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#10: 12-21-2013 @ 12:48:47 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=6971#6971

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

And  - holy crap update! New graphics (nice), menu animations (very nice), and release of the tournament mode . .. both constructed and draft mode.

Honestly, I think this might be what they need for getting in-game gold. Thanks to the vs AI option and good rate for acquiring bonuses and cards, they've got a nice "full fledged" game outside of the tournament mode. But to get into tournament mode is 40k silver per ticket, and 3 tickets MINIMUM for constructed mode. 120K silver will take you easily a week to farm up . . . and event-ticket drops are just random drops. So. . . incentive to pay real cash to get into "full on tournament mode" faster/more frequently with plenty of content to be done "for free easily, jff" and all of it available for the f2p player.

Excellent.

-AHMAD


#11: 12-28-2013 @ 02:47:05 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=6996#6996

monkeybizgmonkeybizg

monkeybizg Photo.
  • Real Name:Glenn Hart
  • Joined:2010-01-22

I just happened to look at the homepage for solforge and in they had some info in their newsfeed. Basically as a christmas gift, they gave everyone with an account a free draft tournament ticket. The newspost also updates the prizes for the tournaments. I tried it out. Of the 30 cards I got in draft mode, I got several for my two "main" decks. I then managed to win 2/3 games and won 5 tickets and a blue "normal" booster pack. I now have 10 tickets and think I'm going to try another draft, then maybe a constructed deck tournament.

 

Solforge Free Draft Tournament Ticket

 

Edit/PS: I also hadn't realized til this that there are seperate "win of the day" awards for online games, as I hadn't played any other than some losses vs bounty.

This post was edited by monkeybizg on December 28, 2013, 5:48 pm


Also... Space Marine.
#12: 12-31-2013 @ 04:32:01 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7011#7011

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

So - bad news / good news scenario:

Bad news: I accidentally deleted my wonderful Uterra deck :(. Tear tear.

Good news: It was right after I made 'The Flood'. A deck concept I came up which works.  . .ASTONISHINGLY well. Seriously, short of using the same trick against the deck that it uses, I'm not sure how I'm going to beat this.


It started with Spring Dryad. Figuring I'd use cards that help it. Phytobomb fills all empty slots with 1/1 or 3/3 creatures (unless you hit tier 3 when it puts 5/5 in your side only). Net result is usually a bunch of chump-blocks, a bunch of dead creatures in both lanes, and a slight advantage to the sapling-user. Okay. Spring Dryads benefit from these saplings though. So: Spring Dryad + Phytobomb.

But that's not all that pumps up a good spring dryad. You've got those Uterra cards that let you get more than 2 creatures in one turn (Ether Hounds, Echowisp, that sapling-bearer, Leafkin Progenitor, Hunting Pack etc.) but then, those creatures tend to be pretty weak and useless. They chump block, sure, but that means lots of dead creatures on your side with lots of replenishing.

So why not take advantage of it? This deck rocks Rite of the Grimgaunt, Grimgaunt Devourer, and Grimgaunt Predator. That's right- the deck is Uterra/Nekrium. This means when creatures die, they get fatter and fatter. Further, with a couple Epidemic/Ferocious Roars, it's insane just how fast you can secure those kills and buff your side.

It's telling that even in a game where I'm *losing*, i still tend to have most if not all my slots filled.

The deck had one real stopping point: its overreliance on single "boosted" dryads or grimgaunts. Very vulnerable to removal spells and until then chump-blocking them is easy. Thanks to MonkeyBizG's pointing out Feral Instinct, thisno longer is sufficient to stop it. The result? Shit like THIS happens:


A 64/47. With Breakthrough - and just hitting rank3!.  I call it "The Flood" thanks to its incessant "5-lane-filling" potential. It is awesome.

-AHMAD

 

This post was edited by BountyHunterSAx on December 31, 2013, 7:32 pm


#13: 01-17-2014 @ 09:57:19 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7131#7131

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

Brilliant new system for taking your money:

They have card-of-the-day for sale, and card-of-the-week for sale. They charge a pittance for it, in gold. $1 is more than 150gold. So if your deck just *happens* to be short a Tarsus Deathweaver today, the ~100gold price suddenly might seem attractive.

I've got 2 tarsuses, and even I'm considering tossing in the gp.

It also helps that this system significantly encourages *daily* logging in and checking. It's a pretty cool idea.

