1. #51
    The bugs and glitching are definitely worse than before I'm afraid. Its really hit or miss to even get your lockers after a win.
    Share this post

  2. #52
    Why despite the BFU , a match on 3 or 4, I meet NK better ranked than me more than 1000 rank? There was no question of fighting at 150 or 300 ranks?
    You want to retain 50% of the players in legendary rank, but despite your ads; you are still not able to offer a really effective matchmaking. Even if it is necessary to note some improvement. It is to ask the question if these meetings to More than 1000 standings ranking against the top 100 is not done to make them win their pvp pack faster.
    Share this post

  3. #53
    Originally Posted by Gorazul77 Go to original post
    Why despite the BFU , a match on 3 or 4, I meet NK better ranked than me more than 1000 rank? There was no question of fighting at 150 or 300 ranks?
    You want to retain 50% of the players in legendary rank, but despite your ads; you are still not able to offer a really effective matchmaking. Even if it is necessary to note some improvement. It is to ask the question if these meetings to More than 1000 standings ranking against the top 100 is not done to make them win their pvp pack faster.
    I hate bad match making a much as the next guy, but can you really be surprised that you often have to go against a player with a much higher position than you?

    Lets do some simple math.
    How much time per day on average do people actually spend playing pvp matches? I'm estimating about 1 hour. I'm talking about the bulk of the people here. Those who just play when they can get a new pvp pack. So on average people play (rounded off) about 4% of the time. This means that on average only 4% of the players are active.
    While a player is playing, how much of the time is he available for matchmaking? Not while he is in a match, opening lockers or upgrading a card or when the match is loading. I'll asume these 4 actions take about 3.5 minutes on average (probably it's more). I don't know what the average time is that you have to wait when the game is searching for an opponent, but based on my experience I'm guessing about 15 seconds. So when playing you are 15 / (15 + 210) = 0.07 = 7% of the time available for matchmaking.
    If you combine these two, you find that on average there are only 4 * 0.07 = 0.28 players per 100 players available! So if you take a range of +/-1000 ranks, there are only 5.6 players available for matchmaking, yourself included! So yes, it's very probable that you will get matched with much higher ranked players.

    I know I made quite a few assumptions, but I don't think I'm very far from the truth with my figures. And in fact it get's even worse. The higher ranked players probably also play much more and their matches will be shorter because they don't need 3 minutes to destroy you. So they will also be more often available for matchmaking than lower ranked players.

    The only way to solve this is by allowing the time for matchmaking to be much longer. It's probably not difficult to change the matchmaking algorithm so you can only be paired with players 150 ranks above or below you. But the time to find an opponent will drastically increase. And sometimes there even won't be anyone available at all. But is this something we want? Maybe, I don't know but it i sure difficult to balance correctly.

    And as a final note. I am 100% sure that the top 100 players get matched with lower ranked players more than half of the time. That's pretty logical isn't it? If you are at the top, the only way for matchmaking is down. And if you are at the bottom of the ranking, most if not all your opponents will be higher ranked than you. No reason to look for some evil scheme in that, just logic.
    Share this post

  4. #54

    Did you already start the maintenance?

    I can't get into the game. It says my device needs more space for additional downloads. But I have tons of space available.
    Share this post

  5. #55
    Originally Posted by Emokore Go to original post
    Greetings Emokore here. Currently I have a level 17 new kid and I am ranked #1065 in Legend. I though it might be best to discuss what I think needs to be done to tweek the current rares, epics, and legendary cards a little more, to make them all viable. I really love this game, and hope that it only continues to get better and better. The devs have done some good work improving the game, and the changes coming look great. However, there is still a ways to go to balance the current cards. Here is my take on what needs to be done.

    Astronaut Butters: Normalize all assassin attack speed and range.

    Enforcer Jimmy: Increase his max level 4 stats to be about the same as Friar Jimmy's max level 5 stats, but with perhaps slightly less attack, since he only costs 2.

    Alien Clyde: Perfect as is.

    Freeze Ray: Increase the duration scaling and aoe size. Level one should be 3 seconds, up to 5-6 at max level. Reduce cost to 2.

