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Messages - serprex

Pages: 1 2 3 ... 101
1
Steel Golems dealt 14 damage when opponent had 13hp left. Purify healed them back up to 1hp

2
General Game Discussion / Re: "First past the post" full text?
« on: September 13, 2024, 12:48:54 am »
Yes

This also impacts cases where in original the game would end before a bunch of vampires healed the player to full, preventing EM, whereas in oetg the player will end with full hp

3
Off-topic / Re: Standard deck that doesn't rotate next rotation?
« on: September 04, 2024, 03:11:23 am »
This forum is for https://etg.dek.im

We don't have sets

4
Quests / Slay the Pillar
« on: September 02, 2024, 02:55:53 am »
I play a lot of Slay the Spire. I got thinking on what it'd look like to have a deck builder for oetg

One issue with quests is that there's one deck. With your cardpool it's too easy to counterbuild

Modron Cube was cool in Planescape: Torment

So what if we instead had players start with a basic card pool. Each floor they could pick between event / fight. Fight would pull from a set of prebuilt decks (maybe mix in some random generation, but over time I've learnt sampling prebuilt content is usually better than procedurally generated), which the player would have to counter with their cardpool. Taking inspiration from https://etg.dek.im/forum/index.php?topic=1037

So decks would scale up in stats etc. Relics could have effects like:
- start with creature in slot
- start match with dagger in weapon slot
- gain double draw, start battles with less cards
- first mulligan is free
- always start first
- gain an extra deck slot

Maybe have some equipment / enchantments that can be enabled/disabled

Initially I took cg's advice that StS format wouldn't work for EtG, but tonight for some reason it seems clear that it can be made to work

Player's would have a limited set of deck slots they could adjust between floors, but when they enter fight they have to pick deck. So if you only have 2 deck slots you have less flexibility. Opponent deck could sometimes be 'either X or Y' (ie, with enough options, hints would tell it's pulling from a dozen possibilities, but you know that at least it'll pull from the :water decks in pool)

& ofc upgrades would come through some mechanism, events like 'discard a card from cardpool, gain an upgrade'

Thinking hp heals between floors, otherwise balancing healing cards gets too weird

5
Events / Re: Team Card Design: New Weapons
« on: August 26, 2024, 06:04:44 pm »
Give Sun Blade being a thing sounds great. Stalling with heals vs shield has lots of counterplay between letting shields expire or playing weapon or PC or CC milling such charitable gestures

(edit: lemming effect on mirage makes it hard to mix into givethermal, too bad, lemming effect seems a bit unnecessary at this point)

6
Events / Re: Team Card Design: New Weapons
« on: August 25, 2024, 02:15:17 pm »
Deployed some adjustments:
1. Scepter of Ruling active cost raised by 1 & stats changed from 7|5/8|5 to 4|8
2. Unupped infested log also gets infect(2), & 3 attack, while upped costs 2
3. Sun Blade cost raised to 3, Mirage is 3|6 instead of 2|8
4. Amulet active cost raised from 1/0 to 2/1
5. Haunt gets removed from creatures when they die (specifically tones down scythekitty)
6. Cyberweapon cannot target players

scythekitty
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7
Events / Re: Team Card Design: New Weapons
« on: August 20, 2024, 02:08:22 pm »
Would expect mill decks to win vs decks like FFQ/hope since a third of the deck is built around damage mitigation which is dead in the matchup beyond getting 1dr out

Was considering discard-1-draw-1, but want to give more time to get a feel for the power level. I agree it'll want to be reigned in eventually

anyways, shamanmill isn't new
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8
Events / Re: Team Card Design: New Weapons
« on: August 19, 2024, 09:28:44 pm »
re mitosis you're mistaken, just tested again with
devlog
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Turlututu had a good bugspam quad with miracles. Meanwhile, have a bonus pun deck
vlog
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9
Decks / Re: Meth Cat
« on: August 16, 2024, 02:10:07 am »
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Somebody say spiritual lacks card draw?

10
Decks / Re: Experimental decks
« on: August 11, 2024, 06:14:42 pm »
alternate throwing dolls
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quanta base probably too inconsistent, but it has a few other tricks up its sleeve

11
Decks / Re: Weapon Decks Bibliotek
« on: August 05, 2024, 05:04:59 pm »
Popularly named Catacomb

feels like it should be stronger than it is. guess adding more combo to a combo deck adds too much volatility & catatitans is already usually winning by time catapults are being used

12
Fixed Bugs / Re: Timing Attack
« on: August 04, 2024, 08:39:50 pm »
you received a non zero bonus which rounded to 0 in display

13
Fixed Bugs / Re: AI will not take its first turn ("Commoner Ariiel")
« on: August 04, 2024, 07:28:05 pm »
restoring tabs doesn't reload content, there was a deployment last night

14
General Game Discussion / Re: Delivered in Tripli-Cat
« on: August 02, 2024, 03:21:11 am »
Yes, here's link to version in millcat thread. Epidemic seems like good alternative since millcat was since nerfed & having to correctly sequence Embezzle & Liquid Shadow is awkward

15
Decks / Re: [EARTH/LIFE][Aggro][Upgraded][Mage/Champion] Fungivore
« on: July 28, 2024, 10:51:02 pm »
bond & orochi without gemfinders? also golem defender op & doesn't hurt to have an extra source of creatures

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