-AHMAD


#14: 01-18-2014 @ 07:24:01 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7134#7134

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

Everflame Phoenix:

This card needs to be banned, nerfed, or straight up removed from the game. ANd this is coming from me - the guy who generally supports the "play it as it lays" attitude. It rewards careless play by lucky level-2 egg upgrading. It has none of the downsides of other legendary nuke-level cards. It's beyond frustrating to see the egg drop and not draw the creature-kill card(s) you need to stop it. Its Lvl 3 form is so dangerously game-winning I don't think I've *ever* had a phoenix drop that it wasn't the detrminant of who won and who lost [except, of course, against another L3 phoenix].

Let's put it this way: If Everflame Phoenix, L3, HEALED your opponent for 10 damage when it died, I'd *still* play it. That's how powerful it is. Scorchmane Dragon isn't as powerful as Everflame phoenix, and it has:[1. No regeneration upon death, 2.) A lvl1 form that is *purely* useless/defensive (0/6 defender).  3.) Legendary, just like everflame].

Most problematic is that it's unfair enough to actually not be fun to play against. There are 5 turns to a rank-up. L2 Phoenix dropped on the last turn will guarantee the rank up to L3 [And this applies to both Rank 2 as well as if ever you muster up the 15 damage to kill the rank 3 form later on, DESPITE its mobility]. If it's the turn *before* that turn, well, Rank 2 everflame comes with defender, right? So just placing an opposing creature in the lane on your next turn will still be too late to stop it since it won't engage. That means 40% of the time you either have removal, or the everflame egg goes off.  And that too is *ignoring* the possibility that your opponent might have some card (*any* card) to counter your blocker.

And this is true even if you JUST SACRIFICED 1-2 Fatties to muster up the damage to kill its Lvl3 form! A typical-case scenario on an empty board:
1.) I drop an L3 phoenix, you drop a L3 scorchmane dragon to block it.
2.) I use mobility to skirt around your dragon and deal 22 damage. Leaving a chump blocker behind in case you DON'T waste your dragon on me. Your scorchmane follows my phoenix. KILL! I now have an egg to your nothing. You place a creature to block it
3.) I play two cards - *possibly* buying my scorchmane egg another turn in the process. End of my turn.



Note how the egg has *already* begun to threaten a level up yet again. For free. Providing the threat that forces you to waste cards in that lane. And *NOTHING* stops me from playing a new Everflame Phoenix to virtually guarantee you're not going to kill all the eggs without luckily drawing specific removal.


I'm going to refuse to use this card in our in-house PvP games until they fix/nerf it. Apologies for how much I've played it against yhou thusfar MonkeyLord; but sometimes you have to poke yourself with your own knife to realize the damn thing is sharp. My vs. AI win rate has gone from ~75% to around 50% since everflame phoenix decks entered my environment. . . on account of just how coin-flippy they are. It sucks. I'm done with it for now.

-AHMAD

This post was edited by BountyHunterSAx on January 18, 2014, 10:25 am


#15: 03-22-2014 @ 08:39:46 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7549#7549

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

SO -- wow -- massive changes apparently? When did this happen.

Firstly: NEW CARD SET! "Rise of the Forgeborn" if I'm catching the name right. It's their new card-block or cycle or whatever.

Secondly: Price hike. Under the old system it was 900silver (free-currency) per booster, with 3 cards in a booster and a guaranteed rare (equivalent of magic's "Uncommon", but below "Heroic", or "Legendary" rarity). A shot at any card was possible.
Under the new system, it's 5000 silver for the 6card booster. This booster is guaranteed to have 1rare, and pulls a mix of cards from either Rise of the Forgeborn OR from the original set of cards.

In short: old price per card was  300silver, new price is ~833silver. Not quite 3x the cost.



Third new card-gain system for paid customers. Gone are the three tiers of booster packs, instead you have the base booster and then the equivalent of the old top tier, except pulled *exclusively* from the new cards.

I'm kinda excited to see some new cards, honestly. Curious what new builds I'll be able to toy with now. Here's to moar card-farming :)


*EDIT*: Oh wow, okay this is clever. THey have a 200gold (real-life cash currency) "Legendary Chest" with a guaranteed legendary card (or multiple?). 200gp is a trivial cost, since ~$5 buys you about 1400gp. But this is a one-time-only offer per account! So it's a great way to entice someone who WOULDN'T put in the cash to put in that initial burst. . . and leave them with gp sitting there in their account so that they start looking at what ELSE they can do with it and know they can get more if they pay again :).
-AHMAD

This post was edited by BountyHunterSAx on March 22, 2014, 11:45 am


#16: 03-23-2014 @ 04:04:49 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7559#7559

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

So...I missed a *huge* change in my haste to post before. Cardforging.

I've long been upset that you could have 20+ copies of a card, but without being able to either trade those cards by some means with other players they were useless to you. The 3-per-deck limit made anything past three a 100% disappointment to see when you open a pack -- even if it was an exciting "Legendary" rarity.