    Poison: Increase duration and damage per level up to 20-30 seconds at max level.

    Gizmo Ike: Normalize all assassin attack speed and range. Increase his max level 3 stats to be the same as a max level 5 common assassin. Make his ability create of copy of Gizmo Ike but with full health. This would allow combos with buff effects, enabling the clones to have the buffed effects too.

    Ice Sniper Wendy: Increase the charge rate per level. Increase her max level 4 stats to be on par with angel wendy max level 5.

    Program Stan: Increase his max level 3 stats to be about the same as Friar Jimmy max level 5. Increase his charge damage significantly. I would say about 60 damage per upgrade.

    Space Warrior Token: Display his ability damage. Increase his max level 4 stats to be about the same as other max level 5 common warriors.

    Cyborg Kenny: Normalize all assassin attack speed and range. Increase his max level 3 stats to be about the same as a max level 5 common assassin. Decrease his energy cost to 3. Reduce the deathwish mind control time, but have it scale per level from 5-12 seconds.

    Hyperdrive: Reduce the cost to 3. Have it scale from 4-8 seconds in duration depending on level.

    Marine Craig: Reduce his cost to 3. Increase the poison duration, AOE range, and damage per level.

    Powerfist Dougie: Slightly increase his hp per level.

    Warboy Tweek: Normalize the duration of the haste buff, not be between a range, and have it scale higher per level. From 3-6 seconds or so. Increase his health and damage.

    Mecha Timmy: Increase his cost to 5. Modify the charge duration to last 3-10 seconds depending on level.

    Mind Control: Seems fine.

    Alien Queen Red: Increase her max level 4 stats to be about the same as a max level 5 common warrior.

    AWESOMO - Decrease cost to 4. Increase the freeze range. Increase the max level 3 stats to be about the same as max level 4 PC Principal.

    6th Element Randy: Decrease cost to 4. Increase the speed of using the charge, takes so long to summon a vacuum. Increase vacuum HP per level. Increase health significantly per level.

    Choirboy Butters: Normalize all assassin attack speed and range. Increase his max level 3 stats to be about the same as a max level 5 assassin. Display ability stats, and have energy return upon death scale by level. From 1-6 or so. When a max level 3 butters dies it should get you about 2.5-3 energy. Yes this will make him really good, but he is an epic assassin and he damn well should be.

    Powerbind: Changes are good, I might have the radius size scale per level too, it is pretty small now.

    Purify: Changes are good, I might have the radius size scale per level too, it is pretty small now.

    Angel Wendy: Great as is.

    Cupid Cartman: Reduce energy cost to 2. Reduce hp and damage slightly.

    Friar Jimmy: Perfect as is.

    Hercules Clyde: Have his warcry deal higher AOE damage and hit all enemies within a radius, removing their charge. Right now he is the weakest of the Clydes despite being the newest. Another easy change would be to leave him more or less as is only slightly buffing his hp and damage, but reducing his energy cost to 2. Mystical needs a two cost warrior still.

    Hermes Kenny: Normalize all assassin attack speed and range. Increase his max level 3 stats to be about the same as a max level 5 assassin. Have the duration of his deathwish scale better, from about 3-10 seconds depending on level. Yes this will make him really good, and he should be, given he is an epic assassin. Also later on down the road his stats can be tweeked, when people start getting him to level 5, but even so, by then they should have level 7 commons, and a level 5 epic should be equal in stats to a level 7 common of the same type.

    Poseidon Stan: Great as is, perhaps increase the speed of using his charge, it takes forever for him to toss that water ball in the air.

    Regeneration: Strong card, the nerf hurts, but alas, it was OP.

    Zen Cartman: Great card. I might suggest that if someone plays Master Ninjew, it allow zen to attack. Just a little class synergy there, and it will make Ninjew a more attractive addition to your deck.

