic in end anyway) but man, those GD champions are nuts. Gror, 7 cost/7 hp and he hits everything in a 2 space radius? That's nuts. I can see why the highest winning factions are up there
After talking with a friend it might have to do with AI being available for those factions. Once they see them in action they understand how to use them better and when they purchase a faction that's generally the factions they get instead of getting one they have never seen in action. I'm actually surprised that PO is at number four in the global ranking. I figured the new players would have kept their W/L ratio much lower. CG is only three which is a shock for me since in tourneys they are usually at the top.
I'm still having some trouble winning consistently with CG, it usually depends on if I get my Eater early or if it's buried in my hand and I want to junk all my events for magic to get there quicker. Without a decent champ on the board it's pretty hard for me to do anything significant. Their ranged common rarely hits and the commons are ridiculously easy for the opponent to kill and gain magic. I'm sure I'm not seeing the bigger picture just yet. I should probably kill all my starting Slingers and maybe a fighter with Sneeks, right? I think the bigger mistake I'm making is I'm simply not playing with the easier factions to build my confidence with some easy wins.
Yeah I'm loving GD right now. Trying to get the hang of cloaks and JE but they're not as noob friendly.
Slingers are only good later in the game. Early on I ditch them for magic, however they are zero cost goblins so when those events they can be useful to bolster fighters during a goblin horde event
I've swapped out some of my Slingers for Climbers to ambush a champion or a summoner with rush and horde attack. Most of what I've seen of CG seems to say 'Melee Only', so those weak ranged units seem almost worth nothing.
Goblins rely on their numbers and they don't need cards in the magic pile as much as other factions, so I've never found killing my units useful with CG. Especially fighters, since your strength is in swarming and getting 5 attacks each turn. I've had success by using Sly to get Sneeks adjacent to the opponents starting wall with a guy on each side to shield him. Threatening their only wall early in the game is a good way to disrupt players that are pitching their whole hand each turn and waiting to get a champion out. Try using Krag and Reeker for better mobility and even more attacks each turn.
It's really true that they should stay melee but I only find climbers useful against TO decks and new players who always place walls on the border. At least with slingers you have ranged attack. You may have a 50 percent chance to hit but it's enough for your opponent to think twice about them. With goblin horde they can have another die to aid to their usefulness to you and again make your opponent treat them as a proper threat. It really is like chess. A perceived threat is just as dangerous as the one staring you in the face. Mind games are a beautiful thing
After A few wins (still AI because I feel too much f a noob), I looked at the deck builder and I am lost. How does it work? I seem unable t select renew cards or change starting formation.
Well, climbers might get an extra die but without someone like Mook aiding them the chances of hitting are not very promising. I can only see they being useful if you get a confluence of events like Rush, Horde and Rage in the same turn. Climbers meanwhile act like a small lightning rod that's hard to hit. Place them next to a forward wall and watch a possibly not too brilliant opponent worry about that climber moving across walls, meanwhile he needs die hits higher than 3. I would honestly swap out all my Slingers for Fighters or Beast Riders if testing decks against the AI was easy. It's not fun when the AI rolls good numbers, regardless of how much you say cognitive bias. I've seen the AI roll more Furys and WoIS than an online opponent. On Fury TO AI hits 6 so often that it's hard not to see something going on behind the curtains.
Starting units and events are tied to the summoner. When you tap on "commons" to edit them, you'll notice the starters are highlighted green and locked into place. To edit just drag a card to the selector to empty the slot. You can also grab a card from the selector and drag it onto a card to replace it. There is also a unit limit of 10 cards.
The deck builder works like this: 1. To add a Champion click on the Champion button to get a window showing your Champions with left/right buttons. Drag whichever you want over to the Champions section, where you drop the card determines which Champion is replaced. 2. Again, hit the Commons button to get a Commons window, the number on the side (x4 etc) tells you how many of that unit are in your deck currently. To add a Common drag it over to that card on the Commons section which you want to replace. Note that after you place the card, the section is auto sorted. So the card you placed will be in a place other than where you placed it. To confirm that the card you just placed is in your deck now, notice that the number now says x1. 3. For Mercenaries, click on Mercenaries to open the Mercenaries window. Here you can select Champions or Commons to select which you want to add to your deck. Other than that it works the same as the above two parts. Drag the card over and the card you move it to is replaced with the new card. And again the Commons section is auto sorted. The green cards in the Commons section MUST be in your deck, you cannot replace that final green Common of that type.
I just barely managed to eke out an extremely lucky win with Vanguards, thanks to Malevolence. What are the thoughts on Malevolence vs Kalon for Vanguards? Mal can be supported just as well by a Priest or Sera and she doesn't need to be kept in that less than 4hp state for her 4 power. My deck currently is Mal, Archangel and Leah. Although I don't like Leah much since she's already nerfed with her 4 health bug. Coleen or Jacob seem like a better choice, or maybe even Magos.