The system they've used is a pretty basic 'forging' system. You sell a card and get a small amount of silver. You may also buy extra copies of cards you only have one of. I'm not sure if this *also* applies to cards you have 0 of. Selling a legendary gives you enough for a heroic. heroic enough for a rare. rare enough for a common. The amount is also a *TON*. Like, forging one legendary costs enough to open 20-30 6card  booster packs or something. Still, it's a great way for making use of those extras and if you're buying heroics/rares to round out a deck with silver it's totally appropriate.


As for my thoughts on the new card set - it's too early for me to say with certainty. That said, I'm a little worried about power-creep with the new card set. Most the cards are alright, but some seem to be incredibly powerful, even 'straight upgrades' from existing cards. Particularly egregious are the new legendaries that have a 'Rank IV' levelup effect. Still, without having played with them I guess it's too early to cry panic.
On the plus side - one or two new mechanics are absolutely wonderful to behold. Recall how Savants and Avatars tended to work only with same-faction cards, and thus rewarded/punished single vs. two-faction decks? Well, they're expanding that concept further now with cards that BENEFIT from two-faction decks with a *specific* pairing. For example, a Uterra card that gains "kill a lvl1/2/3 creature when you deal damage to it" as long as the player is currently holding a nekrium card. That's *elegant* design, IMO. I don't anticipate currently making lots of use of this mechanic, but it's a great idea for enhancing the complexity of the game without just dumping "bigger and better" stuff into it.



At this point though? Steam lists me as having played Solforge for 130 hours. Even if it's closer to '100', that's still a damn fine job. It's *easily* worth $10. When they add a campaign, I'd say that it would have been worth $20 as a standalone product without needing microtransactions to make it float. Much respect for all they've managed to accomplish thusfar.

-AHMAD


#17: 03-23-2014 @ 05:03:32 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7560#7560

St00fSt00f

  • Real Name:Steph
  • Joined:2010-01-22

Oh man, I'm so glad that they have given a way to get rid of extra cards.  I didn't have nearly the numbers you guys who have been playing longer had, but 11 Venomfangs and 9 Palladium Pulsemages plus all the others that I had 4-8 of.......man, it feels good to clear some of this stuff out.


Canadians are my favorite mythological creature.
#18: 04-02-2014 @ 02:40:03 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7642#7642

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

So - at this point - my Uterra deck has been with me for at least five months now and undergone only minimal changes. For example, I was recently able to plug a 2nd Echowisp and 2nd Heart Tree in. But overall this is the deck that I tend to run to try and do my dailies and is my absolute favorite deck archetype to play in SolForge.

For those of you who haven't played me with it, the core-strategy is to try and average 3-4 creatures per turn early on, while still being able to trade evenly. Cards like Ether Hounds (3/3 x2), Echowisp (6/1 x2), and Brighttusk Sower (4/5 + 1/1) can ensure it. I also priroitize getting out my strong breakthrough creatures (rootforge avatar is typcially a 6/6 or 7/7). The result is - typically - that at least one or two lanes are bleeding through a little bit of extra damage right off the bat at Rank 1.

If this is true at the end of Rank1 though, then things tend to start to spiral in my favor. Epidemic (-2/-2 (or more) to all enemy creatures) can hold an opponent from outright killing some lanes, while Heart Tree heals'em up. But most critical are Ferocious Roar (+2/+2 (or more) to all my creatures), Lifeblood Dryad (6/6 creature with +1/2/3 to all), and Uterra Packmaster(+1/2/3 to all) results in my creatures growing fatter and fatter. The "3/3" ether hound that had to be ignored in one lane alone becomes a 5/5. .  then a 7/7. The whole time lane advantage and breakthrough bleeding damage in.

By Rank 3-4, i've often won. If I haven't, I have to cross my fingers and hope that i can land the last 10-20 damage needed, because tier-3 sucks for this deck.   Suffice it to say, it doesn't tend to go that long.

-=-=-=-=-=-=-=-=-=-

So I had a thought - maybe I should try this deck out online? I've played 7 matches now with this deck. I've seen some cool counter cards I didn't know about. I've seen an alloyin dekc that looked *damn* near identical to my 'SteelDraw' deck. Seven games. Seven wins. :)   I love this deck.

-AHMAD


#19: 04-02-2014 @ 03:02:01 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7643#7643

DominionDominion

Dominion Photo.
  • Real Name:Mark
  • Joined:2010-01-22

This is basically my main deck with a few tweaks, like Tarus Deathweaver to bulk up cards that throw extra creatures down, and down legendaries like Echowisp =P It is fairly fun.


"Video games are bad for you? That's what they said about rock and roll." Shigeru Miyamoto

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