    Energy Staff: I am not sure what to do about this one, the card itself seems like a design space flaw. Either it is too weak, or OP. Right now it is too weak, but I am not sure if pushing it too much would be good for the game. Perhaps removing the card all together and replacing it with a spell called Energy Surge that increases energy gain by a % for a duration. Then giving people with the staff an equal number of the spell card, at the level they have it at to sort of make everyone more or less happy.

    Hallelujah - Regeneration is just wayyyyyy better as it mitigates future damage in addition to healing damaged units. One way to fix this card would be viable is if the cost was reduced to 2, and the flat heal amount taken down a notch or two. Another way to fix it would be to add a healing over time effect to it. For example: 4 energy, level 4 spell, heal 350 damage, and 20 additional healing per second for 4 seconds.

    Medusa Bebe: Great card as is.

    Prophet Dougie: His on hit ability doesn't seem to be working all that well as they still seem to be gaining energy, able to respond, even after he strikes. Perhaps increase the duration to 3 seconds? I would also increase all of the dougies damage and HP slightly.

    The Master Ninjew: Reduce his cost to 3 and increase his stats to be about the same at max level two as max level 5 Gunslinger Kyle. Also his ability buff needs to be a bit higher. I would say about 40 per level.

    Witch Doctor Token: Reduce his cost to 3. Increase his health significantly. Change his charge to target the closest 3 units, regardless of location. Increase the speed of his ability. So often he dies before you can even use one charge, and I have him to max level 3. Show the stats of his ability. Allow for scaling of perhaps number of targets and damage per level.

    Sexy Nun Randy: Reduce his cost to 4.

    Unholy Combustion: Reduce cost to 4. Increase the damage of the AOE damage significantly, scaling much better per level.

    Pope Timmy: Reduce his cost to 5. Even at 5 it will not be OP. Right now it is too expensive to use, for such an unpredictable result in the heat of battle. I would also make his stats about the same at level 3 as a level 4 rare Timmy.

    Dogpoo: Increase his HP per level significantly.

    Rat Swarm: Should start at 3 rats, going up to 5-6 rats at max level.

    Nelly: Increase her HP a little more per level.

    Marcus: Seems good as is.

    Nathan: Seems good as is.

    PC Principal: Seems good as is, loving the cost at 4.

    Pigeon Gang: Increase their movement speed, they are flying after all, and rats are way faster.

    Starvin Marvin: Seems good as is.

    Terrance Mephesto: Seems good as is.

    Big Gay Al: Reduce cost to 4, reduce HP slightly.

    Mimsy: Reduce cost to 4, reduce HP slightly.

    Officer Barbrady: Reduce cost to 5.

    MBP: Reduce cost to 6.

    Calamity Heidi: Perfectly smart and funny.

    Bandita Sally: Add a charge ability that increase her attack speed for a duration. Normalize all assassin attack speed and range.

    Smuggler Ike: Normalize all assassin attack speed and range.

    Captian Wendy: Looks pretty good as is.

    Deckhand Butters: Normalize all assassin attack speed and range. Reduce the heal slightly per level.

    Gunslinger Kyle: Pretty good as is.

    Hookhand Clyde: Increase his HP per level. Slightly reduce his ability damage.

    Shaman Token: Seems good as is.

    Pirate Ship Timmy: Seems good as is.

    Storyteller Jimmy: Increase his HP and Damage a little more per level.

    Arrow Storm: Reduce the radius to be about the size of angel wendy's heal range perhaps even smaller. Increase the damage per level, so that at level 3 it will kill max level 5 common assassins.

    Outlaw Tweek: Reduce his cost to 3, increase his hp and damage per level slightly.

    Medicine Woman Sharon: Increase her heal significantly, increase her HP per level.

    Sheriff Cartman: Increase his HP per level.

    Stan of the Many Moons: Great changes, he is in a good place now.

    Pocahontas Randy: Reduce his cost to 4. Increase his HP per level.

    Barrel Dougie: Seems pretty strong.

    Buccaneer Bebe: Looks good.

    Inuit Kenny: Normalize all assassin attack speed and range. Reduce cost to 2-3. Increase his level 2 stats to be the same as common level 5 assassins.

    Lightning bolt: Reduce cost to 3. Reduce damage per level.

    Fireball: Split the damage in two. The first part is impact damage, the second is a burn damage over time (that can be purified). Perhaps at level 4 it would look like 200 damage on impact and an additional 150 over 6 seconds. This would give people a better chance to counter play fireball when defending at their NK.

    Paladin Butters: Normalize all assassin attack speed and range.

    Princess Kenny: Normalize all assassin attack speed and range.

    Underpants Gnomes: Good as is.

    Canadian Knight Ike: Increase his HP per level. He just dies too easy to get his charge off most of the time, even when you buff him with Robbin Tweek, it still dies pretty easy.

    Catapult Timmy: Great card as is.

    Dark Mage Craig: Would it be too much to ask for him to completely negate the new kid's attack for a longer duration that scales per level?

    Shieldmaiden Wendy: Reduce her cost to 2. Increase her HP and damage per level. Improve the charge duration scaling per level. Fantasy still needs that 2 cost warrior, might as well make it Wendy.

    Stan The Great: He is Great as is! A power house!

    Chicken Coop: Increase duration or reduce cost to 3.

    Dwarf Engineer Dougie: Increase HP slightly?

    Kyle of the Drow Elves: Increase damage and range slightly.

    Le Bard Jimmy: Reduce cost to 3.

    Robin Tweek: Increase damage and attack speed.

    Rogue Token: Increase HP and damage per level.

    The Amazingly Randy: Increase HP per level.

    C__k Magic: Start unit count at 2. So at level 3 it should hit 4 units.

    Transmogrify: Reduce cost to 3 or increase the number of targets by one each level. So at level 3 it would hit 3 units within the circle.

    Grand Wizard Cartman: Reduce his cost to 5. Allow the freeze charge to hit all enemy units on the board and increase the damage significantly per level. Give him a 1.5-2 ranged icebolt auto attack that knocks back the target slightly. Yes that is right, make him a short ranged tank.

    So there we have it. Here are my current proposed changes to improve all of the units more or less, in the game. Let me know what you guys think. Thanks for your time!

    Emokore
    I think Ur high. What u suggested for sci fi is laughable.people like u are the reason my deck, which was balanced, got nerfed. Mystic was the only deck that had a chance to stand not getting poisoned across the map. People like u *****ed BC they couldn't just kill everything with poison. Nooo. Nerf purify, the card that costs energy to get rid of the poison(no placed units on the board). Nooo. Nerf regen( counter poison using energy( no placed units on the board). Maybe powerbind needed a little nerf, not everything else
    Share this post

  6. #56
    Originally Posted by Bobothemonkey88 Go to original post
    I think Ur high. What u suggested for sci fi is laughable.people like u are the reason my deck, which was balanced, got nerfed. Mystic was the only deck that had a chance to stand not getting poisoned across the map. People like u *****ed BC they couldn't just kill everything with poison. Nooo. Nerf purify, the card that costs energy to get rid of the poison(no placed units on the board). Nooo. Nerf regen( counter poison using energy( no placed units on the board). Maybe powerbind needed a little nerf, not everything else
    Hmm...should i listen to a seasoned player with plenty of high rank matches under his belt and eloquently posted his opinion, or should i listen to the raging man-child (or perhaps just child?) whose almost every post is a whiny complaint about mystic nerfs?

    Man...tough choice...


    What exactly is your rank, bobo?
    Share this post

  7. #57
    Kartoris91 another obvious energy hacker keep energy hacking
    Share this post

  8. #58
    Gurglingkeymaster624 ...
    Stop being so obvious if you energy hack... we are not dumb
    Share this post

  9. #59
    Mrx1337 energy hack + ai controlled account.
    Share this post

  10. #60
    Hi dear developpers !
    I love this game and last changes are for the best I think.

    But pleeeaaaase can you allow downgrading cards ? (like getting 80% of ressources and not getting coins, or something like that i'm sure you'll find something smart !)
    It will be so much fun to change cards some time.

    Also the first kick of King Dwarf Clyde often did not work...

    Thank you !
    Share this post